Hi,
Here’s an example output from a blank ShaderGraph (2021.3.16f1)
SubShader
{
Tags
{
"RenderPipeline"="UniversalPipeline"
"RenderType"="Opaque"
"UniversalMaterialType" = "Lit"
"Queue"="Geometry"
"ShaderGraphShader"="true"
"ShaderGraphTargetId"="UniversalLitSubTarget"
}
Pass
{
Name "Universal Forward" // good! pass is named
Tags
{
"LightMode" = "UniversalForward"
}
This pass is named. Lower down, we find:
Pass
{
// Name: <None>
Tags
{
"LightMode" = "Universal2D"
}
This pass is not named. So the behavior is inconsistent on naming convention.
Worse still, the only way (I know of) to hack in custom passes to ShaderGraph shaders is to use this UsePass trick . However, this means the Universal2D pass can never be included, and so it’s not possible to add extra passes to shadergraphs used in 2D projects (Fallback doesn’t seem to work either).
Could the Universal2D pass please be named?
Thanks,
Elliot