├── .gitignore ├── README.md └── Shader Graph ├── .vs └── Shader Graph │ ├── DesignTimeBuild │ └── .dtbcache │ └── v15 │ └── Server │ └── sqlite3 │ ├── db.lock │ ├── storage.ide │ ├── storage.ide-shm │ └── storage.ide-wal ├── Assets ├── Main.unity ├── Main.unity.meta ├── Materials.meta ├── Materials │ ├── Dissolve.mat │ ├── Dissolve.mat.meta │ ├── FresnelGlow.mat │ ├── FresnelGlow.mat.meta │ ├── Hologram.mat │ ├── Hologram.mat.meta │ ├── Skybox_Mat.mat │ └── Skybox_Mat.mat.meta ├── Models.meta ├── Models │ ├── Monkey.blend │ ├── Monkey.blend.meta │ ├── Monkey.blend1 │ └── Monkey.blend1.meta ├── Presets.meta ├── Presets │ ├── AudioCompressedInMemory.preset │ ├── AudioCompressedInMemory.preset.meta │ ├── AudioStreaming.preset │ ├── AudioStreaming.preset.meta │ ├── Defaults.meta │ ├── Defaults │ │ ├── AlbedoTexture_Default.preset │ │ ├── AlbedoTexture_Default.preset.meta │ │ ├── AudioDecompressOnLoad.preset │ │ ├── AudioDecompressOnLoad.preset.meta │ │ ├── DirectionalLight_Default.preset │ │ └── DirectionalLight_Default.preset.meta │ ├── NormalTexture.preset │ ├── NormalTexture.preset.meta │ ├── UtilityTexture.preset │ └── UtilityTexture.preset.meta ├── Scripts.meta ├── Scripts │ ├── SimpleCameraController.cs │ └── SimpleCameraController.cs.meta ├── Settings.meta ├── Settings │ ├── LWRP-HighQuality.asset │ ├── LWRP-HighQuality.asset.meta │ ├── LWRP-LowQuality.asset │ ├── LWRP-LowQuality.asset.meta │ ├── LWRP-MediumQuality.asset │ ├── LWRP-MediumQuality.asset.meta │ ├── PostProcessProfile.asset │ └── PostProcessProfile.asset.meta ├── Shaders.meta ├── Shaders │ ├── Dissolve.ShaderGraph │ ├── Dissolve.ShaderGraph.meta │ ├── FresnelGlow.ShaderGraph │ ├── FresnelGlow.ShaderGraph.meta │ ├── Hologram.ShaderGraph │ └── Hologram.ShaderGraph.meta ├── Textures.meta └── Textures │ ├── HologramLines_Cool.psd │ ├── HologramLines_Cool.psd.meta │ ├── HologramLines_Simple.png │ ├── HologramLines_Simple.png.meta │ ├── Monkey_Occlusion.png │ └── Monkey_Occlusion.png.meta ├── Packages └── manifest.json └── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset /.gitignore: -------------------------------------------------------------------------------- 1 | # =============== # 2 | # Unity folders # 3 | # =============== # 4 | [Ll]ibrary/ 5 | [Tt]emp/ 6 | [Oo]bj/ 7 | 3rdParty/ 8 | