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Question Custom Render Texture with HDRP Shadergraph

Discussion in 'Shader Graph' started by A132LW, Aug 11, 2019.

  1. A132LW

    A132LW

    Joined:
    Jun 21, 2017
    Posts:
    37
    Has anyone managed to use a CRT (Custom render texture) with any HDRP shadergraph - that is, without modifying the final shader (custom function nodes/blit solutions are okay).

    I need the adaptability of shadergraph (so I can change a subgraph without editing all the shaders again) and cannot simply work with regular shaders.


    Note: this is related to https://forum.unity.com/threads/graphics-blit-with-shadergraph.724112/
     
    Last edited: Sep 15, 2019
  2. A132LW

    A132LW

    Joined:
    Jun 21, 2017
    Posts:
    37
    Is there any way to pass information out of shadergraph to a regular shader - or make a custom master node (with the current API in 6.9.1 - afaik this is no longer possible)?