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!
BloodSplatter VFX
HDRP Ocean