Difference between revisions of "Unity Products:Amplify Shader Editor/Switch by Pipeline"

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'''NOTE:''' The shader still needs to be saved on the desired platform in order to generate the required code; just using this node will not automatically make your shader compatible with multiple renderers.
 
'''NOTE:''' The shader still needs to be saved on the desired platform in order to generate the required code; just using this node will not automatically make your shader compatible with multiple renderers.
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<img class="responsive-img" src="http://amplify.pt/Nodes/SwitchbyPipeline.jpg">
  
 
{| class="wikitable" style="width: 100%;"
 
{| class="wikitable" style="width: 100%;"
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! style="width: 10%;" | Input Port !! Description !! style="width: 10%;" | Type
 
! style="width: 10%;" | Input Port !! Description !! style="width: 10%;" | Type
 
|-  
 
|-  
| Standard
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| Surface
| Active when no default pipeline used (no custom rendering pipeline).
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| Active when using shader is set up to a surface shader type over Built-in rendering pipeline.
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| Float <sup id="ref1">[[#anchor|[1]]]</sup>
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|-
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| Default RP
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| Active when using shader is set up to a template shader type over Built-in rendering pipeline.
 
| Float <sup id="ref1">[[#anchor|[1]]]</sup>
 
| Float <sup id="ref1">[[#anchor|[1]]]</sup>
 
|-  
 
|-  
 
| Lightweight
 
| Lightweight
| Active when shader is set up to use Lightweight rendering pipeline.
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| Active when shader is set up to use Lightweight/URP rendering pipeline.
 
| Float <sup id="ref1">[[#anchor|[1]]]</sup>
 
| Float <sup id="ref1">[[#anchor|[1]]]</sup>
 
|-
 
|-

Latest revision as of 16:24, 26 August 2021

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Switch by Pipeline Node

The Switch by Pipeline allows having different behaviors/sub-graphs inside a shader function according to the current pipeline used over the main shader.

NOTE: The shader still needs to be saved on the desired platform in order to generate the required code; just using this node will not automatically make your shader compatible with multiple renderers.

Input Port Description Type
Surface Active when using shader is set up to a surface shader type over Built-in rendering pipeline. Float [1]
Default RP Active when using shader is set up to a template shader type over Built-in rendering pipeline. Float [1]
Lightweight Active when shader is set up to use Lightweight/URP rendering pipeline. Float [1]
HD Active when shader is set up to use HD rendering pipeline. Float [1]

  1. ^ Port automatically adapts to all connection types.

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