Unity (2021) ShaderGraph knocks on the door

Plugins ------------------------------

ShaderGraph
URP
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concept-----------------------------

RenderPipelineAsset

Mount it on the project settings

Shader Graph

A visual
window for Shader in Unity consists of Master Stack, Preview Window, Blackboard and Graph Inspector.

01 BRP built-in Built-in Render Pipeline

02 Universal Render Pipeline for URP

03 HDRP High Definition Render Pipeline

04 SRP Programmable Scriptable Render Pipeline

04 Customize Custom Render Pipeline

step-----------------------------

Creation and mounting of URP Assets

After creating Assets for the first time, the global settings URP GlobalSettings and URP Render will be automatically generated (the automatic name is the full spelling of Universal Render Pipeline), where
Render is automatically hung on Assets and
Assets need to be manually mounted
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Shader =>Material =>Display of objects

Shader

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Material

The Shader type is the Shader
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object

Create a new 3D or SpriteRender component and assign a material. SpriteRender needs to hang a different image.
The shader of the material is a thousand paper cranes, so the object is gray blue
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ShaderGraph opens with panel ---------------------------

Shif+Space==(exit) tab window maximize
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parameter

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Nodes and Links

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save and exit

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Effect

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case shield

Unity's ShaderGraph achieves self-illumination and energy shield effect entry-level tutorial
. This picture is the original owner of the screenshot. If the Offset is greater than 0.1, the hexagon will not be connected.
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case melting

ShaderGraph for Unity achieves a super cool dissolution effect entry-level tutorial

Nodes such as PBR are not found after Unity2021

The problem in 2021 is that some nodes are not ready-made, but they are all processed in GraphSetting. In short, the attributes used should be brightened.
For example, Alpha Clip Threasholds, when the tick is clicked, the transparency of Fragment's Alpha Clip Threasholds will change
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Effect

//The figure below shows the three input
colors, the range of colors, and the size of noise points
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Origin blog.csdn.net/weixin_39538253/article/details/121717730