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Question Expose other options in the master node

Discussion in 'Shader Graph' started by rayming_smt, Mar 14, 2021.

  1. rayming_smt

    rayming_smt

    Joined:
    Oct 3, 2019
    Posts:
    29
    Hi guys,

    How can I expose the options of Preserve Specular Lighting in the Lit Master Node?

    I can see this option available for regular HDRP/Lit mat but not for my custom shader.

    I can see this option available in the graph editor as well, why is this option hidden away?

    Thank you
     

    Attached Files:

  2. rayming_smt

    rayming_smt

    Joined:
    Oct 3, 2019
    Posts:
    29
    Code (CSharp):
    1. [NoScaleOffset]  Texture2D_F08FA7D5 ("Dissolve Texture", 2D) = "white" { }
    2. Vector1_9D0C9F66 ("Display Height", Float) = 0.000000
    3. Color_DF9AC0A0 ("Base Color", Color) = (1.000000,1.000000,1.000000,1.000000)
    4. [NoScaleOffset]  _BaseColorMap ("Base Map", 2D) = "white" { }
    5. [HDR]  Color_63AA71C6 ("Scan Line Color", Color) = (0.000000,0.234173,22.714781,1.000000)
    6. Vector1_E1E73288 ("High Light Thickness", Float) = 0.200000
    7. [HideInInspector]  _EmissionColor ("Color", Color) = (1.000000,1.000000,1.000000,1.000000)
    8. [HideInInspector]  _RenderQueueType ("Vector1", Float) = 5.000000
    9. [HideInInspector]  _StencilRef ("Vector1", Float) = 0.000000
    10. [HideInInspector]  _StencilWriteMask ("Vector1", Float) = 6.000000
    11. [HideInInspector]  _StencilRefDepth ("Vector1", Float) = 8.000000
    12. [HideInInspector]  _StencilWriteMaskDepth ("Vector1", Float) = 8.000000
    13. [HideInInspector]  _StencilRefMV ("Vector1", Float) = 40.000000
    14. [HideInInspector]  _StencilWriteMaskMV ("Vector1", Float) = 40.000000
    15. [HideInInspector]  _StencilRefDistortionVec ("Vector1", Float) = 4.000000
    16. [HideInInspector]  _StencilWriteMaskDistortionVec ("Vector1", Float) = 4.000000
    17. [HideInInspector]  _StencilWriteMaskGBuffer ("Vector1", Float) = 14.000000
    18. [HideInInspector]  _StencilRefGBuffer ("Vector1", Float) = 10.000000
    19. [HideInInspector]  _ZTestGBuffer ("Vector1", Float) = 4.000000
    20. [HideInInspector] [ToggleUI]  _RequireSplitLighting ("Boolean", Float) = 0.000000
    21. [HideInInspector] [ToggleUI]  _ReceivesSSR ("Boolean", Float) = 1.000000
    22. [HideInInspector]  _SurfaceType ("Vector1", Float) = 1.000000
    23. [HideInInspector]  _BlendMode ("Vector1", Float) = 0.000000
    24. [HideInInspector]  _SrcBlend ("Vector1", Float) = 1.000000
    25. [HideInInspector]  _DstBlend ("Vector1", Float) = 0.000000
    26. [HideInInspector]  _AlphaSrcBlend ("Vector1", Float) = 1.000000
    27. [HideInInspector]  _AlphaDstBlend ("Vector1", Float) = 0.000000
    28. [HideInInspector] [ToggleUI]  _ZWrite ("Boolean", Float) = 0.000000
    29. [HideInInspector] [ToggleUI]  _TransparentZWrite ("Boolean", Float) = 0.000000
    30. [HideInInspector]  _CullMode ("Vector1", Float) = 2.000000
    31. [HideInInspector]  _TransparentSortPriority ("Vector1", Float) = 0.000000
    32. [HideInInspector] [ToggleUI]  _EnableFogOnTransparent ("Boolean", Float) = 1.000000
    33. [HideInInspector]  _CullModeForward ("Vector1", Float) = 2.000000
    34. [HideInInspector] [Enum(Front, 1, Back, 2)]  _TransparentCullMode ("Vector1", Float) = 2.000000
    35. [HideInInspector]  _ZTestDepthEqualForOpaque ("Vector1", Float) = 4.000000
    36. [HideInInspector] [Enum(UnityEngine.Rendering.CompareFunction)]  _ZTestTransparent ("Vector1", Float) = 4.000000
    37. [HideInInspector] [ToggleUI]  _TransparentBackfaceEnable ("Boolean", Float) = 0.000000
    38. [HideInInspector] [ToggleUI]  _AlphaCutoffEnable ("Boolean", Float) = 0.000000
    39. [HideInInspector] [ToggleUI]  _UseShadowThreshold ("Boolean", Float) = 0.000000
    40. [HideInInspector] [ToggleUI]  _DoubleSidedEnable ("Boolean", Float) = 0.000000
    41. [HideInInspector] [Enum(Flip, 0, Mirror, 1, None, 2)]  _DoubleSidedNormalMode ("Vector1", Float) = 2.000000
    42. [HideInInspector]  _DoubleSidedConstants ("Vector4", Vector) = (1.000000,1.000000,-1.000000,0.000000)
    I dug around the compiled shader and I still can't find this Preserve Specular Lighting :(
     
  3. Camarent

    Camarent

    Joined:
    Feb 19, 2014
    Posts:
    168
    Just checked in HDRP 10.3.2, this option exists but on material only.
    upload_2021-3-15_21-3-23.png
     
    rayming_smt likes this.
  4. rayming_smt

    rayming_smt

    Joined:
    Oct 3, 2019
    Posts:
    29
    I'm on 7.3.1. Guess it's time for an upgrade.
    Thank you!