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Question Can UvMode Parameters be used in custom shadergraphs?

Discussion in 'Visual Effect Graph' started by fleity, Dec 13, 2022.

  1. fleity

    fleity

    Joined:
    Oct 13, 2015
    Posts:
    345
    Hi everyone,

    I've come to accept that some properties I would usually set from blocks in vfx graph (color and alpha) can not be set with blocks when using a custom shadergraph asset. Fine setting the exposed color variable works.

    I've noticed that the UV mode dropdown does still create a uvBias and uvScale property with a custom shadergraph. Is that useless UI or can those actually be used somehow? I tried setting "use tiling and offset" on the exposed texture in of the shadergraph, but that unfortunately does nothing.

    Is there maybe a certain naming convention I need to follow?
    ("uvScale" seems to be the reserved name for the property, because if I call a reference of my own that the shader breaks completely -.-)

    I kind of want to use existing properties instead of creating my own every time ^^

    upload_2022-12-13_17-15-9.png

    thanks for your advice