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Question Why do I only get only pink materials from Shader Graph?

Discussion in '2D' started by Suminell, Jun 5, 2023.

  1. Suminell

    Suminell

    Joined:
    Feb 24, 2014
    Posts:
    15
    Hi, I've recently updated a project to use URP as I wanted to use Shader Graph to add some sprite outlines. I followed the steps here and double checked I have the pipeline asset in the right place.

    But every shader I make - even the simplest one - is appearing pink in the scene view. I don't see any errors in the console so I'm a bit lost. Any guidance would be greatly appreciated.

    I'm running 2022.2.21 on MacOS.
    Screenshot 2023-06-05 at 13.25.06.png Screenshot 2023-06-05 at 13.26.12.png
     
  2. karderos

    karderos

    Joined:
    Mar 28, 2023
    Posts:
    376
    base shaders out of date
     
  3. Suminell

    Suminell

    Joined:
    Feb 24, 2014
    Posts:
    15
    Hey thanks. But how do I update the base shaders? I've tried to follow the steps here - it says to "go to Edit > Render Pipeline > Universal Render Pipeline." but RenderPipeline doesn't exist as a menu for me.
     
  4. karderos

    karderos

    Joined:
    Mar 28, 2023
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    376
    right click on asset folder and create> new shader graph and try some base shaders until you find some that isnt purple
     
  5. scryedzxp

    scryedzxp

    Joined:
    May 14, 2013
    Posts:
    47
    I just ran into the same problem you have. Assuming you created a shader graph under Create->ShaderGraph->URP, you'll also need to configure URP (I had to create a URP asset and set the URP as the active render pipeline with that asset).
     
  6. Suminell

    Suminell

    Joined:
    Feb 24, 2014
    Posts:
    15
    My issue stemmed from creating a new shader graph with any of the URP sprite options - anything I did with those didn't work. When i eventually tried just creating a URP (non-sprite) unlit shader graph things began working and I was able to create the shader I needed. Still not sure why the sprite options didn't work for me.