I have a player with an outline shader material that is UnLit. I would like the player character to be LIT to be affected by lightning but his outline to be UnLit.
Currently the whole player becomes UnLit when i attach the outline shader material onto him. This is what i have so far with the player on the left who is UnLit and another player on the right who is Lit.
Im wondering is there even a way to have the “Default sprites Lit” material on a sprite while having an outline created from Shader graph at the same time?
In any case, sorry I didn’t want to derail the discussion.
I’m not sure what you want to do is doable with one shader. I tried to use Emission on a Lit shader so you could draw the outline at maximum emission power in order not to be lit, but the graph seems to ignore the Emission block…
I think you might have to use another shader only for the outline. Can you maybe use a Render Feature? (you’re in URP, right?)
So you draw your characters like normal, then add a Render Feature to the URP Renderer asset, either Render Objects or Full-screen Pass, to draw the outline.
First time trying shaders today so im not completely following but i tried applying unlit to the character and then lit to a copy of the character and they are on separate layers. It sounds kinda tedious though.
I will check that documentation and see if there is some kind of mask i can use! Thanks !!