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Question by yaxamie · Dec 14, 2020 at 10:06 AM · shadersshader programming

Help wanted: how to access Global Shader properties within a CustomFunction node in ShaderGraph,How to access Global Shader properties within a CustomFunction node in ShaderGraph

You are able to set Global shader properties with Shader.SetGlobalFloat, for instance. You are also able to access those variables from top-level shader graphs and pass them down into subgraphs. For simplicity I'd like to be able to access them from subgraphs without passing them in. I was playing with writing hlsl in a Custom Function node, but I'm unable to find a way to access a global property from this context. Any help would be appreciated!

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Answer by makamekm · Jan 07, 2021 at 02:21 PM

Hi, there is my example.

 Texture3D<float4> _AO_Texture;
 float3 _AO_Start;
 float3 _AO_Size;
 
 void MainGetAO_float(out Texture3D<float4> AO_Texture, out float3 AO_Start, out float3 AO_Size)
 {
    AO_Texture = _AO_Texture;
    AO_Start = _AO_Start;
    AO_Size = _AO_Size;
 }
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avatar image yaxamie · Jan 07, 2021 at 03:23 PM 0
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Appears that this works with a few caveats I'd been meaning to write up.

  1. You have to use the custom function node with an external text file.

  2. You need to access properties that aren't also used by any parameters into shader graph itself or you can get "duplicate definition" errors.

Thanks for the reply!

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