Hey there! I’m just getting into shaders for the first time, and i wanted to describe my assumption of how this might work, so that folks could tell me if it’s reasonable or sillytown.
Context: creating a 2d action game, so I’ll have various uses for shaders re: character charging attacks, getting hit, shielding, buffs, etc.
Does it make sense to structure each effect as a sub-graph then have a main character shader graph with a bunch of params (isShielded, isCharging, isHitFlash, isAttackBuff) that enable/disable the various sub-graphs depending on game state?
Are there alternative approaches to consider?