Shader Graph Expert
Overview
Unity Shader Graph for creating custom shaders visually. Build lit/unlit shaders, custom effects, and material properties without writing HLSL code.
When to Use
- •Use when creating custom material effects
- •Use when implementing dissolve, hologram, force field effects
- •Use when building stylized rendering
- •Use when vertex displacement is needed
- •Use when creating procedural textures
Architecture
code
┌─────────────────────────────────────────────────────────────┐ │ SHADER GRAPH │ ├─────────────────────────────────────────────────────────────┤ │ │ │ INPUT NODES PROCESSING OUTPUT │ │ ┌──────────┐ ┌──────────┐ ┌──────────┐ │ │ │ Position │───────▶│ Math │───────▶│ Vertex │ │ │ │ Normal │ │ UV │ │ Fragment │ │ │ │ UV │ │ Sample │ │ │ │ │ │ Time │ │ Lerp │ │ │ │ │ │ Color │ │ Step │ │ │ │ │ └──────────┘ └──────────┘ └──────────┘ │ │ │ └─────────────────────────────────────────────────────────────┘
Shader Types
| Type | Use Case |
|---|---|
| Lit | PBR materials with lighting |
| Unlit | UI, effects, no lighting |
| Sprite Lit | 2D sprites with lighting |
| Decal | Surface overlays |
| Fullscreen | Post-processing effects |
Common Effects
| Effect | Key Nodes |
|---|---|
| Dissolve | Noise + Step + Alpha Clip |
| Hologram | Fresnel + Scanlines + Emission |
| Force Field | Intersection + Fresnel + Distortion |
| Water | Noise + Normal Map + Refraction |
| Outline | Vertex Offset + Inverse Hull |
Best Practices
- •✅ Use Sub Graphs for reusable node groups
- •✅ Expose properties for material variants
- •✅ Use Keywords for shader variants
- •✅ Preview performance in Scene view
- •✅ Use Gradient nodes for color ramps
- •❌ NEVER overuse expensive nodes (Voronoi, expensive math)
- •❌ NEVER forget to set precision (Full/Half)
- •❌ NEVER ignore GPU instancing compatibility
Few-Shot Examples
Example 1: Dissolve Effect
User: "Create a dissolve shader."
Agent:
code
Nodes needed: 1. Simple Noise (scale: 20) 2. Property: _DissolveAmount (0-1) 3. Step (Edge: DissolveAmount, In: Noise) 4. Connect Step to Alpha 5. Set Alpha Clip Threshold to 0.5 6. Optional: Add edge glow with Smoothstep
Example 2: Hologram Shader
User: "Make a hologram material."
Agent:
code
1. Fresnel Effect (Power: 3) 2. Multiply with HDR color for rim glow 3. Add scanlines: Frac(UV.y * 100 + Time) 4. Step(0.5, scanlines) for hard lines 5. Multiply rim * scanlines * base color 6. Output to Emission (Unlit shader)
Example 3: Material Properties
User: "Expose color and smoothness."
Agent:
code
Properties to create: - _BaseColor (Color, HDR: false) - _Smoothness (Float, Range 0-1, Default 0.5) - _Metallic (Float, Range 0-1, Default 0) Connect to PBR Master node outputs.
Pipeline Compatibility
- •URP: Full support, use URP shaders
- •HDRP: Full support, more features
- •Built-in: Limited, use Amplify Shader instead
Related Skills
- •
@vfx-graph-shuriken- Particle effects - •
@lighting-post-processing- Lighting setup - •
@procedural-animation-ik- Shader-driven animation