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Showing posts with the label render pipeline

Using Unity3D LWRP and shader graphs in real game

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My previous Unity3D post was demonstrating my trials with scriptable render pipeline and shader graphs. Now I have gone one step further and combined these techniques with one of my previously released game. "Ball Twister" was originally released about an year ago. I did not advertise it too much because of boring outlook and bit simple gameplay. However, now I have found this game perfect for testing scriptable render pipeline and shader graphs in real 3D environment. Attached video shows how different new version of Ball Twister looks compared to the original one. Original version (on left) is using standard Unity render pipeline and shaders. Enhanced version (on right) is using LWRP (or URP) and shader graphs. In enhanced version, rolling checker board texture, swirling sky and obstacle materials are all using shader graphs to create a sense of movement just by tweaking textures. Basically, only objects that are really moved are black obstacles and coins. Everyth...

Unity3D LWRP Shader Graph demo (rolling checker board)

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I started getting familiar with Unity render pipeline usage, because I had plans to utilize that in my upcoming game project. As a by-product I recorded a short video how to create a rolling material (or texture) using Unity3D shader graph. Shader graph is a way to build shaders visually by creating and connecting different nodes. I would think it is simple enough even for beginners after you understand how to setup and use it. My shader graph demo recording is available on WestSloth's Youtube channel . There is no speech included, but I hope it gives at least some idea how Unity3D shader graphs can be utilized. I was using Unity 2019.2.13f1 and created a new project with LWRP template, that automatically brings in required packages needed in this demo. Edit:  I added  another Unity3D shader graph video to Youtube . -Jussi.