ShaderGraph Time is not working?

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

by user 224464722878005248

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

image.png

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”

:open_mouth:

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

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

Typical setup would be something like this: