I want to implement simple order indiependent transparancy for an existing URP project. For this I need to draw all materials with a special shader pass again. However using a override Material would not allow me to accsess the data of the original materials.
It seems the shader replacement system from the built in rendering was removed in URP. So, if an override material per layer isn’t fine grained enough, I think we have to write our own script to access all the materials of all the renderers in question.
@BattleAngelAlita Interesting, I need to look into that. Thanks for the tip. I find it weird that such necessary thing aren’t working straight out of the box…
Hi, can i ask you how did you use LOD to replace shaders ? Is it possible if using Shader Graph in URP ?
I’ve done some work for the graphics of my project, using URP and Shader Graph.
But now that i see there’s no replacement shader, i’m forced to redo everything unless i find a workaround.
Thanks for any response !
Very thanks,
I could make it work, editing the generated shader located in a temp folder.
But then the shader could not be open again in shader graph.
Also now i struggle to find an equivalent to OnPreRender() in URP to make each camera a different LOD.
Thanks !