Skip to content

This is a Shader Sub Graph for Unity Shader Graph. It draws a net based on the passed in values.

License

Notifications You must be signed in to change notification settings

realdegrees/Procedural-Net-Shader

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

10 Commits
 
 
 
 
 
 
 
 

Repository files navigation

Procedural Unity ShaderGraph Net Sub Shader

This shader provides a black and white alpha map resembling a net without using any predefined textures as input.

Screenshots

Sub Graph Preview Usage Example
Sub Graph Preview Usage example

Racket Example Note: The warping happening with tiling values != 1 can be used to counteract the stretching of the material that happens when the scale of the object changes.

Built with

Features

Create a net of any size, density and thickness with this shader. The tiling parameter allows for offsetting any stretching caused by scaling the actual object itself.

Prerequisites

A Unity version supporting the HDRP/LWRP and ShaderGraph is needed to use this sub-shader!

Installation

  • Download the .shadersubgraph file
  • Save the file in your Project/Assets folder

How to use?

  • Create a new shader
  • Select "Create Node"
  • Under "Sub Graphs" select the Net shader
  • Plug your exposed values into the input
  • Plug the output into the alpha channel of the master node

Important

  • If you want to use the shader as suggested, as an alpha map, you need to set the Blend Mode of the master node to Transparent
  • The tiling value has to be at least 1 on each axis, otherwise the procedural image will be scaled by 0

About

This is a Shader Sub Graph for Unity Shader Graph. It draws a net based on the passed in values.

Resources

License

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published