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In the source of the shadergraph project, there is ShaderGraph/TestbedAssets/
It contains some very interesting examples like PartyPreview.ShaderGraph that is a terrain shader, but if you installed…
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I was hitting a bug where some code was passing EMPTY_STRING to the node creation function. This is meant to generate a name that is unique to this node.
However if I create most of my nodes withi…
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**Description:** Implement ShaderGraph Functionality, Shadow Casting, and Pixelation
**Suggestions:**
- Create a script to automate designated material on sprites during runtime to handle shadow c…
Lme20 updated
9 months ago
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**////////////////New Nodes /////////////////**
**Calculate Level Of Detail Texture 2D**
CalculateLevelOfDetailTexture2DNode.cs
https://docs.unity3d.com/Packages/com.unity.shadergraph@13.1/manual…
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HDRP 14.0 introduces a new material type in ShaderGraph to create fullscreen effects. Shaders of the fullscreen type can be used in fullscreen custom passes, custom post processes and C# scripting.
…
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```
NullReferenceException: Object reference not set to an instance of an object
UnityEditor.Rendering.Universal.ShaderGraph.CorePasses.AddAlphaClipControlToPass (UnityEditor.ShaderGraph.PassDescri…
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This is really good! I was wondering if you can implement an another matcap material that utilizes the ShaderGraph for texturing mixing for different results?
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Casting my vote to include this in the upstream ShaderGraph.
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```Shader Graph at Packages/wow-export-unityifier.briochie/Runtime/Shaders/TerrainChunk.shadergraph has 1 error(s), the first is: Validation: Source file does not exist. A valid .hlsl, .cginc, or .cg …
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URPSampleBufferNode.cs
using Usage = UnityEditor.ShaderGraph.GraphDelta.GraphType.Usage;
namespace UnityEditor.ShaderGraph.Defs
{
internal class URPSampleBufferNode : IStandardNode
{
…