ShaderGraph | Unity ShaderGraph project | Graphics library
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Unity ShaderGraph project
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QUESTION
confused about the shading language to use ( HLSL or GLSL ), because of supporting platforms. HLSL resources are available in abundance, but I saw through the web that it's specific to DirectX (windows). Would that be a problem if I'm planning to run my application on android? -I can't rely completely on ShaderGraph-
Thanks
...ANSWER
Answered 2021-Jan-08 at 17:19You can use HLSL in Unity on Android platforms. From the documentation:
HLSL syntaxThe HLSL language itself has two syntaxes: a “legacy” DX9-style syntax, and a more modern DX10+ style syntax.
The difference is mostly in how texture sampling functions work:
Shader compilers
- The legacy syntax uses sampler2D, tex2D() and similar functions. This syntax works on all platforms.
- The DX10+ syntax uses Texture2D, SamplerState and .Sample() functions. Some forms of this syntax do not work on OpenGL platforms, due to how textures and samplers are not different objects in OpenGL. In Unity, you can avoid problems with HLSL syntax platform support by using predefined macros to declare and sample textures. Unity expands these macros to the most appropriate syntax, depending on the platform that the shader is being compiled for.
Different platforms use different shader compilers for shader program compilation as follows:
- Windows and Microsoft platforms (DX11, DX12 and Xbox One) all use Microsoft’s HLSL compiler (currently FXC / D3DCompiler_47).
- OpenGL (Core & ES), Metal and Vulkan use Microsoft’s HLSL followed by bytecode translation into GLSL, Metal or SPIR-V, using HLSLcc.
- Other console platforms use their respective compilers (e.g. PSSL on PS4).
- Surface Shaders use HLSL and MojoShader for code generation analysis step.
QUESTION
I have a scene in Unity, with animated assets. The animated asset is a custom prefab effect with multiple animated objects nested within it. The asset runs in a loop, all the objects are assigned a PBR shader using shadergraph. Some of the assets fade out at the end, while others simply disappear. I can control when an object disappears on the timeline by disabling it. But others need to fade away. I suspect I can fade out those objects by changing the alpha of the PBR shadergraph material at a specific point in time in the animation clip. Can anyone advise the process or links to tutorials on how to fade out an object, starting at a specific point in time in an animation clip, and also set the duration required when the object becomes completely invisible ?
...ANSWER
Answered 2020-Dec-09 at 08:59To achieve what you wanted you would need to add an AnimationEvent
into your Animaton.
You can do that with the Rectangle Symbol you find over the Animation Window Properties.
You can now use that AnimationEvent
to call a Function in a Script that will fade out the object.
Also make sure to pass in what amount of time you want to fade the object as a float
and the current GameObject
as an Object
into the function.
AnimationEvent Function:
QUESTION
I just tried to create a Smoke and Fire particle system in Unity version 2019.1.14f1. I installed ShaderGraph and followed a Tutorial by Brackeys. I couldn't go far because I didn't have HDRP on the project. It was simply a 3D project. I used this website to figure out how to change to HDRP. I did so, but it won't render the project. It says "Platform WebGL with device Open GLES3 is not supported, no rendering will occur". I then tried to switch back to the normal rendering system. Now it won't let me share my WebGl game. I don't know for sure that these two problem are connected, but seems like it. I don't know if that is a problem with my computer, but I have added the specs below. How do I switch my current rendering system to HDRP, so I can create a nice Fire/Smoke Particle System?
...ANSWER
Answered 2020-Jun-09 at 07:55WebGL is based on OpenGL ES and unfortunately, HDRP doesnt support OpenGL ES devices so there is no way to run it on WebGL.
However, URP (Universal Render Pipeline) would be much better way for WebGL. And yes, URP supports Shader Graph.
Here is URP page: https://unity.com/srp/universal-render-pipeline
QUESTION
I am currently making a game based around colonizing planets, and i would like to know how I overlap a lightmap texture of the earth on a sphere, but only at the positions wich are affected by shadow in shadergraph. I am using unity 2020.1.0a25 with the universal render pipeline.
...ANSWER
Answered 2020-Mar-23 at 10:56The distribution of light across a sphere is at its most basic level determined by the dot product between the surface normal and the vector towards the light. This is called lambert shading. In shader language, it would be written like this:
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