So shader graph is really powerful, especially for someone like me with little HLSL experience.
I find myself wanting to add small changes to the standard URP lit shader all the time, just little things like opacity slider or rim lighting but these things are out of reach for me using HLSL.
I really just want a the standard URP lit shader in shader graph so I can add extra stuff to it as needed.
Honestly it doesn’t even need all the features of the URP lit shader, just the texture/UV map and the same lighting.
I have been able to copy some shader graphs that do some of these things, but it seems odd that there is no default option that provides these things and I’m stabbing in the dark a bit.
So I have 2 questions,
Shader Graph team, is it possible to have a shader graph that closely resembles the URP Lit shader instead of it being code based, or maybe a more accurate question, why isn’t it a shader graph?
Maybe someone from the community has what I’m looking for and would be able to share?
Agree, there should be a Lit Master node as well.
I had to re-implement many of its features like the Metallic Map, Emission Map, UV tiling.
It’s sort of a baseline.
I am confused. You want to modify shader features to your like or you need default Lit graph?
There is already default Lit graph with all PBR features.
Both.
When I use the Lit shader template it has none of the normal inputs hooked up by default (e.g. texture map).
If I want a texture for my lit shader I need to add the input and sample it then pass it into the base color etc.
Would be great to just have all this stuff set up from get go as a template so I can tweak it.
Understood, I agree this is useful feature and I think you should make feature request here, but you know, at the same time you could make your own in ~15min as long as you know what to do.