Shader Toolbox for URP comes with a handful of subgraphs which make your life easier when creating your own graphs.

Subgraph List

HCL to RGB

Converts from Hue-Chroma-Luminance color space to Red-Green-Blue.

RGB to HCL

Converts from Red-Green-Blue color space to Hue-Chroma-Luminance.

Get Main Light

Retrieve data from the main light, such as the direction (as with the Main Light Direction node), color, shadow attenuation, and distance attenuation.

Get Ambient Light

Gets ambient light data from spherical harmonics.

Apply Normal Map

Takes in a normal map and applies its normal data to the world normal vector to produce a combined vector.

Better Voronoi

A new version of the Voronoi node which outputs pixel distance from the nearest edge between cells (as well as the distance from the cell center point, as the built-in Voronoi node does).

Find Perpendicular Vectors

Given a single vector input, this node finds two vectors which are perpendicular to that vector (and to each other), with a safety mechanism if the zero vector is input.

Lit Default

The main subgraph which combines Lit properties and outputs values you can output to the graph output stack.

Lit Stochastic

A version of the Lit Default subgraph which also applies stochastic texture sampling to each texture map, disrupting obvious texture tiling.

Refract

Outputs a refracted vector given an input vector, a surface normal, and a refractive index.

Sample Texture 2D Grad

A version of Sample Texture 2D which lets you manually supply gradient vectors.

Sample Transparent Texture

Samples the _CameraTransparentTexture. If this isnโ€™t set up (see Camera Transparent Texture for details), then it will output a grey texture instead.