# \#Shader-Graph

**URL:** https://discussions.unity.com/tag/shader-graph/159342.md

[Latest](https://discussions.unity.com/latest.md) · [Categories](https://discussions.unity.com/categories.md) · [Tags](https://discussions.unity.com/tags.md)

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## [Shader Function Reflection API](https://discussions.unity.com/t/shader-function-reflection-api/1708277)

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**Author:** [@FredMoreau](https://discussions.unity.com/u/FredMoreau)\
**Replies:** 32\
**Last updated:** [October 7, 2026, 7:22pm UTC](https://discussions.unity.com/t/shader-function-reflection-api/1708277 "2026-10-07T19:22:52Z")

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Hi, With Unity 6.5 we’ll be introducing a new Shader Function Reflection API, which allows programmers and technical artists to write custom shader functions in HLSL files and see them automatically reflected and expose…

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## [\[UIToolkit\] Show a voronoi with a limited, user-defined seeds](https://discussions.unity.com/t/uitoolkit-show-a-voronoi-with-a-limited-user-defined-seeds/1737810)

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**Author:** [@ACCIAIO](https://discussions.unity.com/u/ACCIAIO)\
**Replies:** 3\
**Last updated:** [October 6, 2026, 3:05pm UTC](https://discussions.unity.com/t/uitoolkit-show-a-voronoi-with-a-limited-user-defined-seeds/1737810 "2026-10-06T15:05:20Z")

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Hello, I’m not a tech artists and I’m really lost on this topic, I hope someone here might help. Essentially, I want to show a square showing a voronoi texture. Ideally each cell should render a different image inside, …

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## [URP Transparent Distortion](https://discussions.unity.com/t/urp-transparent-distortion/1737805)

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**Author:** [@Qriva](https://discussions.unity.com/u/Qriva)\
**Replies:** 0\
**Last updated:** [September 28, 2026, 1:16pm UTC](https://discussions.unity.com/t/urp-transparent-distortion/1737805 "2026-09-28T13:16:03Z")

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How to properly implement distortion in URP, but consider transparent objects? I asked this in various places multiple times, but I am unable to get any tips. The goal is simple, there is some heat/shockwave and it sho…

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## [Why are shader graph ports listed in reverse order when connecting a node to a new node?](https://discussions.unity.com/t/why-are-shader-graph-ports-listed-in-reverse-order-when-connecting-a-node-to-a-new-node/1737565)

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**Author:** [@dgoyette](https://discussions.unity.com/u/dgoyette)\
**Replies:** 0\
**Last updated:** [September 25, 2026, 3:32am UTC](https://discussions.unity.com/t/why-are-shader-graph-ports-listed-in-reverse-order-when-connecting-a-node-to-a-new-node/1737565 "2026-09-25T03:32:44Z")

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When I drag from a node to an empty part of the canvas, it shows me candidates to connect to. It’s annoying to find that the options always seem to be in the inverse order of how these ports appear on an actual node. For…

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## [Polar Coordinates displays a seam even if im using a seamless texture](https://discussions.unity.com/t/polar-coordinates-displays-a-seam-even-if-im-using-a-seamless-texture/920087)

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**Author:** [@AttackonTeemo](https://discussions.unity.com/u/AttackonTeemo)\
**Replies:** 4\
**Last updated:** [September 15, 2026, 9:02pm UTC](https://discussions.unity.com/t/polar-coordinates-displays-a-seam-even-if-im-using-a-seamless-texture/920087 "2026-09-15T21:02:12Z")

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I’m pretty sure this has been asked and answered some times but I hadn’t been able to find a post. I want to apply a polar coordinate modifier to a texture that will be displayed in a hemisphere but when it displays on …

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## [A Note on UI Toolkit Support for HDRP](https://discussions.unity.com/t/a-note-on-ui-toolkit-support-for-hdrp/1716572)

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**Author:** [@uDamian](https://discussions.unity.com/u/uDamian)\
**Replies:** 15\
**Last updated:** [September 5, 2026, 1:23pm UTC](https://discussions.unity.com/t/a-note-on-ui-toolkit-support-for-hdrp/1716572 "2026-09-05T13:23:31Z")

