Shader Graph Custom Lighting (Shadows for URP Unlit Graph)

Hey! Wrote this up as an answer to someone on the Unity Discord. I had plans to extend this, but probably wont get around to it as I've moved to a new site. But it still possibly provides a bit of information about getting shadows to work in an Unlit Graph. Since this still shows …

Passing Particle System Data into Shadergraph (Custom Vertex Streams)

Intro This post provides information on how to use the Custom Vertex Streams option on the Particle System component (also called Shuriken) to pass per-particle data into the shader. Note that it won’t go over how to use the component itself but there are plenty of tutorials online – here’s one that looks well written. In …

Post Processing in the Universal RP

The Universal Render Pipeline (URP, previously known as Lightweight RP) uses an integrated Volume system for Post Processing effects, sometimes referred to as Post Processing V3 / PPv3. These effects include things like Bloom, Chromatic Aberration, Depth of Field, Color Adjustments, Tonemapping, Vignette, etc. Note that URP does not have Ambient Occlusion yet, it's on …