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Question by $$anonymous$$ · Sep 27, 2018 at 08:18 PM · shaderconvertpipelinecg

Need assistance in converting shader to work it in LightWeight SRP

Hello Guys! Im currently working on making outline and found shader that works great in core unity, but in lightweight main material turns pink and outline exists, but is invisible. Unfortunatly im total newbie in shader coding, so maybe some help in converting this shader to work in LWRP ?

 [code=CSharp]// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
 
 Shader "Outlined/Silhouetted Diffuse" {
     Properties {
         _Color ("Main Color", Color) = (.5,.5,.5,1)
         _OutlineColor ("Outline Color", Color) = (0,0,0,1)
         _Outline ("Outline width", Range (0.0, 0.1)) = .005
         _MainTex ("Base (RGB)", 2D) = "white" { }
     }
     SubShader {
         Tags { "Queue" = "Transparent" }
         Pass {
             Name "OUTLINE"
             Tags { "LightMode" = "Always" }
             Cull Off
             ZWrite Off
             ZTest Always
             ColorMask RGB // alpha not used
             // you can choose what kind of blending mode you want for the outline
             Blend SrcAlpha OneMinusSrcAlpha // Normal
             //Blend One One // Additive
             //Blend One OneMinusDstColor // Soft Additive
             //Blend DstColor Zero // Multiplicative
             //Blend DstColor SrcColor // 2x Multiplicative
 CGPROGRAM
 #pragma vertex vert
 #pragma fragment frag
 
 #include "UnityCG.cginc"
 
         struct appdata {
                 float4 vertex : POSITION;
                 float3 normal : NORMAL;
                 float4 color : COLOR;
             };
 
             struct v2f {
                 float4 pos : POSITION;
                 float4 color : COLOR;
             };
 
             uniform float _Outline;
             uniform float4 _OutlineColor;
 
             v2f vert(appdata v) {
                 v2f o;
                 v.vertex.xyz += v.color * _Outline;
                 o.pos = UnityObjectToClipPos(v.vertex);
                 o.color = _OutlineColor;
                 return o;
             }
 
             half4 frag(v2f i) :COLOR {
                 return i.color;
             }
             ENDCG
         }
         Pass {
             Name "BASE"
             ZWrite On
             ZTest LEqual
             Blend SrcAlpha OneMinusSrcAlpha
             Material {
                 Diffuse [_Color]
                 Ambient [_Color]
             }
             Lighting On
             SetTexture [_MainTex] {
                 ConstantColor [_Color]
                 Combine texture * constant
             }
             SetTexture [_MainTex] {
                 Combine previous * primary DOUBLE
             }
         }
     }
     SubShader {
         Tags { "Queue" = "Transparent" }
         Pass {
             Name "OUTLINE"
             Tags { "LightMode" = "Always" }
             Cull Front
             ZWrite Off
             ZTest Always
             ColorMask RGB
             // you can choose what kind of blending mode you want for the outline
             Blend SrcAlpha OneMinusSrcAlpha // Normal
             //Blend One One // Additive
             //Blend One OneMinusDstColor // Soft Additive
             //Blend DstColor Zero // Multiplicative
             //Blend DstColor SrcColor // 2x Multiplicative
             CGPROGRAM
             #pragma vertex vert
             #pragma exclude_renderers gles xbox360 ps3
             ENDCG
             SetTexture [_MainTex] { combine primary }
         }
         Pass {
             Name "BASE"
             ZWrite On
             ZTest LEqual
             Blend SrcAlpha OneMinusSrcAlpha
             Material {
                 Diffuse [_Color]
                 Ambient [_Color]
             }
             Lighting On
             SetTexture [_MainTex] {
                 ConstantColor [_Color]
                 Combine texture * constant
             }
             SetTexture [_MainTex] {
                 Combine previous * primary DOUBLE
             }
         }
     }
     Fallback "Diffuse"
 }[/code]

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Answer by HunterNacho338 · Sep 27, 2018 at 09:28 PM

Built-in and custom Lit Shaders do not work with the Lightweight Render Pipeline. Instead, LWRP has a new set of standard shaders. If you upgrade a current Project to LWRP, you can upgrade built-in shaders to the new ones.

https://github.com/Unity-Technologies/ScriptableRenderPipeline/wiki/Getting-started-with-LWRP

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avatar image $$anonymous$$ · Sep 27, 2018 at 09:35 PM 0
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Unfortunatly upgaring button didnt work :(

Redline material was not upgraded. There's no upgrader to convert Outlined/Silhouetted Diffuse shader to selected pipeline UnityEditor.Experimental.Rendering.LightweightPipeline.Lightweight$$anonymous$$aterialUpgrader:UpgradeSelected$$anonymous$$aterials()

avatar image SauronDark $$anonymous$$ · Apr 14, 2019 at 07:14 AM 0
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for me unity console log this: $$anonymous$$atCubeGraph material was not upgraded. There's no upgrader to convert Custom/CubeGraph shader to selected pipeline

shader is just simple standard surf shader

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