How to Make Every Specular PBR Surface Input in the URP/Lit Shader | Unity Tutorial @LlamAcademy
How to Make Every Specular PBR Surface Input in the URP/Lit Shader | Unity Tutorial  @LlamAcademy
Uploaded July 2024 | Updated September 2026, 1 hour ago
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.

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📚 Resources:
🟠 ShaderGraph documentation (node reference): docs.unity3d.com/Packages/com.unity.shadergraph@17.0/manual/index.html

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

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