ShaderGraph Essentials features
ShaderGraph Essentials (SGE) is a unique plugin that adds several very important features to ShaderGraph.
A one-in-all noise node, with a powerful UI that let you iterates quickly in ShaderGraph. Features Simple value noise, Simplex, Perlin2D and Perlin3D. In addition every noise can be tillable (periodic) or not; and you can enable Fractal, Turbulence or Ridge combination in one clic !
A node that let you bake the output of any other node in a texture. This is extremely useful when you've got a group of node that is static according to the UV mapping of your mesh. You can optimize your graph by baking part of it in a texture, then using it instead of your baked graph. This node gives you the performance of a texture AND the iteration time of ShaderGraph, as you'll continue to work and generate your texture in ShaderGraph. Please note that this works in editor-only, not at runtime. If you want to bake textures at runtime, you might want to look into Unity's render texture (require a bit of C# code).
Extended master nodes settings
New master nodes that include extended settings over your shader graph behavior, including:
- RenderType / RenderQueue tags
- Blend mode
- Cull mode
- ZWrite / ZTest tags
- Custom editor
- Correct vertex position when using vertex displacement
SimpleLit master node
An optimized lit shader that have better performance than the PBR master node (especially on mobile). It's the equivalent of the LWRP Simple Lit shader. Many assets or scenes don't need to support and execute the full PBR shader and this node gives you the power to use a much faster lit master node.
Custom and toon lit master node
A new master node that let you coe yourn own diffuse and specular lighting functions using HLSL. Unlike what you can do in vanilla ShaderGraph, this one reacts correctly to multiple lights and shadows. As an example I implemented a toon lighting node (available in demo scenes), that you're free to modify to suits your needs.
A water shader made 100% in ShaderGraph, that feature both vertex displacement (CPU or GPU), lighting and foam (using depth texture). Demo scene included.