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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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Unity Version: 2019.4.1f1 Render Pipeline: URP I created a shader using Unity's Shader Graph, and I want to apply GPU Instancing on this shader, but there is no way to declare per-instance properties ...
Fadi Obaji's user avatar
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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'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
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1 answer
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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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I'm new to shader, so please pardon my lack of knowledge. I am trying to understand what does UV node do in shader graph. I tried searching on google and in https://docs.unity3d.com/Packages/com.unity....
pi squared's user avatar
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I wrote a script that Creates a mesh procedurally ...
kei's user avatar
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I am attempting to wrap a texture around a sphere without any warping using Unity's Shader Graph. I have been following this StackExchange answer, and have semi-successfully converted their shader ...
Harper Rhett's user avatar
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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 ...
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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
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3 answers
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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
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
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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
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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
1 vote
2 answers
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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
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I am having an issue with shader graphs. I have made a shader to put textures on white sprites. The texture itself shows properly and I can tweak the size without any problems. The issue is that it ...
FSic's user avatar
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1 answer
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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
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1 answer
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I'm currently getting into using the new "Unity Shader Graph"s and have made an OK dissolve shader that looks like this: My next goal is to move this effect so the object dissolves bottom-up. This is ...
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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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I want my sprite to use a blend mode based on the background (like in Adobe programs) so I set shader graph blend mode to Multiply. The blend works, but I get strange artifacts on my sprite. In this ...
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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
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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
1 vote
1 answer
431 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
2 answers
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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
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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
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1 answer
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I've just started learning and getting into shader graphs in Unity and I was just watching some tutorials on Youtube and realized that in the video, when he created the shader graph, he could add &...
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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
1 vote
1 answer
7k views

I have created a shader using Unity's shaderGraph to move my clouds back and forth. I'm using Sine Time to alter the x-position of all the pixels in my sprite. Now, all the clouds are moving in sync, ...
John's user avatar
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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'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
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0 answers
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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
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63 views

I want to have a sprite that is invisible when outside of light, and visible when inside of light. I created a new Custom Lit Shader Graph in Unity 6 with the following setup: I then created a player ...
stevendesu's user avatar
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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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Currently I'm using a shadergraph for an animated material, for some reason as long as I don't have any input it works as intended and with the correct speed, while if I do any action/input the ...
Seo's user avatar
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1 vote
0 answers
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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 vote
0 answers
639 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
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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
0 answers
488 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
1 vote
0 answers
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
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
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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
2 answers
949 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
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
0 answers
778 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
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1 vote
2 answers
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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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0 answers
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Lets say I have a shader with a clean white tile. Then I use it on a wall and tile it a few times. I also have a sprite with numbers. Now, is it possible and if yes how. To put a random sprite number ...
theCodeHermit's user avatar
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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This is the problem I have. I have created a shader that draws circle. But depending on the distance from the camera thickness changes. Is it possible to keep thickness constant?
Candid Moon _Max_'s user avatar
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-...
palkonimo's user avatar
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1 vote
1 answer
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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
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