Help with the equivalent of _worldSpaceLightPos0 for URP

Hello everyone,

I’ve been following a tutorial on creating shell texturing for simulating hair in HLSL. However, the tutorial is designed for the built-in Unity pipeline, and I’m actually looking to implement it in the Universal Render Pipeline (URP). I’m trying to use the line of code:

float ndotl = dot(i.normal, _worldSpaceLightPos) * 0.5f + 0.5f;

But I’m encountering the error ‘Shader error in ‘Custom/Shell’: undeclared identifier ‘_worldSpaceLightPos’.’

Does anyone know the URP equivalent of ‘_worldSpaceLightPos’?

Your insights would be greatly appreciated.

Question - Is _WorldSpaceLightPos0 defined in URP? - Unity Forum

also i think shell texturing is awesome so kudos to you for being cool