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As you may have seen, HDRP is going into maintenance mode and will no longer receive new features going forward with efforts being focused on URP. As such, it is no longer our plan to add HDRP support in UI Toolkit. Note…

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## [Shadergraph scroll zoom seems way too sensitive](https://discussions.unity.com/t/shadergraph-scroll-zoom-seems-way-too-sensitive/886466)

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**Author:** [@petey](https://discussions.unity.com/u/petey)\
**Replies:** 18\
**Last updated:** [September 3, 2026, 1:38am UTC](https://discussions.unity.com/t/shadergraph-scroll-zoom-seems-way-too-sensitive/886466 "2026-09-03T01:38:48Z")

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Hi all, Does anyone else find the scroll to zoom in shader graph is way too sensitive? This is around 4mm of trackpad movement from this - To this - I’m finding it really awkward to use, and it’s a shame because …

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## [Problems connecting Shader Graph's wires](https://discussions.unity.com/t/problems-connecting-shader-graphs-wires/1735231)

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**Author:** [@jduranmth1pl0z](https://discussions.unity.com/u/jduranmth1pl0z)\
**Replies:** 2\
**Last updated:** [September 1, 2026, 7:34pm UTC](https://discussions.unity.com/t/problems-connecting-shader-graphs-wires/1735231 "2026-09-01T19:34:36Z")

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Hi! I’m having some problemas connecting wires in Unity 6.3. The main problem is that, for some reason, it won’t let me connect a simple node to a Multiply or an Add, but if I create a new Multiply or Add node, then it …

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## [GPU instanced mesh - normal mapping issue](https://discussions.unity.com/t/gpu-instanced-mesh-normal-mapping-issue/1734734)

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**Author:** [@Vecarus](https://discussions.unity.com/u/Vecarus)\
**Replies:** 0\
**Last updated:** [August 25, 2026, 9:23am UTC](https://discussions.unity.com/t/gpu-instanced-mesh-normal-mapping-issue/1734734 "2026-08-25T09:23:19Z")

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Hello, I’ve followed Cyanilux’s tutorial on setting up GPU instancing for grass and have run into a problem when trying to apply a normal map. My normals appear to (maybe?) be inverted horizontally but are aligned co…

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## [Making monotone red shader based on image](https://discussions.unity.com/t/making-monotone-red-shader-based-on-image/1734409)

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**Author:** [@unity\_B6416F3BA2581083CF54](https://discussions.unity.com/u/unity_B6416F3BA2581083CF54)\
**Replies:** 4\
**Last updated:** [August 21, 2026, 2:15pm UTC](https://discussions.unity.com/t/making-monotone-red-shader-based-on-image/1734409 "2026-08-21T14:15:04Z")

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Hello! I’m working on a visual effect whereby the entire world is a monotone red and objects are distinguished by their brightness/value (image 1). I originally achieved this effect by putting the opacity of a material …

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## [Unstable Triplanar Maping on full Screen Pass](https://discussions.unity.com/t/unstable-triplanar-maping-on-full-screen-pass/1734076)

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**Author:** [@galamot-shaku](https://discussions.unity.com/u/galamot-shaku)\
**Replies:** 0\
**Last updated:** [August 18, 2026, 4:51am UTC](https://discussions.unity.com/t/unstable-triplanar-maping-on-full-screen-pass/1734076 "2026-08-18T04:51:43Z")

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Hi there this question might be rather specific but I’m having issues with a triplanar mapping jittering on a Full Screen Pass. In Unity 6.4 Shadergraph a triplanar mapping overlays a texture on the entire scene. The ef…

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## [How to create a 2D drop shadow using shader graphs?](https://discussions.unity.com/t/how-to-create-a-2d-drop-shadow-using-shader-graphs/1733982)

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**Author:** [@K-bomb07](https://discussions.unity.com/u/K-bomb07)\
**Replies:** 0\
**Last updated:** [August 17, 2026, 4:42am UTC](https://discussions.unity.com/t/how-to-create-a-2d-drop-shadow-using-shader-graphs/1733982 "2026-08-17T04:42:55Z")

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Hi. In unity, I am trying to create a drop shadow effect using Shader Graphs. I am very new to shaders, but I have managed to create a very basic shader that offsets a sprite, and sets its color to black. This is a…

