How to Make Every Specular PBR Surface Input in the URP/Lit Shader | Unity Tutorial

Learn how to recreate all the standard surface inputs (PBR) on the URP/Lit Shader in Unity ShaderGraph! In this video you’ll learn how to add the following inputs to your own shader so you can keep the PBR look and feel while adding in any special shader effects: ⚫ Albedo ⚫ Specular (including environment reflections) ⚫ Normal Map ⚫ Height Map ⚫ Ambient Occlusion (AO) ⚫ Emission At the end of this video you’ll also see an example use case of adding some of these into a special shader that blends materials based on the vertex color. 👨‍💻 As always, all code from this video is available on GitHub: 📚 Take my Unity ShaderGraph Course: 📚 Resources: ⚫ ShaderGraph documentation (node reference): @17.0/manual/ 🧡 Believe in LlamAcademy’s mission and have received value from the videos? Here’s how you can show your support: 🌟 Patreon: 🌟 YouTube Member: or click the Join button on any video 👕 Get yourself some LlamAcademy merch: 💸 Use my Affiliate Link for Humble Bundles 💸 Publisher Sale! 50% OFF an entire publisher’s Assets! Publisher changes weekly! (affiliate) 💸 Save up to 50% on NEW Assets: (affiliate) Some links may be affiliate links, which at no additional cost to you, gives me a small portion of the purchase. #unitytutorial #tutorialtuesday #gamedev #tutorial #unity #llamacademy #gamedevelopment Chapters: 00:00 Topic Introduction 01:59 Review URP/Lit Shader PBR Inputs 03:08 Create our own shader 03:35 A Note on Environment Reflections 04:20 Albedo / BaseMap with Color Tinting 06:02 Tiling & Offset 07:00 Specular Highlights & Environment Reflections 09:11 Normals 10:27 Height Map / Parallax Map 12:37 Ambient Occlusion (AO) 14:30 Emission 15:55 Apply this knowledge to a vertex color blending shader 17:55 Closing Thoughts & How to Support LlamAcademy
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