#Additional Lights Issue inside a Shader [Unity 6.2]
1 messages · Page 1 of 1 (latest)
Maybe you can use this as a base:
https://github.com/Cyanilux/URP_ShaderGraphCustomLighting
Thanks i got it working in standard forward. But i'm wishing that i could do that in FORWARD+. Thanks for the help. : )
My repo linked above also works in Forward+
Note that the Forward+ path used _FORWARD_PLUS in Unity 6, but that keyword was renamed to _CLUSTER_LIGHT_LOOP in Unity 6.1. Your code screenshot uses the correct keyword in the multi_compile but not in the #if defined() in frag.
I tried it that. But all it did was make the object just pure black.
I forgot to add that i wanna learn to write shaders. I'm more comfortable when seeing lines instead of nodes.
URP (nor HDRP) aren't the best environments for learning that because they're designed to be worked with using nodes, so the process of writing shaders is more complicated and less documented
Custom functions are the a good middle ground between shader code and nodes, but I'm not sure if using them is all that educational
For learning specifically your best choice would be the built-in render pipeline