Troubleshooting
The failures people actually hit, and what each one means.
The nodes are not in the search menu
Section titled “The nodes are not in the search menu”In Shader Graph they live under AllIn1Nodes, grouped by category. Type AllIn1 in
the search box to list the whole library.
In Amplify Shader Editor they are under categories prefixed AllIn1ShaderNodes -. If they are missing there, Amplify is not installed. The ASE nodes ship inside the main package but compile only when Amplify is present, so installing Amplify afterwards is enough and no reimport is needed.
The lighting nodes are spread over three categories in ASE. AO Map, Ambient Color, Reflections and Reflections Toon sit under AllIn1ShaderNodes - Global Illumination, Normal Map under Lighting Effects, and Full Light Model under Lighting Models. In Shader Graph they are all under AllIn1Nodes/Lighting Effects, except Full Light Model under Lighting Models.
Errors right after importing, or after switching pipeline
Section titled “Errors right after importing, or after switching pipeline”Restart Unity, or open Tools -> AllIn1 -> Shader Nodes Window and press Refresh Pipeline Detection. Between those two this is covered. What is going on and why: Setup and Render Pipelines.
Errors naming Built-In Render Pipeline files in a URP or HDRP project are always this.
Console errors about AMPLIFY_SHADER_EDITOR
Section titled “Console errors about AMPLIFY_SHADER_EDITOR”If you removed Amplify Shader Editor from the project it leaves its AMPLIFY_SHADER_EDITOR
scripting define behind, and the All In 1 ASE nodes then try to compile against an editor
that is gone. The asset detects exactly this case and prints the fix in the console: remove
AMPLIFY_SHADER_EDITOR from Project Settings > Player > Scripting Define Symbols, or
reinstall Amplify.
A depth effect does nothing
Section titled “A depth effect does nothing”Intersection Fade, Soft Particles, Intersection Glow and Scene Depth Diff all need the camera to be producing a depth texture. In URP, enable Depth Texture on the URP Asset or on the camera. The per pipeline detail is on the setup page.
Two more reasons they look like they are doing nothing:
- The other object does not write depth. Most transparent materials do not, so an intersection effect works against the floor and not against another transparent object.
- Scene Depth Diff is not connected. These nodes do not fetch depth themselves, they take it as an input.
Glow does not glow
Section titled “Glow does not glow”Glow overexposes the colour, it does not draw a halo. The halo is post-processing Bloom, so you need Bloom in your post-processing stack and HDR enabled. Without Bloom you get a brighter surface and nothing more.
Reflections look flat or grey
Section titled “Reflections look flat or grey”Reflections and Reflections Toon sample the environment probe. In a scene with no skybox and no reflection probe there is nothing to sample and you get the ambient colour. Add a probe, or use a Matcap node instead, which needs no environment at all.
The lighting looks wrong in the node preview
Section titled “The lighting looks wrong in the node preview”The small previews inside Shader Graph fake the lighting with a fixed direction and a neutral environment. Judge lighting, matcaps and reflections in the Scene view.
A material property does nothing from script
Section titled “A material property does nothing from script”Almost always the reference name. Shader Graph turns a display name with spaces into an
underscored reference name, so a property shown as “Fade Amount” is _Fade_Amount in code,
and SetFloat fails silently on a name that does not exist. Full explanation and the fix:
Animating and Scripting.
The Sprite Data node produces nothing
Section titled “The Sprite Data node produces nothing”It only works inside the Sprite Shader ASE template. In the Opaque or Transparent templates it has nothing to read from, see Amplify Shader Editor.
An ASE graph behaves oddly and the defaults look wrong
Section titled “An ASE graph behaves oddly and the defaults look wrong”Check that the shader was created from one of the three All In 1 templates. Outside them the node default values are not applied and the output node is not configured for the effects, which shows up as odd results rather than as an error.
