When will the VFX graph support SRPs that need different shader graph ports than either of these have?: Code (CSharp): protected static readonly RPInfo hdrpInfo = new RPInfo { passInfos = new Dictionary<string, PassInfo>() { { "Forward",new PassInfo() { vertexPorts = new int[]{},pixelPorts = new int[]{ ShaderGraphVfxAsset.ColorSlotId, ShaderGraphVfxAsset.AlphaSlotId, ShaderGraphVfxAsset.AlphaThresholdSlotId } } }, { "DepthOnly",new PassInfo() { vertexPorts = new int[]{},pixelPorts = new int[]{ ShaderGraphVfxAsset.AlphaSlotId, ShaderGraphVfxAsset.AlphaThresholdSlotId } } } } }; protected static readonly RPInfo hdrpLitInfo = new RPInfo { passInfos = new Dictionary<string, PassInfo>() { { "GBuffer",new PassInfo() { vertexPorts = new int[]{},pixelPorts = new int[]{ ShaderGraphVfxAsset.BaseColorSlotId, ShaderGraphVfxAsset.AlphaSlotId, ShaderGraphVfxAsset.MetallicSlotId, ShaderGraphVfxAsset.SmoothnessSlotId, ShaderGraphVfxAsset.EmissiveSlotId, ShaderGraphVfxAsset.NormalSlotId, ShaderGraphVfxAsset.AlphaThresholdSlotId } } }, { "Forward",new PassInfo() { vertexPorts = new int[]{},pixelPorts = new int[]{ ShaderGraphVfxAsset.BaseColorSlotId, ShaderGraphVfxAsset.AlphaSlotId, ShaderGraphVfxAsset.MetallicSlotId, ShaderGraphVfxAsset.SmoothnessSlotId, ShaderGraphVfxAsset.EmissiveSlotId, ShaderGraphVfxAsset.NormalSlotId, ShaderGraphVfxAsset.AlphaThresholdSlotId } } }, { "DepthOnly",new PassInfo() { vertexPorts = new int[]{},pixelPorts = new int[]{ ShaderGraphVfxAsset.AlphaSlotId, ShaderGraphVfxAsset.AlphaThresholdSlotId, ShaderGraphVfxAsset.NormalSlotId } } } } }; (from: https://github.com/Unity-Technologi...r/ShaderGraph/VFXShaderGraphParticleOutput.cs)
Hi, We are putting efforts to make the shader graph integration more modular (also to support HDRP special cases like translucent) but I can't provide you a deadline for this feature yet. Are you using a Custom Scriptable Renderpipeline implemented from scratch or is it an extension of Universal Render Pipeline ?
Bumping/seconding, kind of frustrated at this oversight in a purportedly modular rendering framework. At minimum it looks like some of the required editor documentation is out of date-- there are fields for custom compute shaders, etc. in the project settings that are not mentioned at all in the official manual.
Follow up, it still appears VFX Graph is incompatible with custom SRPs by design. The VFXSRPBinder interface is marked internal, thus new graphs cannot be constructed since there is no way to specify templates, etc.
I assume they will make it public at some point, because there's literally no reason not to after the api is finalized. But it should ideally be public already (so long as they don't make any documentation about integrating the vfx graph into your own SRP), because we're grown up enough to understand it's still WIP. But it's pretty easy to get around the restriction by downloading it from github and modifying the AssemblyInfo file; whether or not they eventually make it public it's only a little bit of work each update. (so long as they do make it modular enough to allow further customization)
I need this too. We are working on our own pipeline (SRP). Any updates on this ? Having a fork on URP/HDRP or a custom SRP is a good option for big studio who has good Graphics Programmer. I hope the graph will follow.
Please see my post in for how to do this currently, it is the easiest method and replicates how HDRP does it https://forum.unity.com/threads/state-of-vfx-graph-for-custom-srps.951059/