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.