Shader shows up black in skinned mesh renderer
Hey, all. I made a simple dissolve shader using shader graph, which appears to work fine on simple meshes, but when I apply it to skinned mesh renderers on characters, it shows up all black. Any ideas on why this could be happening would be appreciated. I've included a pic below of a character and a sphere both with the same shader attached. Also a pic of settings on the character.
Answer by Crawdad · Feb 25, 2021 at 12:49 PM
I've done some more testing and it looks like this happens on any non-standard mesh (sphere, capsule, etc.). I've gone through a lot of trouble to get all of the materials in my project to work again when I upgraded to URP specifically so I could start using shader graphs, so I'm a little miffed that I can't get them to work properly. I'd really appreciate some ideas on this one. It's kind of a mess, but I've gone ahead and grabbed a picture of the shader graph just in case it's relevant. It's a slightly tweaked version of Brackey's dissolve shader.
I figured it out. I had accidently applied my surface texture to the "vertex normal", not the normal "normal" haha. Can't believe it took me 3 days to figure that out. Posting the answer here in case anyone is bone-headed enough to make the same mistake as me. The forum won't let me upload anymore images for some reason. I'll try again later.