Correct sub shader order in Unlit Shader Graph #4291
Merged
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Purpose of this PR
Hybrid Renderer relies on shader target 4.5 to work, so for that reason URP has a sub shader for 4.5 and one for 2.0. Unity chooses the first compatible one. The Unlit Shader Graph was putting the 2.0 subshader before the 4.5 one. This was not an issue when the platforms for each sub shader were exclusive. But since #3758, D3D11 is now in both of them. So that caused Unity to always pick shader target 2.0 for D3D11.
Testing status
Verified shader output locally.