该项目是使用 Unity 的 Shader Graph 功能创建的自定义着色器的库, 所有着色器都与Lightweight Scriptable Render Pipeline兼容。
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Andy Touch 2d2900ab Switched Snow Shader Rim Effect to use built-in Fresnel Node 7 年前
ShaderGraph_ExampleLibrary_Project Switched Snow Shader Rim Effect to use built-in Fresnel Node 7 年前
.gitignore Initial commit 7 年前
README.md Update README.md 7 年前

README.md

Shader Graph Example Library

Player Lineup

Description

This project is a library of different custom shaders created using Unity 2018.1's Shader Graph feature. All of the shaders are compatible for the Lightweight Scriptable Render Pipeline.

These Shader Graphs are provided as-is; so your mileage may vary! You are more than welcome to modify/change/extract/use any of the examples.

The current list of Shader Graphs included:

Any Mesh:

  • Colored Rim
  • Scrolling Texture Overlay
  • Colored Gradient
  • Sliced (Inspired by Sliced Shader in Surface Shader Documentation)
  • Snow
  • Toon Ramp (No Lighting Data so I used a manual Vector 3 property for Light Direction)
  • Texture Dissolve (With Colored Edge)
  • Hologram (Using Screen Position)
  • Colored Ghost Noise
  • Phase In And Out (Split with a Colored Edge)

Particles:

  • Basic Solid Circle
  • Basic Soft Circle
  • Spiral

Software Requirement

Required: Unity 2018.1b6

Known Issues

There is sometimes an issue when opening the project for the first time that textures set in the Material Inspector aren't being applied properly; the current 'fix' is to open the related Shader Graph, click the "Save' button and the Material should update. :)

Contact

if you have any issues & requests for the Shader Graph Example Library; please reach out to Andy Touch:

And please get in touch if you use any of the examples for anything! :)