Shader Weaver is a node-based shader creation tool specializing in 2d/Sprite/UI effects, giving you the artistic freedom to enhance Sprites/UI in a visual and intuitive way. Support Unity 5 and 2017.
Distinctive nodes and workflow makes it easy to create impressive 2d effects and save huge time.
Use handles/gizmos to make effects rather then input tedious numbers.
Draw masks and create remap textures with convenient tools inside Shader Weaver.Graphics tablet is supported.
Features
-Growing Samples
A pack of sample effects including shaders and textures to study and use freely.
-Intuitive interface
Clean and intuitive user interface.
-Mask Texture Creation
Draw masks to divide areas for individual sub-effects.
-UV Distortion
A visual way to distort uv corrdinates.
-UV Remapping
A unique way to make path along effects and object surrounding effects.
-Simple Operation
Use handles/gizmos like what you use to do.
-Preview
Nice width/height corresponding preview.
-Hot keys
Hot keys are avaliable when drawing masks,operate textures and so on.
-Play Mode
Edit and update in play mode.
-Copy Paste
Support copy(ctrl+c) and paste(ctrl+v) for reusing nodes from other Shader Weaver effect.
-Depth
Depth Sorting.
-Visual Modes
View textures’ individual rgba channel and choose what to see by setting layers.
Look forward to bring more features and improvements.If you have any suggestions or find any issues,please email me and help it to be better.
Thank you to everyone who’s picked up a copy of Shader Weaver! Please don’t hesitate to email or PM me with any questions or suggestions for the development roadmap.
Congrats on the release! Promising and original. I like the remap feature, which makes tail flame in minutes. I am curious how it works. I mean how can a common flame texture spread along the back of the horse?
Remap feature creates a single remap texture to remap UV coordinates from original square shape to special shapes. In the remap texture, it supply colors as UV corrdinates to parent nodes. Red supply the horizontal corrdinates to parent nodes,Green supply the vertical corrdinates.
So with remap feature, surrounding effects or side-along effects can be easily done in minutes.
Such as a clothes on fire, a sword with animating blue flames.
After a whole month of work, Shader Weaver 1.3.0 is here with major editor performance boost. Extends Shader Weaver with Code Node, use templates or write your own code.
New! 25 New Blend Operators
New! Code Node
New! Dummy Node
New! Coord Node
New! Resolution setting for Mask/Remap
New! Tutorials for new nodes
New! 4 examples of code node
Latest Improvements
• Remade Mixer Node
• Editor window optimization
• Smooth preview on mouse over
• Color and Custom Params can be changed immediately without updating
• More hotkeys
• UI layout tweak
• Unify line ending for win/mac
• Support render type option
• Support shader name editing
• Bug fixes
hi, can you add the feature like export animations or effects as png or gif or sprite sheet to use in other engines besides unity? Lot of other assets have this feature was wondering if it’s possible for you to add it too.
I think if you add this kind of feature to export, you can make the tool standalone almost and anyone can purchase your asset and use in any game engine they like. That way it increases your sale and market. Please consider it . Why keep such an amazing tool only restricted to one engine or software. Anyways is there a way to edit and try to make it work for my needs?
I found no example of how to activate shader effects by using c# code. Can you give me a simple example of how to use the shaders using code?
For example, say I got a magic scroll. Now my normal sword is stronger and I want to show the sword is glowing now. How can I do this via programming using your tool? I just want to enable the shader when an event triggers. Thanks!