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Question Missing VFXSpriteLit Shader?

Discussion in 'Visual Effect Graph' started by castor76, Feb 5, 2023.

  1. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,511
    For 2DRenderer in the latest build of Unity beta 2023.1v2,
    The manual supposedly documented that VFXSpriteLit exist within VFX package result, but it is not. I can't find it anywhere.

    Also there is lack of information on how to make my own that can take color from the VFX graph and so on.

    I can ofcourse, create my own SpriteLit shader but it does not take color from the VFX graph.

    Any idea?
     
  2. Vita-

    Vita-

    Unity Technologies

    Joined:
    Jul 2, 2019
    Posts:
    121
    Hi! Hmm, good catch! Just checked a 2D Renderer project and indeed VFX search is missing these shaders. I think we have a PR in queue addressing the issue, but if not I'll log one for us.

    For now, you can search for these shaders in Project window and drag&drop them to the ShaderGraph field in VFX Graph.

    About the second bit, what do you mean take color from VFX Graph? I do not really think that there is a way to do such thing in your described order, but if you simply want to adjust the color you can expose color property connect it to Base Color and pass it to VFX Graph. Anyhoo, I'll stop here and let me know your thoughts :).
    Screenshot 2023-02-15 at 23.20.05.png
     
  3. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,511
    Thanks.

    As for the shader color property etc bit, I was talking about when you don't use custom shader and color from vfx itself seems to be applied to the particles automatically, but when you do, I figured that like you said, I have to expose them and then actually get the color from vfx and plug it back to the exposed shader property. So, before I figured this out, I was guessing that some exclusive shader property keyword is used to bind such values from vfx.