A Shader Graph enables you to build your shaders visually. Instead of hand writing code you create and connect nodes in a graph network. You can do things like: * Procedurally alter your surface appearance * Warp and animate UVs * Modify the look of your objects using familiar image adjustment operations * Change your object’s surface based on useful information about it, its world location, normals, distance from camera, etc. * Expose to the material inspector what you think is important to edit for your shader * Share node networks between multiple graphs and users by creating subgraphs * Create your own custom shader graph nodes through C# and HLSL The graph framework gives instant feedback on the changes, and it’s simple enough that new users can become involved in shader creation. ## Contents * [Node Library](https://github.com/Unity-Technologies/ShaderGraph/wiki/Node-Library)