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## [How to make equilateral triangle shader](https://discussions.unity.com/t/how-to-make-equilateral-triangle-shader/1733797)

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**Author:** [@AdunsDev](https://discussions.unity.com/u/AdunsDev)\
**Replies:** 1\
**Last updated:** [August 16, 2026, 12:55am UTC](https://discussions.unity.com/t/how-to-make-equilateral-triangle-shader/1733797 "2026-08-16T00:55:13Z")

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i trying to shield shader for my game, i want to make smth like this equilateral triangles with little spacing between them first time a make that but this not equilateral triangles i tried to make smth with po…

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## [I'm currently having troubles with Blender fbx in unity with unity shaders](https://discussions.unity.com/t/im-currently-having-troubles-with-blender-fbx-in-unity-with-unity-shaders/1733819)

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**Author:** [@skuftstudio](https://discussions.unity.com/u/skuftstudio)\
**Replies:** 6\
**Last updated:** [August 15, 2026, 6:15am UTC](https://discussions.unity.com/t/im-currently-having-troubles-with-blender-fbx-in-unity-with-unity-shaders/1733819 "2026-08-15T06:15:29Z")

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The 3 objects are different tests for the shader graph, the cube is a unity 3d cube, the cylinder and explosive barrel are both blender fbx imports (The cylinder is untouched basic cylinder from blender) The shader effe…

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## [Shader graph custom function node speedups](https://discussions.unity.com/t/shader-graph-custom-function-node-speedups/1733850)

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**Author:** [@andyz](https://discussions.unity.com/u/andyz)\
**Replies:** 0\
**Last updated:** [August 14, 2026, 2:31pm UTC](https://discussions.unity.com/t/shader-graph-custom-function-node-speedups/1733850 "2026-08-14T14:31:13Z")

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Not sure why I need to write UnityTexture2D and UnitySamplerState in custom function node - can’t you just parse it and add the “Unity” bit on the front if you really need it (not sure why you do!)?! Then Texture2D and…

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## [How to maintain the UI Builder (UI Toolkit) material settings?](https://discussions.unity.com/t/how-to-maintain-the-ui-builder-ui-toolkit-material-settings/1733465)

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**Author:** [@AlmostMikhail](https://discussions.unity.com/u/AlmostMikhail)\
**Replies:** 4\
**Last updated:** [August 10, 2026, 6:58pm UTC](https://discussions.unity.com/t/how-to-maintain-the-ui-builder-ui-toolkit-material-settings/1733465 "2026-08-10T18:58:17Z")

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The shader graph material changes back to material properties set in editor and not material properties set in UI builder. private void OnRootGeometryChanged(GeometryChangedEvent evt) { // Only need to grab + init t…

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## [Any way to keep Shader Graph window opening as a floating window?](https://discussions.unity.com/t/any-way-to-keep-shader-graph-window-opening-as-a-floating-window/791123)

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**Author:** [@dgoyette](https://discussions.unity.com/u/dgoyette)\
**Replies:** 8\
**Last updated:** [August 9, 2026, 12:53pm UTC](https://discussions.unity.com/t/any-way-to-keep-shader-graph-window-opening-as-a-floating-window/791123 "2026-08-09T12:53:03Z")

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I prefer to work in Shader Graph with a fairly large window, larger than any other window in my layout. So I open it as a floating window and maximize it. Unfortunately, after closing the window, the next time I open a S…

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## [Shader Variant Stripping removing necessary variants from builds](https://discussions.unity.com/t/shader-variant-stripping-removing-necessary-variants-from-builds/1703044)

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**Author:** [@SideSwipe9th](https://discussions.unity.com/u/SideSwipe9th)\
**Replies:** 8\
**Last updated:** [August 9, 2026, 7:18am UTC](https://discussions.unity.com/t/shader-variant-stripping-removing-necessary-variants-from-builds/1703044 "2026-08-09T07:18:48Z")

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I’m using Unity 6000.3.2f1, but I’ve also replicated similar behaviour in 6000.0.64f1, graphics pipeline is URP. I have two Shader Graph shaders, S\_Depth\_Pass and Fade, and I’m using these in conjunction with a Renderer…

