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Help Wanted Cutout + Lighting/Baked Occlusion Not Working Correctly (URP)

Discussion in 'Shader Graph' started by Doddler, May 7, 2020.

  1. Doddler

    Doddler

    Joined:
    Jul 12, 2011
    Posts:
    252
    I'm trying to create a really simple shader which uses alpha cutout, but lightmapper is treating the entire surface as opaque.

    The shader is easy as can be:



    The output from baking lighting is not what you'd expect:



    Using the out of the box URP lit shader instead provides the expected output:



    Is there any way to have shader graph produce a shader in which the alpha clip value works correctly with the progressive lightmapper? Changing the shader surface type to transparent makes it bake properly, but I don't want these objects in the transparent queue.
     
  2. alexandral_unity

    alexandral_unity

    Unity Technologies

    Joined:
    Jun 18, 2018
    Posts:
    162
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