#Shader Graph and Standard Shader

1 messages · Page 1 of 1 (latest)

whole marten
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Shader Graph is a really powerful tool that enable us to create many diverse shader feature. However, I struggle to make a shader that behaves the same way of the standard shader in URP.

Because of that, I need to recreate my own "standard" shader in Shader Graph to be able to have a seamless switch between two material or have two object with same visual but different feature (vertex displacement by example).

Is it normal or am I missing something ? Maybe a configuration in Shader Graph ?

foggy pine
whole marten
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I see, so it was expected that recreating the standard shader in shader graph would be either impossible or considerably hard than a simple configuration.

Is there anything in particular to note with those implementation ? Feature that are missing or performance overhead. Given that I might change the whole workflow to use them, I would appreciate to know what are the repercussion at scale before being in the "at scale" situation.

pine forge
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The strategy and workflow you use for shaders depends on a lot of the size of your team and the needs of your project. You can always create shaders that use less texture memory and render faster if you build them yourself for the specific use case you need - either using Shader Graph, or writing them in code. Many Unity users either don't have the skills or don't have the resources to create their own shaders, and for them, the included Lit shader is a good choice. But, as I said, you can get better results if you build shaders yourself with the specific needs of your project in mind.