Hello all,
I don't know much about shaders so I am wondering if I am missing something completely obvious here. I am using the shader graph in Unity 2019. I am trying to create a starry look for my background, and everything was working fine. I could change the colour from the scripting API. Eventually I tried changing the colour to blue, and everything went black. I was super confused why this one colour wouldn't work. Eventually I went back into the shader and found that it only displays when certain colours are picked and I have NO idea why (see below).
I was hoping someone might know why this is happening.
Replies
For example, the output of the first Multiply after Time... why is this green? I would see if you can make the output grayscale instead.
Hi Eric, thanks so much for getting back to me. I have tried messing around with things, and, you're right -- I have no idea why that node is green. I feel like that may have something to do with it, though, later on in the ORIGINAL graph I posted, you can see that even with a colour that doesn't work, the texture still shows up before the final output, which shows (I think) that that colour is possible to have. Hopefully that makes sense. In other words, something is 'going wrong' between the final multiply node and the PBR master. At least, that is my interpretation of it . Any idea how would I go about making that node grayscale? I tried with a 'Color Mask' node, but I dont know if this is right:
Hi Rollin, thanks for your reply. Here is the texture I am using:
Edit: from what I can see everything looks the same until you multiply the final color.
But I'm not sure what's going on. Could you - for the sake of it - give the color an alpha of 1.
Which version of Shader Graph are you using?
What is this 'Hybrid Instanced (experimental)' Color property thing?
Why is the color a gradient and how is this supposed to be applied?
I'm using Shader Graph 7.3.1.
Notably, I upgraded to the Universal Render Pipeline, because I am trying to get Post Processing effects to work. They don't seem to work either (I have reported each of these things to Unity as a bug, lol).
I am not sure what the Hybrid Instanced (experimental) thing is, but it is disabled. If you look really closely there is actually a checkbox to the right of those words. I tried toggling on and it still happens. I was able to find this documentation:
https://docs.unity3d.com/Packages/com.unity.rendering.hybrid@0.4/manual/index.html?_ga=2.239563971.1372723096.1588613468-1889677728.1588613468
The color is of type HDR, which makes it look like a gradient in the picker. I'm applying the colour to the emission channel so the stars are light sources.