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Original post used _LightTexture_0_0 which grabs a specific sorting layer of the lighting pass. Changed the variable reference to grab the entire 2D lighting pass instead.
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I know this was partially answered already, but for anyone still trying to get this to work with the Sprite Custom Lit shader, this seemed to work for me:

Create a Texture2D variable and make sure its Reference is set to "_LightTexture_0_0""_ShapeLightTexture0", and disable the Exposed checkbox.

enter image description here1

This should grab a hard reference to Unity's built-in 2D lighting render target which you can use in place of the 2D Light Texture node.

22

Not sure why the 2D Light Texture node is bugged here either, but it's probably a simple fix for the Unity devs. I'll see about opening a ticket and getting this patched if no one has done so already.

In the meantime, I hope this works for others!

I know this was partially answered already, but for anyone still trying to get this to work with the Sprite Custom Lit shader, this seemed to work for me:

Create a Texture2D variable and make sure its Reference is set to "_LightTexture_0_0", and disable the Exposed checkbox.

enter image description here

This should grab a hard reference to Unity's built-in 2D lighting render target which you can use in place of the 2D Light Texture node.

2

Not sure why the 2D Light Texture node is bugged here either, but it's probably a simple fix for the Unity devs. I'll see about opening a ticket and getting this patched if no one has done so already.

In the meantime, I hope this works for others!

I know this was partially answered already, but for anyone still trying to get this to work with the Sprite Custom Lit shader, this seemed to work for me:

Create a Texture2D variable and make sure its Reference is set to "_ShapeLightTexture0", and disable the Exposed checkbox.

1

This should grab a hard reference to Unity's built-in 2D lighting render target which you can use in place of the 2D Light Texture node.

2

Not sure why the 2D Light Texture node is bugged here either, but it's probably a simple fix for the Unity devs. I'll see about opening a ticket and getting this patched if no one has done so already.

In the meantime, I hope this works for others!

Source Link

I know this was partially answered already, but for anyone still trying to get this to work with the Sprite Custom Lit shader, this seemed to work for me:

Create a Texture2D variable and make sure its Reference is set to "_LightTexture_0_0", and disable the Exposed checkbox.

enter image description here

This should grab a hard reference to Unity's built-in 2D lighting render target which you can use in place of the 2D Light Texture node.

2

Not sure why the 2D Light Texture node is bugged here either, but it's probably a simple fix for the Unity devs. I'll see about opening a ticket and getting this patched if no one has done so already.

In the meantime, I hope this works for others!