I'm trying to figure out how to get global variables to work within URP. I've tried setting a variable in the Shader Graph and then setting the reference name doing something like this: Code (CSharp): Shader.SetGlobalFloat("Vector1_71B9E5F1", currentFloor); Nothing seems to happen though, so I'm guessing that would have to be done on the actual material instance? I've also tried something like Code (CSharp): Shader.SetGlobalFloat("_GLOBAL_FLOOR", currentFloor); , and then setting it in .hlsl code (something I'm not very familiar with). But if that is the way, then I don't think I know the correct syntax. I've tried a bunch of variants of the below without success: I've also tried changing the reference string of a property to _GLOBAL_FLOOR, but that just made unity instantly crash to desktop when I pressed 'enter' in the field. I'm running out of ideas, and I haven't been able to find any solution that seems to be Shader Graph compatible.