Shader Graph

Shader Graph lets you easily author shaders by building them visually and see the results in real time. You create and connect nodes in a network graph instead of having to write code.

Build your shaders visually

Authoring shaders in Unity has traditionally been the realm of people with some programming ability. Shader Graph opens up the field for artists and other team members by making it easy to create shaders. Simply connect nodes in a graph network and you can see your changes instantly.

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 information about it, such as its world location, normals, distance from camera, etc.
  • Quickly tweak a shader’s visuals in the context of a scene using the Material Inspector.
  • Share node networks between multiple graphs and users by creating subgraphs

See real-time results

The graph framework shows you the effects of your actions as you work. There’s no building period where you have to wait for the changes to bake. Even new users can simply start experimenting.

Customize according to your vision

Customization and visual tools enable you to create artistic or other special effects, like heat vision, snow, and cloaking devices.

The Shader Graph system:

  • Is designed to work with the Scriptable Render Pipeline feature. Master nodes that work with Lightweight Render Pipeline (LWRP) and High-Definition Render Pipeline (HDRP) are included out of the box.
  • Can be extended to work with any custom render pipeline.
  • Lets you define custom node behaviour directly in your Shader Graph or via HLSL files.

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