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Shader Graph: Custom Lighting Model Support

Graphics

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Currently, Shader Graph only allows a shader built on top of an existing PBR system. You cannot change the underlying lighting equation. This makes Shader Graph much less useful for experienced graphics programmers.

Comments (10)

  1. E93bb5c24bdf2d9434174ea512239156?d=mm

    Austin_Hey

    Feb 20, 2019 10:04

    Shader graph needs it (and some other stuff) to compete with the assets available on the store (too bad the assets aren't compatible with the lightweight render pipeline)

  2. 58c4ac8e5f1b73015f33944b0a8a1ce5?d=mm

    MlleDR

    Jan 18, 2019 06:53

    Bitinn shared a custom node for shader graph available here https://gist.github.com/bitinn/72922a0a69f6d723d94e94f2fc21230e bit agreed, shader graph seems very poor for light info.

  3. 4f5ed6ac50cbacf4f08a93416abcd265?d=mm

    Belmont9000

    Nov 19, 2018 06:30

    I agree. Wee need to get access to the light direction.

  4. 57f0f1c220c5dfa906f74a12e575feba?d=mm

    carlmfell

    Sep 17, 2018 14:56

    It's pretty ridiculous that we still can't create custom lighting. My choices are Unlit....or PBR and this is what I am supposed to use on mobile?! Even after months of development Shader Graph is basically unusable in any of the games we are making currently, how are external plugins still a better solution that Unity's in house developed system. Stop adding fancy custom nodes we don't need and actually implement core functionality required by actual game development companies, that has existed in other plugins & engines for years.

  5. 968bf955df12654554354ca403eea9fc?d=mm

    tchoupop

    Sep 14, 2018 12:05

    Even to do a simple toon shader, I need the direction of my main directional light. Shader forge used to have the "light dir" node. We need the same here.

  6. 851757878f3a7352a290760cdeceaeab?d=mm

    Ratatoeskr

    Aug 20, 2018 08:34

    I need this for my cell shading. Currently I'm using a subgraph which I have to multiply with the albedo in all my shaders. But this forces me
    1. to use an unlit master node which doesn't support fog etc.
    2. to specify a directional light source vector in every shader which I have to change when turning the sun source etc.

  7. 746bdc1d22b4b127edf1b83fb70614bc?d=mm

    KWhitfield

    Aug 15, 2018 19:06

    I agree, this would be great.

  8. 69570f14b70121cf35605c3add8e4932?d=mm

    recklol

    Aug 13, 2018 15:18

    i'd love this...

  9. C7c8f5f720ba14d1fb5d3ebce96d250d?d=mm

    MintFox

    Aug 13, 2018 11:56

    I think shader graph is basically useless without this.

  10. 5c3c2d061656ed7182880a3ddea47c5f?d=mm

    GameDevCouple_I

    Aug 13, 2018 11:45

    its genuinely ridiculous this wasnt included from the start. Surely unity understand that in the modern world, they need to be able to do what amplify can do, or everyone will simple not use the in-built software.

    I understand that it wasnt built in from the start, fine, but its been half a year and its time to actually add in one of the most important parts of writing shaders.

    Otherwise, what exactly is the point of the graph?

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