Hello,
It seems that it’s not yet possible to create a non PBR graph with the lightweight render pipeline and shadergraph. Is this feature planned or not?
Hello,
It seems that it’s not yet possible to create a non PBR graph with the lightweight render pipeline and shadergraph. Is this feature planned or not?
Bump because I asked this same question a while ago and didn’t get an answer either. As is stands I’m assuming we should use the unlit graph and implement our own simple lighting - is that right? Or is a simple lit graph on the way?
Bump. I’m worried I’m being stupid here - is this a stupid question? @phil_lira @Andy-Touch ?
Hi, not stupid at all. I’m not exactly sure if a non-PBS graph is planned and if so, what’s the ETA. I’ll find out.
Just out of curiousity, what kind of non PBR stuff that you guys talking about? NPR?
@Reanimate_L basically in LWRP there’s a ‘simple lighting’ standard shader, which I’m assuming is more performant than the PBR shader, but when using the shader graph you can only choose from PBR or Unlit.
But maybe the performance impact is negligible - I’ll be honest I haven’t profiled. But I’m making another assumption that the simple lighting shader exists for a reason!
The SimpleLit shader is not physcally based, just simple lighting, like the old diffuse. It’s good for some mobile applications, and also for mobile VR/AR.
hmm i think it possible to create simple diffuse with the current lwrp. i remember some one manage to create custom toon shading in lwrp.
That was @Andy-Touch and he implemented his own simple lighting in shadergraph - not using any scene light data etc.
He still had to use a PBR master node for casting / receiving shadows.
well then you can only wait from unity team then
or write a custom master node, although I still havent worked out how to do this! Woud love to though as it opens up shader graph for any shader type
Yes, it seems like this isn’t possible and for this reason it seems like it’s also not possible to use, for example, the HDRP subsurface scattering presets with Shader Graph. Is that planned at all for the future?
This is already in, and for a long time now. Right now there aren’t full docs for anything. SRP Core, LWRP, and Shader Graph are all coming out of Experimental/Preview with the release of Unity 2019.1 so you can expect the documentation for those to come with the release, then things should be more clear.
Yes, it would be great to have information on how to do that. How do you open the Lit shader in the ShaderGraph? I can only seem to get to the PBR shader.
You need to be using a version of HDRP that includes the Lit Master node and a version of Unity that supports it. I recommend updating to the latest beta of Unity 2018 with is currently on Beta 10 or wait until 2018 is fully released in a few weeks as well as using the latest version of HDRP which is currently 4.2.0 (This will give you shader graph 4.2.0 which has the Lit Master node as well as well as some other HDRP Master nodes)
Any update on this @phil_lira ?
We’re planning to provide support for LWRP simple lighting in Shader Graph, but we don’t have an ETA currently.
I need a variation of this for a diffuse sprite. Currently it is impossible to crate a sprite that can receive simple lighting.