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Unity Shadergraph Studies

A few examples of using Shadergraph to create procedural animations and VFX.

Fire:
3 methods of fire shaders, each exploring different methods of using noise and voronoi textures to distort and disolve the aplha/colour. The swiveling fire quad is also using world pos for UV so the fire is always scrolling upwards regardless of the quad's rotation.

Blood Splatter:
Distortion and Disolving particles with the shader animation data baked into the textures. The blood splat was grabbed online, but I hand drew the ribbon.

Ocean:
Fairly Straight forward Gertsner wave algorithm transposed into shader graph. It also includes animating surface normals. By building it in the HDRP I was also able to add subsurface scatttering to the material, which really helped with the translucency of the waves and water. This is also using a HDR sky for lighting and several colour correcting post FX

I wanted to build as many subgraphs as I could to form building blocks for further work. The Texture Pan and Scale graph is a great example of a subgraph that can be plugged into any texture sample function, including noise samplers too!

Animated UV Subgraph.  Returns uv coordinates with panning, tiling and offsets

Animated UV Subgraph. Returns uv coordinates with panning, tiling and offsets

An exmaple of a texture sample using the animated UV subgraph

An exmaple of a texture sample using the animated UV subgraph

World UV coordinates with Tilingas an exposed parameter

World UV coordinates with Tilingas an exposed parameter

UV Distortion Sub Graph

UV Distortion Sub Graph

Giant Fire Shader Graph with multiple overlayying alpha masks, world uvs and vertex displacement

Giant Fire Shader Graph with multiple overlayying alpha masks, world uvs and vertex displacement

BloodSplatter VFX

Blood VFX Graph (combines distortion, uv animation,  normals and disolves to create animated particles)

Blood VFX Graph (combines distortion, uv animation, normals and disolves to create animated particles)

Blood Ribbon Texture

Blood Ribbon Texture

HDRP Ocean

Complete Water Shader with multiple Gertsner functions, surface normals and fresnel.

Complete Water Shader with multiple Gertsner functions, surface normals and fresnel.

Gertsner Theta

Gertsner Theta

Gertsner X, Y and Z using the sine and cosine of Theta

Gertsner X, Y and Z using the sine and cosine of Theta

Texture Animation for Surface Normals

Texture Animation for Surface Normals