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October 24, 2020 06:47
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A custom node for Unity's ShaderGraph to capture lighting and use it into the shader. Works as of July 2018, but the APIs might change!
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//This API to create new nodes has been deprecated in early 2019. | |
//This means that if you are on a more recent version of Shader Graph and Universal Render Pipeline, you should use instead a pre-made node, which acts like a container that allows you to inject custom HLSL code into Shader Graph without the need to create a node from scratch. | |
//Please use the new node, not the C# API described here. | |
// | |
//You can find more details about that node in the Docs: https://docs.unity3d.com/Packages/[email protected]/manual/Custom-Function-Node.html | |
//I also blogged about it here: https://connect.unity.com/p/adding-your-own-hlsl-code-to-shader-graph-the-custom-function-node | |
// | |
//If you are still on a very old version of Lightweight Render Pipeline (you shouldn't!!), you can still see the C# code for this custom node by rolling back to a previous version. |
Hey everyone, as I reported in the gist itself, the API described here is really obsolete now. Please refer to this blog post for the explanation: https://connect.unity.com/p/adding-your-own-hlsl-code-to-shader-graph-the-custom-function-node
As such, I hid the code. You shouldn't use it if you're in a recent version of Universal Render Pipeline. Please use the Custom Function Node instead: https://docs.unity3d.com/Packages/[email protected]/manual/Custom-Function-Node.html
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Just make this a little clearer, if you call your function "Main Light" you'll get this error, where as "MainLight" is perfectly fine. I guess space in the custom function name is not allowed.