Nice find, very interesting
There is no reason for not supporting this in URP. +1 here.
I spent some time trying to figure out if depth offset could be implemented without modifying the render pipeline. The simplest solution is to create a separate master node.
Currently only works in Forward(+) mode.
The problem with this is that the node has to be updated whenever changes are made in the pipeline. It is not without reason that the API of master node is protected.
Sounds interesting, where did you modify that Master Node?
@PolyCrusher I’m also very curious how you did this. I don’t expect Unity to add anything new to SH before BlockShaders and the new shader API is in place. It’s such a long wait ![]()
The custom node is a copy of UniversalLitSubTarget (UPR/Editor/ShaderGraph/Targets)
Thanks for showing the way @polycruncher. I’m afraid it’s not behaving nicely with shadow casting and SSAO (Unity 6.1, URP 17.1.0, Forward+). Did you figure that out too?
@cecarlsen haven’t spent much time working on the shader side. I would not recommend using this in production. This was just a test how to get custom master node properties to shader graph. the internal urp lit shader has a lot of includes and macros. to add PDO properly we have to go down the rabbit hole.
+1 for this feature. It’s disappointing to get this far with a URP shader graph only to realize an essential feature is missing. Since I have to stick to URP, I have to recreate it in code.
I need this. why is it not a thing yet
2026 and still basic feature missing in URP?!
This and tesselation

