by user 224464722878005248
PBR Shader doesn’t exist in Shader Graph and I can’t use Lit Shader
So, how could I use Fresnel to add emissive on my shader ?
by user 224464722878005248
“Unlit Shader Graph” is usually what you want to use
I used it but I doesn’t have access to my emissive with Unlit Shader Graph
by user 224464722878005248
Not sure what you mean with that - with ShaderGraph you’ll have to define the properties / textures you want to use and connect them how you want them to be used
I try to find this properties in ShaderGraph
by user 224464722878005248
But I don’t have it with Unlit ShaderGraph
by user 224464722878005248
There is only Color and Position
by user 224464722878005248
by user 224464722878005248
“Unlit” means you combine the channels you need
E.g. add a Fresnel node, add a Emissive Map, add them together, plug into “Base Color”
by user 224464722878005248
Okay
by user 224464722878005248
“Lit” means: Unity calculates the lighting for you from the separate PBR channels
“Unlit” means: you have full control
Ooooh I thought Unlit = No Lighting
by user 224464722878005248
Unlit = engine does not calculate lighting for you - you can calculate as much or as few pieces of lighting as you need / want
By Emissive map, seems that you doesn’t mean a node
A material neither
Where could I find the “emissive map” ?
by user 224464722878005248