I thought it would be interesting rather than creating generic effects to instead look at effects found in popular games and try to break them down and recreate them with Shader Graph. In this second post of the series, we’ll be extending the bare bones shader created in Part 1 to add an interesting effect that can be controlled at runtime with a small C# script. But, if you haven’t used Shader Graph or the new Sprite Lit Graph shader template, or just need a refresher, then please do check out Part 1 and then come back here to carry on. If you’re already familiar with Shader Graph then I don’t expect you’ll need to go through Part 1 to understand what’s going on here. This post is a continuation of Sprite Shader Effects with Unity and Shader Graph, Part 1 where we started by creating a simple sprite rendering shader in Unity’s Shader Graph. Related Posts Animating Rotations through Code in Unity Synchronizing Idle, Walk and Run animations with a NavMeshAgent in Unity Siren Song, Devlog #3: But With More Dogs Unity: Working with Custom HLSL Functions in Shader Graph Unity: Accessing Private and Protected Fields from the Inspector
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