Open laurentopia opened 3 years ago
A completely custom hlsl shader won't work with URP lighting (i.e. realtime). If you're OK with that, it's easy to implement, although a bit out of my project scope. Making it work with lighting is also possible, but unreliable, as it'll easily break as URP updates and changes something.
No realtime is fine, in fact thanks to your volume I make do with zero real time and dynamic shadows are all blob volumes. I think it can be done in shadergraph as a custom function? More reusable for everyone.
Volume logic is reusable, but graphs don't allow for per-vertex execution. If a totally "unlit" shader is OK, it's easy to do, will take a look.
3x 3d texture sampling is a bit much on the Switch. So what I'm suggesting is a vertex lit volume shader. Since it is not possible in shader graph to pass anything but normal to the fragment portion it would have to be a text hlsl.