docs.run2go.idoptidrawSplat Painting not Supported by Shader
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Troubleshooting & Notes

Splat Painting not Supported by Shader

How to configure or replace shaders that are missing the splat data sampling nodes required by OptiDraw.

Error: Splat Painting not Supported by Shader

This warning appears when the mesh's assigned material uses a shader that does not read UV2/UV3 splat weight channels. OptiDraw can write the data to the mesh, but if the shader ignores it, the painted blend weights have no visual effect.

OptiDraw Inspector Warning: Splat Painting not Supported by Shader
OptiDraw Inspector Warning: Splat Painting not Supported by Shader

Quickest Fix — Use a Template Shader

  1. 1Select the material assigned to your mesh
  2. 2Change the shader to OptiDraw/SplatBlend (or the URP/HDRP variant)
  3. 3Assign your 4 texture sets in the material Inspector
  4. 4Splat Paint will now produce visible results immediately

Fix for Custom Shaders — Shader Graph

If you need to keep a custom shader, add UV2 sampling to it:

  1. 1Open your Shader Graph
  2. 2Add a UV node, set channel to UV2
  3. 3Split the RGBA output: R = Layer 1 weight, G = Layer 2 weight, B = Layer 3 weight, A = Layer 4 weight
  4. 4Use each weight as a Lerp factor between your texture samples
  5. 5Repeat with a UV3 node for layers 3 and 4 if you need more than 2 blend layers

OptiDraw validates shader compatibility when you switch paint modes. If it detects a custom Shader Graph with the _OptiDrawSplat property declared, it skips this warning automatically.