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Question Rendering SkinnedMeshRenderer with additional pass on top of default Lit shader

Discussion in 'Universal Render Pipeline' started by Senshi, Mar 25, 2021.

  1. Senshi

    Senshi

    Joined:
    Oct 3, 2010
    Posts:
    557
    I'm not very familiar with URP and its shaders yet, and am just wondering what the easiest way to achieve this effect is.

    Basically, I have a SkinnedMeshRenderer that I want to render as normal at all times using the URP/Lit shader. In addition, I have an additional pass which would be an unlit "aura" effect overlaid on top of it.

    My first instinct was to create a Shader Graph, but there's no nice base to start from that has all the übershader nodes. Am I best off just duplicating the Lit shader file and writing my own pass (and foregoing the custom editor), or is there an easier way that I could just draw the mesh again but with a different material?

    Thanks in advance!