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Post process shaders and Shader Graph

Discussion in 'Shaders' started by mattbirkettsmith, Aug 31, 2018.

  1. mattbirkettsmith

    mattbirkettsmith

    Joined:
    Mar 19, 2018
    Posts:
    8
    Hi guys

    I have an old custom damage vignette shader that I wrote in ShaderForge. For my new project I would like to port it over to Shader Graph for consistency. Does Shader Graph support working with post process materials yet? I couldn't see an option for it

    Also as an aside does anyone know how to fix the compile error for my old Shader Forge vignette shader under the HD render pipeline? I don't know if I can hack around this with a header file tweak or if it's fundamentally incompatible:

    Code (CSharp):
    1. Errors 1:
    2. 'UNITY_PASS_FORWARDBASE' : macro redefinition
    3. Compiling Vertex program with UNITY_PASS_FORWARDBASE DIRECTIONAL LIGHTPROBE_SH
    4. Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHT_PROBE_PROXY_VOLUME UNITY_LIGHTMAP_FULL_HDR