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. It can be used with the High Definition Render Pipeline and the Universal Render Pipeline.

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 the Universal Render Pipeline 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 behavior directly in your Shader Graph or via HLSL files.

Shader Graph updates in 2019.3

You can now visually author shaders in Shader Graph and use them in Visual Effect Graph to create custom looks and rendering behaviors for high-fidelity visual effects.

The Blackboard can now be used to add Keywords to your shader, which can create static branches in your graph. This lets you optimize your shaders using systems like Shader Level of Detail (LOD). 

Sticky Notes also improve your workflow by allowing you to leave comments and explanations for anyone accessing the project. 

This release also supports vertex skinning for DOTS animation, which allows you to author better water and foliage. 

Procedural pattern subgraph samples are a collection of subgraphs that shows how math can be used to create procedural shapes and patterns. It is a jumpstart for using simple masks, available via the package manager.

Visual Effect Graph is production-ready

The Visual Effect Graph now lets you use Shader Graph to create high-fidelity visual effects. Learn more about how to get started with these features in the manual.

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