#What pragma directives should I define in my custom lighting hlsl with an unlit shader graph?
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These are all for unity side lighting, not custom lighting. You probably don't need to include any multi compiles, unless your logic depends on any of the unity resources that are gated behind them.
Custom lighting implies that you don't depend on any of unity lighting logic, so the shader shouldn't need to include it.
Depend if you want to reuse some of the URP shader library function to ease the process and access things like the clustered light list.
@limber ice I suggest that you have a look at the custom lighting samples of shadergraph in the latest versions of Unity.
A lot of the multi compile mess is handled by enabling "keep lighting variants" toggle in the unlit graph target settings.