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Hi @ChrisTsiamitas , Good question!
There are no plans to move the shaders to ShaderGraph. Personally I think it would be harder to work with visual shaders for volume rendering. I see a lot of benefit of using ShaderGraph for shaders that interact heavily with Unity's lighting system and depends on Unity-provided shader functionality, but that's not so much the case here. Also, I spend a lot of time profiling with tools like RenderDoc / Nvidia Nsight, so it's more practical to work in a shader language which is not so different form the final shader.
And regarding your second question: I'm not sure what would be the best way to convert it to ShaderGraph, but maybe someone else reading this will be able to give you some suggestions 🙏
Are there any plans on converting the DirectVolumeRendering Shader to ShaderGraph shader? If not, how would you go and do it? Thank you in advance!
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