#Noob Shader Question?

1 messages · Page 1 of 1 (latest)

zealous topaz
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So I have jump into shader graph and this year I want to understand it a lot more. So I have to shaders right now that so do 2 different things. They are being used on a sprite renderer. Should I figure out how to combine them both to function or is there a better practice for something like this.

vapid orbit
zealous topaz
vapid orbit
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it's a big topic for sure. with shadergraph it's the same as writing regular shaders just that you do it with nodes and have nodes that already include a lot o logic you'd have to do yourself otherwise

as for assigning materials to renderers.
a mesh consists of 1 more submeshes. the materials you see on the renderer component, each material will render the submesh for the same index. so if you have a renderer with only 1 submesh, it would just have 1 material assigned.
okay what happens when you assign more materials than there are submeshes? Unity will use the excess materials to render the last submesh multiple times

I never tried to assign more than 1 material to a sprite renderer but I assume it would be the same

zealous topaz
vapid orbit
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have you tried? I don't have unity open right now tbh

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but I'm saying even if it can take multiple, it doesn't really matter, because one would draw over the other