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Some custom lighting functions/sub-graphs for Shader Graph, Universal Render Pipeline

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Cyanilux/URP_ShaderGraphCustomLighting

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Some custom lighting functions/sub-graphs for Shader Graph, Universal Render Pipeline. If anything breaks, let me know by opening an issue!

+ This version is for URP v17.1+ / Unity 6000.1+- For older (including 6000.0) versions, see branches!

Setup:

  • Install via Package Manager → Add package via git URL :
    • https://github.com/Cyanilux/URP_ShaderGraphCustomLighting.git
  • Alternatively, download and put the folder in your Assets

Known Issues :

  • Be aware that Shader Graph does not include keywords from blackboard if nested in multiple Sub Graphs. So for some of my subgraphs (ML Cookie, ML Layer Test, Sample Shadowmask & Subtractive GI), you may need to open them and copy the Boolean Keywords in the Blackboard to your subgraph (or every main graph where it's used)

Includes Sub Graphs for :

Main Light

  • Main Light
    • Outputs : Direction, Colour, CullingMask
  • Main Light Shadows
    • Inputs : WorldPosition, Shadowmask (can leave at 1,1,1,1 if you don't need it)
    • Outputs : ShadowAtten
    • (Now works with all Shadow Cascades settings!)
  • Main Light Cookie- For supporting cookies. Will also enable cookies for additional lights (as they use the same keyword)
    • Inputs : WorldPosition
    • Outputs : Cookie
  • Main Light Layer Test - For supporting Light Layers. Pass your shading calculation from main light through here.
    • Inputs : Shading
    • Output : Out (with layer mask applied)
  • Main Light Diffuse (handles Lambert / NdotL calculation)
    • Inputs : Normal
    • Outputs : Diffuse
  • Main Light Specular Highlights - handles specular highlights based onPhong orBlinnPhong models
    • Inputs : Smoothness, Normal
    • Outputs : Specular

Other

  • Additional Lights - Loops through each additional light, point, spotlights, etc. Handles diffuse, specular and shadows. Supports Forward+ path (in 2022.2+)
    • Also supports cookies ifMain Light Cookie node is used (or_LIGHT_COOKIES Boolean Keyword is defined in Blackboard)
    • Also supports light layers ifMain Light Layer Test node is used (or_LIGHT_LAYERS Boolean Keyword is defined in Blackboard)
    • For creating custom lighting models, you'll need to copy this function and edit it due to the loop, e.g. swap the LightingLambert and LightingSpecular functions out for custom ones. Also see the AdditionalLightsToon function as an example
    • Inputs : SpecularColour, Smoothness, Normal, Shadowmask
    • Outputs : Diffuse, Specular
  • Sample Shadowmask - attach this to the Shadowmask port on the Main Light Shadows and Additional Lights sub graphs, in order to support Shadowmask baked lighting mode
    • Outputs : Shadowmask
  • Subtractive GI - for supporting Subtractive baked lighting mode. Should connect Main Light Shadows node to first port. Uses MixRealtimeAndBakedGI function from URP ShaderLibrary
    • Inputs : ShadowAtten, Normal, BakedGI
    • Outputs : Out (Vector3)
  • Mix Fog - applies fog to the colour, should be used just before outputting to BaseColor on Master Stack
    • Inputs : Colour
    • Outputs : Out (Vector3, colour with fog applied)

Deprecated

  • Phong Specular andBlinn-Phong Specular subgraphs are now considered deprecated - useMain Light Specular Highlights instead.
  • Ambient SampleSH - uses per-pixel SampleSH. Somewhat redundant, should prefer using the built-inBaked GI node
    • Inputs : Normal
    • Outputs : Ambient

Included Examples

  • Toon - Toon/Cel Shading. Main Light (ramp texture) & Additional Lights (number of bands). Also supports Main Light Cookies, BakedGI (including Subtractive & Shadowmask), Fog
  • Shadow Receiver - Transparent material that receives shadows and can set their colour. Can turn off casting via Mesh Renderer

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Some custom lighting functions/sub-graphs for Shader Graph, Universal Render Pipeline

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