Hello !
I can’t find how to have a transparent pbr shadergraph receive the HDRP volumetric fog, is that possible ?
Thanks !
Hello !
I can’t find how to have a transparent pbr shadergraph receive the HDRP volumetric fog, is that possible ?
Thanks !
Hi @VincentAbert ,
I’m not sure if this is the right way, but I managed to do this by looking into sources, and enabled a keyword _ENABLE_FOG_ON_TRANSPARENT in the Shader Graph created shader.
See the images; I think it works ok?
Result:
That’s exciting, but I can’t seem to get it to work… You manually add a boolean keyword on your graph, and manually rename it that ? That does nothing here… I’m using hdrp 7.5.1 on unity 2019.4.10f1 btw
Hmm, I’ll look into it tomorrow. This was on Unity 2019.3, I doubt that anything has changed.
Yes, manually created a keyword and added the Reference.
I have found the solution ! It must be a lit master node and not a PBR node, then you can check the regular receive fog toggle
Ok, well it’s still weird you couldn’t get it to work. Maybe it’s some HDRP setting.