Converting some code shaders to ShaderGraph



Converting some code shaders to ShaderGraph

금별 3 3,188 2020.02.27 16:15

 

A follow-up to the Shader Graph intro, please read that one first if you haven't already! 

In this post I'm converting a few of the shaders I've made in the past into ShaderGraph, (the UnityPackage with all these files will go up soon :) )

Toon Lit

Original Shader (Code) : PasteBin Link 

Since custom lighting is currently not supported by ShaderGraph (if this changes, I'll put up another post for it) the Toon Lit effect has to be faked.

Create a new PBR Shadergraph

Now, the most important part of the toon lit look is the lighting.

This underlined pieces of code are all we need to convert, so how do we do this? 

Lets take it one by one. The first line needs the light direction. There is currently no node for this, so this value needs to be added via script (A very simple script, don't worry!)

We send values to shaders using Shader.SetGlobal___ ,

Since the lighting part is fake, the light direction, and the light intensity need to be included:

Shader.SetGlobalVector("_LightDirectionVec", -transform.forward);
Shader.SetGlobalFloat("_LightIntensity", dirLight.intensity);

Here's the full script : PasteBin Link 

Drop this on your Directional Light, and drag the light into the slot

Now we can get to the graph

Create a Vector3 property with the reference "_LightDirectionVec", and a Vector1 with the reference "_LightIntensity"

Make sure they are not exposed, and give them a value so the preview looks right

Here's the first line of the code, normalize the light direction. Converting code into nodes is a lot of thinking backwards, you plug the value into the function in nodes, instead of typing the fuction with the value inside in code.

So for this add the Property: Light Direction, and plug it into a Normalize node.

For this line, we need a Dot Product node, and plug in a (world)Normal Vector, and the result of the Normalize Light Direction

Next line is a bit more complicated, the SmoothStep node takes 3 inputs. The IN of Smoothstep will be the Dot Product, the 2 Edge inputs are the Offset(Vector1), and a slightly bigger value for smoothness, which is the Offset + Blur(Vector1) value. Convert these Vector1 into properties to control them in the material settings.

Before adding the _ToonTint(Color) value, the _LightIntensity needs to multiplied, it's not in the code, but is needed to fake the lighting.

Just needs a texture now,
Because the lighting is faked, this part goes a bit simpler, just add a Texture Node(convert to property), and a Sampler Texture 2D, then multiply with the lighting ramp result.

PBR Master needs to be set to Specular Workflow, with Specular set to black, and Occlusion set to something like 3. 

There it is, fake toon lighting :)

Full graph image is here, and graph file is attached

Iridescent

A simple, weird one this time, based on the Iridescent Tip 

Looking at the relevant lines, the first two can be done with handy built-in nodes.

(There is also simple noise, and gradient noise to play with, instead of Voronoi)
Fresnel Effect node is great, you can turn the Power into a property if you want for more control

Line 3. is just a texture + sample 2D, as seen before.

Instead of plugging the UV into the Sample Texture, plug in the Fresnel Effect + Noise, then multiply a Color property

Finally, add the Texture, and the iridescent effect with a slider for Brightness

Image of Full Graph 

Snow

Based on the Snow Shader Tip 

This one is a bit more complicated because of vertex manipulation

Here are the relevant lines, both vertex and surface use a Dotproduct of the normal and snowDirection, so lets start with that.

The result of this node is used in all other parts of the shader.

Multiply the Normal with the SnowHeight value, then multiply with the step result to only affect the top area. add this to Position (Object) to add a layer on top of the object, plug this result into Position of the Master Node.

For the non-snowy part, just create a texture + sample 2D like before, and invert the step result using One Minus

The Fresnel Effect node takes up most of the code here. Color the result, then multiply with the step result. Add the snow and non-snow parts together and you're done!

Image of the full graph 

 

Hope this helped you understand a bit more on how to convert code into graphs, a lot of is just searching the values and functions and finding the right node that way :)

 

Thanks for reading, and have fun!

