I'm trying to recreate parts of the metallic workflow URP lit shader in shader graph to give me more control over the lighting. I've put together parts of the pipeline from studying the existing shader code, and using examples like Cyanilux's custom lighting repository. Here's what I've got:
Custom Lighting Additional Lights Function -- Deferred Render Pipeline?
Code (CSharp):
- #ifndef SHADERGRAPH_PREVIEW
- Light GetAdditionalLightWithAO(
- uint lightIndex,
- float3 positionWS,
- half4...