Is it possible to recreate the URP Baked Lit shader in shader graph?

Hello!

There are optimizations with how lighting is handled with the URP Baked Lit shader that I would like to replicate with some shader tweaks in shader graph but I am unsure what the guts are of that shader. Optimization is important to me as I am working in a mobile VR platform.

Alternatively, is there an way to do a very optimized lit shader that does something similar?

Thank you for any responses

Hey, no because the supported material types of URP shader graph are Lit & Complex Lit (Clear Coat ticked) only. So unless you use an Unlit graph, there’ll be lighting calculations that cost performance.

Maybe you can try copying and modifying the Baked Lit shader & its include files? This is really inconvenient when upgrading the URP version but there’s no other easy way to do it.

Make an unlit shader and get GI baked data maybe?

Ok thank you