Hi there,
I’m trying to write a shader that has multiple passes and I’d like to just use a surface shader as that keeps things fairly simple and help me not have to dive in to recreating a bunch of functionality with a vertex and fragment shader.
Is this possible yet? There’s a topic from six months or so ago that suggests it’s a feature you’re working on, is this still the case?
Thanks
Surface shader template for multipass
Re: Surface shader template for multipass
I managed to do this just using UsePass's.
Thanks
Thanks