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Questions tagged [unity-shader-graph]

Unity Shader Graph is a Unity tool that allows users to create shaders using a drag-and-drop graphical interface without writing any code.

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I'm trying to make a grid like, light up floor using Unity's Shader Graph. However, I am having an issue where the lines are flicking after a really short distance when the camera is moving. The ...
Dan's user avatar
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3 votes
1 answer
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Since Unity 2021.2.0b7 (that is, URP 12.0.0), there has been a well known problem with absurd number of shader variants wanting to be compiled for even a somewhat simple shader (i.e. shaders generated ...
user213769's user avatar
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I downloaded the URP render pipeline into an existing project of mine (created using the 3D template) to try out shader graphs. All of the guides and tutorials I'm following use an option called the &...
KI.'s user avatar
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1 answer
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I wrote a script that Creates a mesh procedurally ...
kei's user avatar
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0 answers
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I have following section in my shader graph, that I want to simplify. At the moment I have to set manual boolean Use Normal Map in order to decide if I want to use a Normal Map texture or default ...
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3 answers
10k views

I am working on procedural generation in Unity, and am now a bit stuck. I am using Perlin noise to generate a heightmap, including lacunarity, persistence, octaves and frequencies. Today I have been ...
Tom Scott 's user avatar
2 votes
0 answers
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I have followed a gerstner wave shader graph tutorial. (YouTube Tutorial) I am now trying to implement buoyancy by attaching the following script to a gameobject. (YouTube Tutorial) ...
Magnality's user avatar
1 vote
2 answers
3k views

I've been losing my mind over this for a couple of days now, and can't find any concrete information about it. I am trying to write a custom shader (shader graph to be specific) to light sprite shape ...
Cristian C.'s user avatar
1 vote
1 answer
2k views

I'm trying to update a skybox shader to URP and reimplement it in Shader Graph. The shader code itself is pretty straightforward, but I don't know enough about Shader Graph yet to set up the basic ...
Mason Wheeler's user avatar
1 vote
1 answer
542 views

I have this hexagonal grate floor: Which is a flat plane with the following shader: The hex lattice created using the method by Andrew Hung. Albedo and metallic/smoothness shader are just simple ...
Dr Rob Lang's user avatar
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1 answer
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In the "Built-in shader variables" section of the Unity Manual, underneath the Time header, there is a table that provides information about each time variable: _Time; _SinTime; _CosTime; ...
Jake Matthews's user avatar
1 vote
1 answer
432 views

i have a question, if someone is developing a game on unity for commercial purposes, can free or even paid assets be used in the game even if it is to sell the game? are assets not subject to ...
BRUNO's user avatar
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1 vote
1 answer
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I have written a shader (in the new LWRP shader graph) which simulates an ocean with vertices which offset to create a moving "waves" effect. I believe that in order to have objects "float" on my ...
Ben Hayward's user avatar
1 vote
1 answer
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I'm working on a Unity 3D game that requires fog of war. It is seen from above. I was looking for help and found this: (I dont know what game it is though) This would perfectly fit my needs but I don'...
jm-laliberte's user avatar
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1 answer
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I've made a shader shown below which essentially acts as a "world bend / curve" shader by "bending" objects depending on their position from camera. It's a subgraph that outputs ...
Ilja's user avatar
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I would like to make the square move strictly along a square trajectory. The square will later be used to mask the main sprite. How to achieve this result? How to move the square along the square's ...
White Raven's user avatar
1 vote
0 answers
78 views

Via Shader Graph, how to create a shader that, applied to a continuous line renderer, transforms it into this:
kaloprat's user avatar
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I want to create a shader that will make spheres/circles look like a blob when colliding. I don't understand shadergraph at all, but I tried to follow intersection shader tutorials. The problem is ...
Pinet's user avatar
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1 answer
924 views

I have a foliage sway shader, that works well. But when the camera moves the vertex displacement stops: And the weird thing also is that if I move the camera to the right nothing seems to happen, but ...
Kinan GH's user avatar
1 vote
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59 views

I just can't seem to figure out why I can't save the image I've drawn onto an orthographic RenderTexture. Here's how my scene works: https://i.sstatic.net/6XkRo.gif Basically, it's a painting effect ...
xxhoisinxx's user avatar
1 vote
0 answers
101 views

So I was able to generate a circle mesh in Unity to basically see the other characters when they are inside of it, and hide the characters when they are outside of it, and partially hide and show the ...
Blogy Junky's user avatar
1 vote
0 answers
2k views

I'm working on a game, in Unity3D, where the player picks up trash from Trash cans, and dumps the trash from the Trash cans into a Trash Truck. The world of the game itself is randomly generated, with ...
Fox GAMING_NTF's user avatar
1 vote
2 answers
2k views

I'm using a shader graph in the Universal Shader Pipeline (URP) to do some post-processing in a ScriptableRenderPass. How do I get the world coordinates of the screen position? I have tried using the ...
Sirius 5's user avatar
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1 vote
0 answers
77 views

I am using a shader that uses a gradient noise node and time to add a wavy effect to a grid like texture. The issue with doing this is that it causes the lines to be misaligned on the different faces ...
Dan's user avatar
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1 vote
1 answer
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I am developing a game for WebGL and I have a shader that makes parts of an object in specific ranges of coordinates transparent, like so: This shader makes all parts of an object with an absolute Y-...
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