SRP HD and shadergraph

HI
currently experimenting with shadergraph and have few questions:

1/ There is quite a lot of tutorials that explains how to create new shaders with shadergraph, but no tutorial how to set up the empty scene to properly use Scriptable Render Pipeline (SRP). The only way I can make it working is to open a template project (lightweight RP) in Unity and start from there by deleting what I don’t need. Is there any tutorial describing it from scratch?

2/ Is shadergraph currently (2018.1.0f2) supported by SRP HD? Eventhough if I start with “High-definition RP” template, I’m unable to create shadegraph shaders and if I import shadergraph package from package materials, all shadegraph materials are “purple” without any effect.

3/ Is there any way to “convert” current “classic shader” projects to SRP to use shadergraph? It would be nice to use shadergraph for various effects, but I’m almost at the end of the project and I definitelly don’t want to redo it from scratch just because this.

4/ Is SRP supported by VR? Can I use it with THC Vive (SteamVR)? (I guess I can, just want to be sure)

1: https://github.com/Unity-Technologies/ScriptableRenderPipeline/blob/master/README.md

2: No, coming in the future.

3: No, not planned. There is an “Upgrade” function, but it just remaps built in existing Unity shaders to similar SRP shaders by shader name. It won’t touch custom shaders.

4: LW, Yes, but it’s not finished. HD, No, and no known date for adding support.

Really if you have a project that’s already in production and expect to step within the year you should not be looking to move to either of the new SRP options.

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