Ok I guess I know how to reproduce it (Adding URP → adding URP as target to the shader → uninstalling URP → broken shader)
Left is black - Right is working. Can you check your shader if they still have a missing URP target?
The simple shader in 2022.3.4f1 (build-in render pipeline) works, in my case the problem was that i was missing the label inside the material/Shader. However the “black” coloring thing happens when you open up the “shaders sample” in local server (from what i know, that is not normal).
by user 368204675922657280
Yes that happens with built-in right now - we have to fix that in the shaders being exported. Unity unfortunately does “by default” make new targets “lit” (even if the other targets are all unlit) - and since lit shader export is not supported they appear black…
I’ve created an issue internally
Well that explains it, thanks for the replies! Hope it gets fixed:coolcat:
by user 368204675922657280
So to wrap it up: you’re able to use custom shaders now and are basically unblocked?
Fix is: adding the ExportShader asset label to the material or shader and use the BiRP + Unlit Target
correct :gentleblob:
by user 368204675922657280