Iridescent.shadergraph

Snow.shadergraph

ToonLit.shadergraph

Comments

키자비 2020.02.27 23:16
좋은 자료 감사합니다~^
커피맥주 2020.09.14 01:21
링크된 그림이 깨져서 이제 안보이네요 ㅠㅠ
금별 2020.09.14 18:06
https://www.patreon.com/posts/24781996

여기 원문입니다. 링크다깨졌군요 ㅠㅠ

번호 포토 분류 제목 글쓴이 날짜 조회
1292 언리얼4 UE5 Niagara Tutorial: Advanced Summoning Ring FX ashif 01.15 6
1291 언리얼4 언리얼 - 나이아가라 Advanced Guide – 위치 기반 동역학 금별 01.09 83
1290 언리얼4 Niagara로 생성된 Static Mesh에서 파티클 스폰하기 금별 01.09 83
1289 언리얼4 언리얼 - 나이아가라로 스플라인을 따라 발사되는 파티클 제작 금별 01.09 76
1288 언리얼4 언리얼5 - 어검술의 완성 : 검진(Sword Array) 심화 기동 및 고급 제어(한글자막) 금별 01.09 87
1287 언리얼4 언리얼5 - 벡터 연산을 활용한 검진(Sword Array) 지정 방향 발사 로직(한글자막) 금별 01.09 73
1286 언리얼4 언리얼5 - Particle Reader를 활용한 검진(Sword Array) 타겟 추적 및 회전 제어(한글자막) 금별 01.09 49
1285 언리얼4 언리얼5 - 파티클 Index를 활용한 원형 검진(Sword Array) 배치 제작과정(한글자막) 금별 01.09 54
1284 언리얼4 언리얼5 - VHS 포스트 프로세스 제작과정 금별 01.09 55
1283 언리얼4 언리얼5 - 데드 스페이스 VFX reborn[팬메이드] 금별 01.09 60
1282 언리얼4 Simple Light Aura VFX in UE5 Niagara Tutorial ✨????️???? ashif 01.08 56
1281 언리얼4 Heat Distortion VFX for Fire in UE5 Niagara! (Photoshop & Normal Map Workflow) ????????✨ ashif 2025.12.16 199
1280 2D 섭스턴스 디자인 - 색수차(Chromatic Aberration) 매직 오라 텍스처 만들기(한글자막) 금별 2025.12.16 242
1279 언리얼4 언리얼 - 미호요 신작 스타일 Depth Fade와 UV 조작을 이용한 공간 포털 연출(한글자막) 금별 2025.12.16 332
1278 언리얼4 언리얼5 - Polar Coordinates를 활용한 태극 무늬 제작 금별 2025.12.16 179
1277 언리얼4 언리얼 - AAA 게임 개발에서의 나이아가라 모듈(Niagara Module) 연구 및 적용 금별 2025.12.16 217
1276 유니티 유니티 - 유니티 스플라인 카메라 무브먼트 예제(워프 효과 연출) 금별 2025.12.16 170
1275 언리얼4 언리얼 - 간단한 스타일라이즈드 불효과 제작과정팁 금별 2025.12.16 172
1274 언리얼4 Simple Stylized Tornado VFX in UE5 Niagara! (Torus Mesh, Erode & Dynamic Params) ????️????✨ ashif 2025.12.15 132
1273 2D 섭스턴스 디자인 - 움푹 파인 바닥 절차적 제작과정(한글자막) 금별 2025.12.10 178
1272 언리얼4 언리얼 - Stylized 파도/물보라 제작과정 part3(한글자막) 금별 2025.12.10 185
1271 언리얼4 언리얼 - Stylized 파도/물보라 제작과정 part2(한글자막) 금별 2025.12.10 133

 

Banner
 
Facebook Twitter GooglePlus KakaoStory NaverBand