Shader Graph Texture Output Different For Direct Input vs Input Node


Hello, first time posting on the forums and I’m sorry if its a beginner question. I am learning Shader Graphs and trying to modify my terrain texture to take in a separate texture to try and color specific parts of it at runtime. Not sure if theres a better way to do this but I was thinking I would add it to the existing color output with a texture representing the added color. The problem is that the texture input does not populate when I use an input node (the lower texture input). When I use the direct input on the upper node I get the expected output but I can’t modify this texture input at runtime! If I modify the texture asset at runtime the changes arent reflected.

When I use the input node the output to my terrain is completely different, like the texture is being read as just a blank white image.

Is this something with the UV? I’m not sure what the difference here is. Any help would be appreciated. thank you

Here is the output with the direct texture input:

Ok, well it looks like i solved it but I don’t know how. The “default” texture input on the input node wasn’t the same as the actual material input texture… Maybe that was it???
Anyways. Love unity, love the community, close this ticket :slight_smile: