Skip to main content

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.

Filter by
Sorted by
Tagged with
1 vote
1 answer
441 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
  • 11
3 votes
1 answer
21k views

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
  • 472
3 votes
2 answers
17k views

I'm struggling to understand what exactly the Screen Position node outputs in Unity's Shader Graph. I'm using the screen position with scene depth to calculate the distance between two objects. Every ...
Martin's user avatar
  • 163
1 vote
1 answer
1k views

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-...
palkonimo's user avatar
  • 111
1 vote
0 answers
643 views

So, here I´m just trying to take in a Vector3 (resulting from multiplying some noise and a sample texture) and putting it as the vertex position, but for some ...
Will Laccerd's user avatar
1 vote
1 answer
342 views

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
  • 153
0 votes
0 answers
110 views

I am making waterwaves in shadergraph and i want to make a boat that will bop around on those waves, but to do that i need to get those vertices back into the CPU. I am unable to replicate those waves ...
BinaryPastaChef's user avatar
0 votes
0 answers
181 views

Say I've got a character model where part of the face has two UV maps: one's mapped to the generic body texture, the other covers a small area on the face to allow for a highly detailed tattoo. I want ...
Ian Competent's user avatar
5 votes
2 answers
4k views

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
  • 185
4 votes
0 answers
2k views

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 ...
Ilja's user avatar
  • 153
0 votes
1 answer
3k views

I am extracting Normal Map from Texture2DArray in shader graph and then converting it to normal using ...
Nick's user avatar
  • 561
0 votes
0 answers
241 views

I've recently (11 hours ago, to be precise😅) started to work with shaders and it's going pretty well. I've created a simple shader to create an outline and I tested it on a simple object to see how ...
Arian_ki's user avatar
  • 691
1 vote
1 answer
1k views

I'm attempting to make an outline shader that I can attach to selected objects by following this guide. After making a new material and assigning the new Shader Graph as the shader, I'm not sure how ...
David Starkey's user avatar
2 votes
1 answer
3k views

I am using the gradient node in Unity's Shader Graph. It is 2 sided, with it being black-white-black. The white is quite harsh, it makes a line that stands out. I will be using this as a mask, and ...
JacketPotatoeFan's user avatar
0 votes
0 answers
166 views

I am playing a bit with the shader graph (I am fairly new to shaders) but I am completely lost at the moment. What I'd like to obtain is to somehow retrieve the alpha value after the blended operation ...
Neeklo's user avatar
  • 1
2 votes
0 answers
2k views

I'm trying to recreate an effect of 3D sprites similar to Ocotpath Traveler (2d sprite similar to billboards/imposters in 3D space, showing 8 sides of the character based on where they're facing), ...
Gregor A. Lamche's user avatar
0 votes
0 answers
2k views

I would like to make a tileable texture with UV noise in Unity Shader Graph only, but I have a problem. After creating simple noise from UV, I want to rotate it by 90 degrees, but the node ...
MaxiMaxi's user avatar
0 votes
1 answer
709 views

I am working on a procedural interior mapping shader in Unity's Shader Graph. Ideally, I'd like to feed it a set of cubemaps it can pick from semi-randomly. However, it seems that by default the ...
Weckar E.'s user avatar
  • 842
1 vote
1 answer
5k views

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
0 votes
1 answer
597 views

I've made simple world curving shader following some online tutorials and cleaning few things up. It's doing its job, however I have small issue where it curves objects that are very close to a camera....
Ilja's user avatar
  • 153
0 votes
1 answer
12k views

I have two transparent textures. border.png and text png. They are both white images with transparency for the parts I dont want to affect. What I want to achieve in shadergraph is to: 1: Put both ...
theCodeHermit's user avatar
1 vote
1 answer
883 views

I've been tasked with converting an older Unity shader which does Bumpy Glass with some alpha modification, to URP. I'm assuming that means using Shader Graph. I'm a bit new to shaders in general, but ...
Dave's user avatar
  • 111
0 votes
1 answer
1k views

In Unity Shadergraph, how can I create a checkerboard pattern that works independently of the size of the quad that it is applied to? Here's what I got so far. Since I have set the Frequency to 10x6, ...
Ben's user avatar
  • 517
0 votes
0 answers
307 views

I have a Shader graph in which I am using "Scene Color" node to do processing on camera feed, It is Unity AR foundation project Until now I was passing color to be used using a property, Now ...
Dhruv's user avatar
  • 101
1 vote
0 answers
493 views

How do you create a shader that seamlessly wraps a brick pattern around the whole object, so that there are no "Stitches" at any edges/corners? Take this screenshot for example: On the left ...
SePröbläm's user avatar
0 votes
1 answer
2k views

I'm using Unity with URP and I'm trying to include a normal map in my shader graph. Here is a basic graph that just display a normal map, with properties to control tiling and smoothness. When I ...
Martin's user avatar
  • 163
0 votes
1 answer
2k views

Is there a way to convert the below piece of shader code to shader graph? I am not sure how to find float2(i, i) in shader graph. ...
Saif's user avatar
  • 153
1 vote
2 answers
935 views

I am new here so thanks for having me. I have a query regarding renaming the Texture 2D nodes I have created in my first Shader graph. I have setup a shader graph with a normal map, base colour, ...
Nick's user avatar
  • 11
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
955 views

I have been looking for this for a couple of days now and cant find an answer; how can I hide a player when they are in the shadow when am using Unity 2D Light System? I know I can choose not to cast ...
Poula Reda's user avatar
0 votes
0 answers
272 views

When I build my game while graphics API is set to webgl1 the shader is just a gray texture. It works fine if graphics API is set to webgl2 but I need it to work on webgl1. Can shader graph shader ...
Ivan's user avatar
  • 379
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
1k views

I'm working on some 3D grass in Unity with HDRP (the grass is not a 2D asset on a plane, it's a mesh). I did a shader to make it move following a tutorial, it works great. I would like to add ...
Arthur's user avatar
  • 11
0 votes
1 answer
2k views

I am currently working on a transparent shader and noticed that all my works have a jagged dark outline. I guess I've used the wrong settings somewhere, but I've been fiddling around with a couple ...
iQew's user avatar
  • 470
0 votes
1 answer
564 views

I have a hexagon in the Polygon node I would like to rotate so the pointy side is upwards. Applying the rotation nodes, however, simply changes the color of the hexagon from white to a color in the ...
Matt's user avatar
  • 405
0 votes
0 answers
1k views

I'm using ShaderGraph in 2020.1.0f1. I have some shader experience, but it's all been handwriting shaders. I have experience with node-based things of this nature by way of Substance Designer. I'm ...
Jesse Williams's user avatar
0 votes
0 answers
175 views

Does anyone have any idea how to implement a shader that manages to make this effect in Unity? I found a post that explains, but I'm still learning shaders so I didn't really understood how to go ...
Arthur Leandro's user avatar
3 votes
1 answer
740 views

I wrote a script that Creates a mesh procedurally ...
kei's user avatar
  • 235
1 vote
0 answers
779 views

I have created a blur shader graph to blur a material. It works perfectly fine in the scene mode and also in windows application. However it does not work as expected in Oculus VR. That is, the ...
Saif's user avatar
  • 153
0 votes
0 answers
1k views

@Seyed Morteza Kamali solved his own problem of rotating a mesh cubemap with shadergraph here: How can I rotate cubemap in shadergraph? However, I have a starry night cubemap inside my Skybox shader ...
Laiton Kuu's user avatar
0 votes
1 answer
753 views

I'm trying to fake terrain blending by using an opacity mask on my road mesh to reveal the grass underneath. I'm currently multiplying some Perlin noise by a Rectangle node displaying my texture at 80%...
Matt's user avatar
  • 405
0 votes
1 answer
866 views

How could I make a shader graph that makes spheres that look like on this image? I'm new to shaders and I don't know how to do this. Also, if it's possible I would like a property to change the ...
Tornado 77's user avatar
2 votes
1 answer
7k views

How to make unlit node cast shadows? Is is possible with the current state of Shader Graph in LWRP? In this great article Toon Shader OP grabs pass from VertexLit shader. Is something similar ...
Candid Moon _Max_'s user avatar
0 votes
0 answers
2k views

How do I apply a full screen shader on one layer of objects using LWRP/URP and shader graph? I want to pixelate only my particlesystems, but nothing else. I want the effect of pixelcamera, but only on ...
Vincent Lagerros's user avatar
0 votes
0 answers
403 views

I have a mesh made of three identical cylinders (conceptually just line segments with a non-zero thickness) crossed over each other at 60 degree angles, so the ends describe the points of a regular ...
Mason Wheeler's user avatar
0 votes
1 answer
262 views

I've created 2 shaders using shader graph which I'm applying to a sphere to simulate a ball of water/ice. The water shader distorts the shape of the sphere over time to look like it's flowing a bit. ...
Evan Ward's user avatar
  • 125
0 votes
1 answer
173 views

So my problem is a bit hard to explain. I have a character made out of a jello shell, with an internal skeleton. So let me introduce you to ma boi "Chonker McJello" The problem is, that I ...
Megaloadon's user avatar
1 vote
0 answers
99 views

Unity 2020.3.12f1 HDRP Whenever I add a single node in Shader Graph, the progress bar "compiling shader" takes around 20 seconds to complete. Multiply that by dozens of nodes and we're ...
gatzkerob's user avatar
  • 111
0 votes
1 answer
6k views

I recently added the Lightweight Render Pipeline to my project as I'd like to start experimenting with Shadergraph to see if I can get a better basic understanding of shaders. Everything has gone ...
Pheonix2105's user avatar
0 votes
1 answer
2k views

I have a character sprite mesh and mesh renderer (The black wavy box). I am hoping to be able to overlay the black box onto the character covering the sprites but I am not sure how to do that. I ...
Thomas A. Bosler's user avatar