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    Output ShaderGraph Strip

    Menu Path : Context > Output Particle ShaderGraph Strip

    You can use custom Shader Graphs in dedicated Shader Graph Outputs. Refer to Working with Shader Graph for more information about the general Shader Graph workflow.

    This output is similar to Output ParticleStrip Quad.

    Context settings

    Setting Type Description
    Shader Graph ShaderGraphVfxAsset Specifies the Shader Graph Unity uses to render particles this output produces. When you are assigning a Shader Graph to this property, the Inspector exposes all the Surface Options from the Shader Graph which allows you to edit the Shader Graph properties inside the Inspector for the context.
    The context properties will be populated with compatible exposed input from the shaderGraph.
    For more information on the Surface Options this adds to the Inspector, see the documentation for the type of Shader Graph you assigned. For example, if you assigned an HDRP Lit Shader Graph, see the documentation for the Lit Shader Graph.
    Tiling Mode Enum Specifies how the output generates texture coordinates within a strip. The options are:
    • Stretch: Stretches the mapping along the whole strip.
    • Repeat Per Segment: Restarts the mapping for every segment of the strip.
    • Custom: Manually provides the reference texture coordinate.
    Swap UV Bool Invert the two channels of texture coordinates.

    Context properties

    Input Type Description
    Tex Coord float Custom texture coordinate that acts as a reference for each segment of a strip.
    This property only appears if you set Tiling Mode to Custom.

    The workflow for Shader Graph integration with VFX changed in 2023.3. The Shader Graph setting was removed from most particle outputs, and Shader Graph is now an independent output.

    VFX Graph automatically migrates existing assets from the old workflow to the new workflow at import time.

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