HDRP HDRI Sky Shader Shader Graph

Hello, I’ve been wondering how to implement a custom sky shader in HDRP shader graph. I’ve got a custom HDRISky sky renderer and I can apply the shader to it but I don’t know how I would go about making the shader itself work… As I understand, it would require two “passes” for it to work, but I am a complete noob and have no idea how it would work in shader graph… Anyway, any help/pointers etc would be appreciated.

Hi,
You probably need to check into writing HLSL code. You probably read that guide page? (Redirecting to latest version of com.unity.render-pipelines.high-definition)

And in this thread ( HDRP Custom Skybox and Shaders )

Korindian asked:
“1. Can we create a custom HDRP skybox shader using the Shader Graph?”

Answer by Remy_Unity was:
“1. No, unless you make a HDRP skybox shader master node for the Shader Graph.”

At least that’s how I understood it when I read about that topic earlier. So I think those are your options, and they both require writing code.

Thanks for the reply, and yes I did indeed read those guides and threads and that’s how I got my custom sky working. I did come to the conclusion that my only option would be making code in some shading language… but unfortunately it is way out of my range of skills right now, so that’s why I was wondering if shader graph implementation was possible.