So currently i created a new project, and created a lit/standard surface shader, i do not change anything in the code and create a material from it. When applying this material to an object it becomes purple, which usually means there is something wrong. However i cannot find out what, visual studio nor visual code nor unity return an error. I've applied the texture, i have checked all packages, i have tried on 2021.3.5f, 2022.1.9f1, and 2022.2.8f1. I have also check project settings, i am on 3d urp, and there is a scriptable renderer pipeline asset connected and also the universal renderer pipeline global settings is connected.
As mentioned before, it is purely the starting code, but here it is anyways:
(I did add a texture to the material, just a simple black and white texture)
Shader "Custom/TestShader"
{
Properties
{
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_Glossiness ("Smoothness", Range(0,1)) = 0.5
_Metallic ("Metallic", Range(0,1)) = 0.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
// Physically based Standard lighting model, and enable shadows on all light types
#pragma surface surf Standard fullforwardshadows
// Use shader model 3.0 target, to get nicer looking lighting
#pragma target 3.0
sampler2D _MainTex;
struct Input
{
float2 uv_MainTex;
};
half _Glossiness;
half _Metallic;
fixed4 _Color;
// Add instancing support for this shader. You need to check 'Enable Instancing' on materials that use the shader.
// See https://docs.unity3d.com/Manual/GPUInstancing.html for more information about instancing.
// #pragma instancing_options assumeuniformscaling
UNITY_INSTANCING_BUFFER_START(Props)
// put more per-instance properties here
UNITY_INSTANCING_BUFFER_END(Props)
void surf (Input IN, inout SurfaceOutputStandard o)
{
// Albedo comes from a texture tinted by color
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Metallic and smoothness come from slider variables
o.Metallic = _Metallic;
o.Smoothness = _Glossiness;
o.Alpha = c.a;
}
ENDCG
}
FallBack "Diffuse"
}
Anyone knows anything that might fix this problem?
So after a bit of research, it looks like that shadergraph/shaders had an update, and creating a shader via the window that unity provides does not work anymore. As someone mentioned in the comments, it is possible to make a shadergraph shader, compile it and work from there, however its 5000 lines of code.
The method im using right now, is the custom node in unity, it can now (when i last used it about 2 years ago, it was still very basic) hold almost all your shader code that you original would put in a shader script. So you either can write all your code in 1 custom node, or split up the functionality so you can use it in different shader graphs. For me this is actually perfect as i like shader graph but some functionalities were not possible before with just shader graph.