Node-based shader prototype tool for visual effects creation as my final bachelor's thesis in Game Development at CITM, UPC. The project development wrapped up with a framework focused on creation and prototyping of shaders with a self-made node graph editor. The final release comes with 16 available nodes along the master one in order to recreate a bunch of shaders from simple to advanced functionalities. In Addition, this tool includes a ShaderLab code translator to provide support in export Unity shader file format from the tool.
You can see a demo video of my project's application: here
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To create a shader go to: Panel Graph Editor -> Asset -> Create Shader
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Right click in canvas and select a node type (check out the section below to see the available nodes)
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Modify the shader as you wish
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Node Graph Editor:
- Drag node
- Hover node
- Select node (click)
- Drag spline from a socket
- Connect splines from output socket's node to input socket's node and vice-versa
- Right click in the node to delete it
- Right click in the spline to delete it
- Right click + ALT in the socket to disconnect a link from 2 nodes
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Modify values in Inspector panel selecting a node
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Press on Compile Button to recompile shader and see new changes
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Unity Exporter
- Press on Export -> Export to Unity Button to generate a unity .shader file format where you can find it in Shaders/ShaderLab folder path
- Drag & drog .shader file in Unity
- Create a material to set up the shader on it and enjoy :D
- Float node
- Vector2 node
- Vector3 node
- Vector4 node
- Color node
- Time node
- Add node
- Subtract node
- Multiply node
- Divide node
- Texture node
- Texture Sampler node
- UV node
- Tiling & Offset node
- Panner
- Parallax Oclusion
- Unlit
- GitHub repository: https://github.com/CarlosUPC/VFXEditor
- Demo Release: https://github.com/CarlosUPC/VFXEditor/releases/tag/v1.0
- Carlos Peña Hernando CarlosUPC