#Looking for URP Deferred Rendering Shader Example.
1 messages · Page 1 of 1 (latest)
Well, if you are doing deferred rendering, you don't really care about lights/shadows 🤔
Why not simply use shadergraph ?
I'd like to implement a grass shader and I don't think shadergraph can handle that? Or at least it would be cumbersome.
If however you plan is to do custom lighting, new sample for custom lighting with shadergraph were released some days ago 🙂 : https://discussions.unity.com/t/shader-graph-custom-lighting-sample/1681765
By grass shader, do you mean to overwrite the terrain grass shader ?
Then I'm not sure, maybe SG can still do the job, if you are able to bind the data to the shader and use it.
I meant like a compute shader or geometry shader.
Something like this: https://www.youtube.com/watch?v=Y0Ko0kvwfgA
An overview of my grass rendering explorations and an implementation of billboard grass, a common technique used in nearly every single video game.
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Found a decent starting point with shader graph
https://discussions.unity.com/t/how-to-shell-texturing-in-shader-graph-w-urp/1490195/3