Hey forum!
I’ve noticed a difference between the UV coord texture produced by Unity’s shader graph node compared to if we render using the Texcoord0 attribute of the HDRP debug window. (see difference in image below). The “correct” UV gradient appears to be that of the shader graph node as it seems to be used universally across other 3D packages. Could anyone tell me why the texcoord0 attribute is rendering differently, or where its getting its UV gradient texture from? Any help will be appreciated!
