# Get started with the Custom Lighting sample Use the templates and sub graphs included in the **Custom Lighting** sample to get started with lighting model customization in Shader Graph. > [!NOTE] > To use the **Custom Lighting** templates and sub graphs, you first need to [import the sample in your project](ShaderGraph-Samples.md#add-samples). ## Start from a shader graph template To use one of the available Custom Lighting templates as a starting point to customize lighting in a prebuilt shader graph asset, follow these steps: 1. [Create a shader graph asset from a template](create-shader-graph.md). 1. In the [template browser](template-browser.md), select one of the templates from the **URP Custom Lighting** section. 1. Select **Create**. 1. Open the created shader graph asset in the Shader Graph window if the window doesn't open automatically. ## Start from an empty shader graph To use one of the available Lighting Model sub graphs as a starting point to customize lighting in an empty shader graph asset, follow these steps: 1. [Create a shader graph asset with a preset target](create-shader-graph.md#create-a-shader-graph-with-a-preset-target) and select **URP** > **Unlit Shader Graph**. 1. Open the created shader graph asset in the Shader Graph window if the window doesn't open automatically. 1. Go to the [**Create Node** menu](Create-Node-Menu.md) and add one of the sub graphs from the **Custom Lighting** > **Lighting Models** section. 1. Connect the **Lit** output port of the added sub graph to the **Base Color** input port of the Master Stack. 1. To allow the Unlit target to correctly support custom lighting models, set the [Graph Settings](Graph-Settings-Tab.md) as follows: * Enable **Keep Lighting Variants**. * Disable **Default Decal Blending** and **Default SSAO**. ## Additional resources * [Create a shader graph asset](Create-Shader-Graph.md) * [Add and connect nodes](Create-Node-Menu.md)