by user 224464722878005248
PBR Shader doesnât exist in Shader Graph and I canât use Lit Shader
So, how could I use Fresnel to add emissive on my shader ?
by user 224464722878005248
âUnlit Shader Graphâ is usually what you want to use
I used it but I doesnât have access to my emissive with Unlit Shader Graph
by user 224464722878005248
Not sure what you mean with that - with ShaderGraph youâll 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 donât have it with Unlit ShaderGraph
by user 224464722878005248
There is only Color and Position
by user 224464722878005248

by user 224464722878005248
âUnlitâ means you combine the channels you need
E.g. add a Fresnel node, add a Emissive Map, add them together, plug into âBase Colorâ
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by user 224464722878005248
Okay
by user 224464722878005248
âLitâ means: Unity calculates the lighting for you from the separate PBR channels
âUnlitâ 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 doesnât mean a node
A material neither
Where could I find the âemissive mapâ ?
by user 224464722878005248



