microsoft / microsoft/MixedReality-GraphicsTools-Unity

Improved shader graph support

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#34 1 comment 3 reactions 0 assignees View on GitHub

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enhancement
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

No contributing guide indexed for this repository

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. 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

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