HDRP UV Coords don't match UV coord Shader Graph node

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!

I think this is more a gamma vs linear colorspace issue, as displaying a color is supposed to be gamma space, and texture coordinates are linear.
If UV coords were wrong in shadergraph the world would have exploded with a lot of deformed textures.

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