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## [How can I respect a sprite mask in a custom shader graph?](https://discussions.unity.com/t/how-can-i-respect-a-sprite-mask-in-a-custom-shader-graph/1733322)

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**Author:** [@mortoray](https://discussions.unity.com/u/mortoray)\
**Replies:** 0\
**Last updated:** [August 7, 2026, 3:31pm UTC](https://discussions.unity.com/t/how-can-i-respect-a-sprite-mask-in-a-custom-shader-graph/1733322 "2026-08-07T15:31:33Z")

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I have some sprite’s that I am converting to be rendered off-screen, then using a separate material to apply effects while rendering back to the screen. the problem I’m facing is that the original SpriteRenderer was usi…

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## [Setting stencils in shader graph](https://discussions.unity.com/t/setting-stencils-in-shader-graph/945982)

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**Author:** [@Thomas-Mountainborn](https://discussions.unity.com/u/Thomas-Mountainborn)\
**Replies:** 17\
**Last updated:** [August 7, 2026, 10:43am UTC](https://discussions.unity.com/t/setting-stencils-in-shader-graph/945982 "2026-08-07T10:43:54Z")

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Apparently we’re supposed to ask here to get the stencil buffer settings exposed to Shader graph. I don’t know how many years shader graph has been out already, but it’s incomprehensible that this simple thing isn’t in y…

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## [Shader Graph flattening / skewing objects](https://discussions.unity.com/t/shader-graph-flattening-skewing-objects/1733030)

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**Author:** [@eeeeeeeeeeeeeee](https://discussions.unity.com/u/eeeeeeeeeeeeeee)\
**Replies:** 2\
**Last updated:** [August 5, 2026, 2:21pm UTC](https://discussions.unity.com/t/shader-graph-flattening-skewing-objects/1733030 "2026-08-05T14:21:45Z")

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Im trying to make a shader graph just rotate object on Y axis, for some reason it is skewing / flattening objects This is the shader with the unity cube primitive it does work perfectly with a mesh that is just …

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## [Feedback request: Custom Shaders and Post-Processing Filters](https://discussions.unity.com/t/feedback-request-custom-shaders-and-post-processing-filters/1680973)

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**Author:** [@benoitd\_unity](https://discussions.unity.com/u/benoitd_unity)\
**Replies:** 171\
**Last updated:** [August 5, 2026, 1:38pm UTC](https://discussions.unity.com/t/feedback-request-custom-shaders-and-post-processing-filters/1680973 "2026-08-05T13:38:14Z")

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Hey everyone, The UI team has exciting news for UI Toolkit users! We’ve made significant progress on two highly anticipated features: Custom Shaders via Shader Graph and Post-Processing Filters via USS. These are now av…

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## [Start Receiving: Curl error 60: Cert verify failed. Certificate has expired. UnityTls error code: 7. Help](https://discussions.unity.com/t/start-receiving-curl-error-60-cert-verify-failed-certificate-has-expired-unitytls-error-code-7-help/1730576)

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**Author:** [@KarlDemmans](https://discussions.unity.com/u/KarlDemmans)\
**Replies:** 6\
**Last updated:** [August 1, 2026, 8:23pm UTC](https://discussions.unity.com/t/start-receiving-curl-error-60-cert-verify-failed-certificate-has-expired-unitytls-error-code-7-help/1730576 "2026-08-01T20:23:21Z")

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A couple days ago I started receiving the Unity error “Curl error 60: Cert verify failed. Certificate has expired. UnityTls error code: 7”. I’m not certain when/how this triggered. I think that Visual Studio was adding …

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## [Synchronizing Time : time node / timeline](https://discussions.unity.com/t/synchronizing-time-time-node-timeline/1732156)

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**Author:** [@Anisirene](https://discussions.unity.com/u/Anisirene)\
**Replies:** 2\
**Last updated:** [August 1, 2026, 12:23pm UTC](https://discussions.unity.com/t/synchronizing-time-time-node-timeline/1732156 "2026-08-01T12:23:48Z")

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Hello. I have an animated shader I created using a ‘time’ node, which I’ve divided the value by 2. I assume that means one animation cycle of my shader takes 2 seconds (assuming the base time value is 1 second ?) Based…

