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Per-Vertex varyings in URP SG?

Discussion in 'Universal Render Pipeline' started by FissicsPeep, Nov 15, 2021.

  1. FissicsPeep

    FissicsPeep

    Joined:
    Jan 14, 2014
    Posts:
    65
    Hi there,

    Is there a way to have varying's in ShaderGraph? I have a few calculations that only need to be per-vertex, with the results then interpolated for the pixel shader. For my cases, these would be significant optimisations, since my world is low poly, but the calculations would be overkill per-pixel.

    Is it possible to do this somehow? Perhaps with a custom node/file? Or do I need to write my own shaders for this? Secondary question - is it possible to mix hand-made shaders and ShaderGraph shaders in the same URP project (I guess so).

    Thanks!
     
  2. FissicsPeep

    FissicsPeep

    Joined:
    Jan 14, 2014
    Posts:
    65