Hello everyone,
The main issue is, we don’t have experience in writing shaders in our team, we are relying on the new Shader graph for our shaders.
The game we have has so many effects that can be applied to a lot of characters in the game, for example:
blinking, burning, dissolving and so on.
Creating each shader on its own is not a problem, we created so many shaders with no issues, the problem is in the workflow and how the shaders are supposed to work in Unity in an efficient way.
Now here is the problem:
Say I Have character, this character uses the main shader provided by HDRP, it uses the diffuse color, normal map, AO maps, metallic maps and so on.
Now I want to apply a dissolve effect for this shader, I have to re implement the entire unity HDRP default shader to keep everything as is and just apply dissolve effect.
The problem Continues, say this character is taking damage and we want to show a blink effect on the character to give feedback of taking damage
Now we have a compound problem, we have to rewrite the default Unity shader AND do some logic to control which effect is active, we have done that for very few effects, but it can’t scale at all, the attached picture can probably illustrate the issue
we have made each effect as sub-graph, but even with this solution this won’t scale well and well eventually get out of hand if not causing a bug, not to mention that this is missing everything from the default shader
I have asked before in the forums about this issue, but I didn’t get an answer, except from a user who suggested something with directives, but that’s not for shader graphs, but rather for coded shaders.
I hope the issue is clear, we don’t usually have issues with reaching a result we want, but most of our problems are about workflow and best practices, there are very very little resources when it comes to advanced users.
To Summarize:
1- is there a way to build on top of the main shader?
2- if not, is there a way to rebuild the main shader?
3- how can we stack multiple effects on the same character ? if we swap shaders this won’t scale well either, each character can have the same effects but well have different base Material, and changing materials has some efficiency issues as well
Thank you in advance
