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Expand Up @@ -11,6 +11,6 @@ The **Graph Settings** tab on the **[Graph Inspector](Internal-Inspector.md)** l
| Menu Item | Description |
|:----------|:------------|
| Precision | A [Precision Type](Precision-Types.md) drop-down menu that lets you set the precision for the entire graph. |
| Active Targets | A list that contains the Targets you've selected. Entries can be added or removed using the Add (+) and Remove (-) buttons. |
| Active Targets | A list that contains the Targets you've selected. Entries can be added or removed using the Add (+) and Remove (-) buttons. Shader Graph supports three targets: the [Universal Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.0/manual/index.html), the [High Definition Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@12.0/manual/index.html), and the [Built-In Render Pipeline](https://docs.unity3d.com/2020.3/Documentation/Manual/render-pipelines.html). |

Target-specific settings appear below the standard setting options. The displayed Target-specific settings change according to which Targets you select.
8 changes: 8 additions & 0 deletions com.unity.shadergraph/Documentation~/Graph-Target.md
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Expand Up @@ -9,3 +9,11 @@ Targets hold information such as the required generation format, and variables t
Target Settings are specific to each Target, and can vary between assets depending on which Targets you've selected. Be aware that Universal Render Pipeline (URP) Target Settings and High Definition Render Pipeline (HDRP) Target Settings might change in future versions.

Typically, each Target you select generates a valid subshader from the graph. For example, a Shader Graph asset with both URP and HDRP Targets will generate two subshaders. When you use a graph that targets multiple render pipelines, you must reimport the Shader Graph asset if you change the active render pipeline. This updates the Material Inspector for any Materials that use your graph.

Shader Graph supports three targets: the [Universal Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.0/manual/index.html), the [High Definition Render Pipeline](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@12.0/manual/index.html), and the [Built-In Render Pipeline](https://docs.unity3d.com/2020.3/Documentation/Manual/render-pipelines.html).

Not all blocks are compatible with all targets. If a block in your graph becomes inactive when you choose a target, that block is not compatible with that target.

The visual results of a graph are not the same in all render pipelines. This is because of the technical differences between URP, Built-In, and HDRP.

Shader Graphs that target the Built-In Render Pipeline replicate the results of shaders handwritten in ShaderLab, with the exception of normal maps. For mathematical correctness, normal maps created with Shader Graph behave as they do in URP even when your build targets the Built-In Render Pipeline.
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Expand Up @@ -4,6 +4,9 @@

Defines a constant **Matrix 4x4** value for a common **Transformation Matrix** in the shader. The **Transformation Matrix** can be selected from the dropdown parameter.

Two output value options for this node, **Inverse Projection** and **Inverse View Projection**, are not compatible with the Built-In Render Pipeline target. When you choose either of these options and target the Built-In Render Pipeline, this node produces an entirely black result.


## Ports

| Name | Direction | Type | Binding | Description |
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