Hi!
I’m using Unity 2019.3.0f3 and URP 7.1.7
I’m trying to follow this tutorial:
https://blogs.unity3d.com/pt/2019/0…n-shader-graph-expanding-your-graphs-in-2019/
But the “mainLight.shadowAttenuation” and “mainLight.distanceAttenuation” always return white if using a “Unlit Shader” as Base. It works with a “PBR” shader but this is not what i need (since i need a fully controllable light model.
Is it a bug or there’s something new that is not documented about it?