![]() Light light = GetAdditionalLight(i, WorldPosition) Int pixelLightCount = GetAdditionalLightsCount() įor (int i = 0 i < pixelLightCount ++i) Void AdditionalLights_float(float3 SpecColor, float Smoothness, float3 WorldPosition, float3 WorldNormal, float3 WorldView, out float3 Diffuse, out float3 Specular) Out = LightingSpecular(Color, Direction, WorldNormal, WorldView,half4(Specular, 0), Smoothness) Void DirectSpecular_half(half3 Specular, half Smoothness, half3 Direction, half3 Color, half3 WorldNormal, half3 WorldView, out half3 Out) Out = LightingSpecular(Color, Direction, WorldNormal, WorldView, float4(Specular, 0), Smoothness) ![]() ![]() Void DirectSpecular_float(float3 Specular, float Smoothness, float3 Direction, float3 Color, float3 WorldNormal, float3 WorldView, out float3 Out) Half4 shadowCoord = TransformWorldToShadowCoord(WorldPos) Half4 shadowCoord = ComputeScreenPos(clipPos) Half4 clipPos = TransformWorldToHClip(WorldPos) Void MainLight_half(float3 WorldPos, out half3 Direction, out half3 Color, out half DistanceAtten, out half ShadowAtten) ShadowAtten = mainLight.shadowAttenuation Light mainLight = GetMainLight(shadowCoord) ĭistanceAtten = mainLight.distanceAttenuation Void MainLight_float(float3 WorldPos, out float3 Direction, out float3 Color, out float DistanceAtten, out float ShadowAtten)įloat4 clipPos = TransformWorldToHClip(WorldPos) įloat4 shadowCoord = ComputeScreenPos(clipPos) įloat4 shadowCoord = TransformWorldToShadowCoord(WorldPos) Right click in the ShaderGraph working area and create a new Custom Function node, you can find it under ‘Utility’: Or if you want to create this custom node yourself, you can follow along with these instructions to create the Main Light node… 3.1 Create a Custom Function node hlsl file and the SubGraph can be downloaded from here (see the Subgraphs and CustomNodes folders): /Timanious/MyShaderGraphs… The best way to create a custom node that we can reuse in other graphs as well is to create a Custom Function node first and then convert it into a Subgraph.īoth the custom node function. You can find detailed instructions on how to create this custom main light node (and custom nodes in general) in this Unity blog post (opens in a new tab).: blogs.unit圓d.com/1/custom-lighting-in-shader-graph… To add a sun to a skybox that has its position based on the direction of a directional light in your scene, a custom ‘Main Light’ node that gets the direction of the Main Light in the scene has to be created first. The normalised world position ranges from -1 at the bottom of the world to 1 at the top center of the world so in order to plug that value into the time input of the gradient it needs to be remapped to a 0 to 1 range first: Just to make sure everything works we can create a very simple gradient skybox by using the green channel (Y-axis) of the normalised world position and feeding that into a sample gradient node. If you are using Unity 2019.3 and the URP then you have to enable ‘Two Sided’ in the unlit master node settings by clicking on the cogwheel icon: 1.6 Simple gradient sky Test 1.4 Open the ShaderGraphĭouble click on the Skybox ShaderGraph file in the project window to open the graph… 1.5 Unlit Master Node Settings URP ![]() Open Window > Rendering > Lighting Settings and drag the material into the Skybox Material slot in the Environment settings. Right click in the Project window and select Create > Shader > Unlit Graph 1.2 Create a new materialĬreate a new material in the Project window and drag the ShaderGraph on top of it to assign it to the material. ![]() Creating the Skybox Material 1.1 Create a new unlit ShaderGraph ![]()
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