I'm trying to create a version of the URP Sprite Lit Shader that accepts a Sprite Emission mask so that I can apply bloom effects to my sprites. I've followed creation of my Shader to the best of my knowledge, checked that I'm using the URP asset, have the Global Volume in my hierarchy, have HDR checked on my camera, etc, but can't seem to figure out why the camera or global volume isn't picking up the Emission mask sprite. It's possible that my ShaderGraph is not set up correctly? Would love someone who is an expert to weigh in on what I'm missing. Appreciate anyone that pays this post attention.
#Global Volume not recognizing my Emission Sprite Mask for bloom effect
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Graph types only use specific output blocks. The sprite ones don't use Emission, which is also why that part of the graph is greyed out.
Bloom would still take the base color / lit sprite into account, but that assumes there's a light to make it bright enough. If you want parts to be unlit/glow you don't use the Emission port, but there are other options : #archived-urp message
Thank you so much! I figured there was some issue with that part of the graph since it was greyed out.