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## [\[Shader Graph\] What is causing this Offset Artifact/Line with Sample Texture 2D (Bug)](https://discussions.unity.com/t/shader-graph-what-is-causing-this-offset-artifact-line-with-sample-texture-2d-bug/1732485)

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**Author:** [@AlmostMikhail](https://discussions.unity.com/u/AlmostMikhail)\
**Replies:** 4\
**Last updated:** [July 30, 2026, 10:27pm UTC](https://discussions.unity.com/t/shader-graph-what-is-causing-this-offset-artifact-line-with-sample-texture-2d-bug/1732485 "2026-07-30T22:27:27Z")

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I’m getting the stretching of image when offsetting the UV of the sample texture 2d. It seems to be stretching just the bottom edge of the texture. I thought it was just this but the sample also has this stretching…

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## [Named reroute/portal nodes for graph organization](https://discussions.unity.com/t/named-reroute-portal-nodes-for-graph-organization/1732504)

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**Author:** [@Peter-Bailey](https://discussions.unity.com/u/Peter-Bailey)\
**Replies:** 0\
**Last updated:** [July 30, 2026, 12:32am UTC](https://discussions.unity.com/t/named-reroute-portal-nodes-for-graph-organization/1732504 "2026-07-30T00:32:10Z")

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I am an Asset Store developer who’s shader asset, RetroShade, is growing in complexity. In order to optimize for performance, I have to reroute a lot of graph functionality using wires so as not to duplicate shader code.…

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## [Trying to layer multiple textures over each other](https://discussions.unity.com/t/trying-to-layer-multiple-textures-over-each-other/1731941)

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**Author:** [@severaltinyhorses](https://discussions.unity.com/u/severaltinyhorses)\
**Replies:** 6\
**Last updated:** [July 25, 2026, 8:35am UTC](https://discussions.unity.com/t/trying-to-layer-multiple-textures-over-each-other/1731941 "2026-07-25T08:35:06Z")

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I’m trying to layer multiple textures over each other and have the combined texture sit on top of a background color. The problem is that the colors in the final result are all messed up, and each texture layer seems to …

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## [Shader Graph node preview goes grey sometimes](https://discussions.unity.com/t/shader-graph-node-preview-goes-grey-sometimes/1731626)

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**Author:** [@AlmostMikhail](https://discussions.unity.com/u/AlmostMikhail)\
**Replies:** 2\
**Last updated:** [July 25, 2026, 5:00am UTC](https://discussions.unity.com/t/shader-graph-node-preview-goes-grey-sometimes/1731626 "2026-07-25T05:00:56Z")

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The preview sometimes goes grey. It happened when I hit play and the only way to fix it to close and open Unity.

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## [Trying to make a shader graph that shows changing images](https://discussions.unity.com/t/trying-to-make-a-shader-graph-that-shows-changing-images/1731938)

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**Author:** [@RolaRoul](https://discussions.unity.com/u/RolaRoul)\
**Replies:** 2\
**Last updated:** [July 24, 2026, 12:58am UTC](https://discussions.unity.com/t/trying-to-make-a-shader-graph-that-shows-changing-images/1731938 "2026-07-24T00:58:29Z")

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I’m trying to make a shader graph that will display an image that changes over time like a slideshow. This is what I have so far: I’m using the modulo of time in seconds to decide which image to display. The shader…

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## [Is there a way to adjust the opacity of a sample 2d texture in shader graph?](https://discussions.unity.com/t/is-there-a-way-to-adjust-the-opacity-of-a-sample-2d-texture-in-shader-graph/1731748)

<div class="topic-metadata">

**Author:** [@severaltinyhorses](https://discussions.unity.com/u/severaltinyhorses)\
**Replies:** 4\
**Last updated:** [July 22, 2026, 9:46am UTC](https://discussions.unity.com/t/is-there-a-way-to-adjust-the-opacity-of-a-sample-2d-texture-in-shader-graph/1731748 "2026-07-22T09:46:28Z")

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I’ve made a shader graph for a skin material, and I’ve added things like freckles, scars, and other things to let the player customize the characters appearance. I want to add the ability to adjust the opacity of the sam…

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