According to this link Visual Effect Target | Visual Effect Graph | 12.0.0, and Rendering and visual effects roadmap | Unity, the unity road map. I should be able to modify my lit particle meshes vertex position. But when I add the vertex output node in shader graph with the render target set to Visual Effect the position node becomes greyed out and nothing happens to the mesh. If I change the target and add the material to a mesh in the inspector it behaves as expected with the correct vertex displacement.
I’ve tried to find a solution for a couple of days now but I’m stuck.
Do any of you have a solution? Thanks!
This functionality for URP is fresh out of the oven and just landed You’ll be able to access it in the next beta: 2021.2.0b15 which, bar any unforeseen circumstances, should become available later this week.
You won’t need to use a Visual Effect target anymore, just Universal if you are in URP, and you need to tick the Support VFX Graph option at the bottom of the Graph settings:
It should be on by default, but for visibility, you can also toggle between the old and the new improved ShaderGraph integration in the VFX Graph in Preferences > Visual Effects:
Replying here as well; is it possible that you are tryin to assign the shader graph asset parent? (you have to drag it’s child):
A few other possible reasons:
Have you saved the ShaderGraph after you’ve made it support the VFX Graph?
Are you using anything unsupported? (i.e. are there any console warnings) These can include things like Decal or Sprite type materials in URP, or having exposed blackboard bools, enums, and a few other types.
In the interface for output contexts, assign your compatible Shader Graph to the Shader Graph property. The following output contexts support Shader Graphs: