I’m trying to make a minor adjustment to the shader that’s used by VFX Graph (specifically, my output context uses particle URP Lit Quad with flipbook blending) to incorporate a custom fog solution.
I figured the intended way to approach this is to make a custom shader graph and use this instead. However, I’m having a hard time recreating the default VFX Graph shaders as shader graphs. Are there representative examples available?
Maybe someone else did the work before and recreated some suitable shader graph counter parts?
Hi. Thanks for your reply.
If I create a customer shader graph and make it VFX capable, then drag it into my output context, expectedly the default shader disappears - including the flipbook blending handling. So I assume I would have to re-create this flipbook shader in shader graph? I was wondering if those default shaders are available as shader graphs, so I could then make minor adjustments for my fog integration, instead of trying to create a custom one from scratch.
On a side note - I just found out about custom HLSL blocks. Maybe this would be another possible solution for my problem. I’ll experiment with this now.
That node has no built-in blending feature though, and it really feels like re-inventing the wheel for this feature when I try to recreate the whole default shader, just for a minor adjustment.
As @DevDunk stated, you should be able to blend two flipbook nodes.
Now, since Unity 6.3, you can create a Shader Graph from the template window: Create > Shader Graph > From Template
From there you can also use the new subgraph that were added in the shader graph package.
You’ll find subgraph for Flipbook blending, soft particles, etc…
Those Subgraph were created to replicate the features from the built-in VFX Graph shader and should help you to quickly create a shader graph equivalent.