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. | ||
+ | |||
+ | <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 | ||
|- | |- | ||
− | | | + | | Surface |
− | | Active when | + | | Active when using shader is set up to a surface shader type over Built-in rendering pipeline. |
+ | | Float <sup id="ref1">[[#anchor|[1]]]</sup> | ||
+ | |- | ||
+ | | Default RP | ||
+ | | 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. | + | | 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
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] |
- ^ Port automatically adapts to all connection types.