microsoft / microsoft/MixedReality-GraphicsTools-Unity
Improved shader graph support
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- Dominant language
- C#
- Stars
- 209
- Forks
- 49
- PR merge metrics
- No merged PRs in 30d
Description
Describe the problem
Graphics Tools supports Unity's Universal Render Pipeline (URP) but does not expose functionality to the new Shader Graph that comes with URP.
Describe the solution you'd like
Graphics Tools should expose a library of common functions for effects it supports via custom shader graph nodes. This will allow users to make more bespoke shaders and effects.
Describe alternatives you've considered
Not use Shader Graph and continue to use the uber shader approach.
Additional context
See Graphics Tools for Unreal for example of how methods are exposed to a shader graph: https://github.com/microsoft/MixedReality-GraphicsTools-Unreal
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start with the Unity Shader Graph Custom Function Node documentation and the Graphics Tools for Unreal example linked in the issue. Use them to identify which existing Graphics Tools effects should be exposed for URP Shader Graph. Done means users can access a library of common supported effects through custom nodes for more bespoke shaders.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp, unity
- Domain
- computer-graphics, game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 32/100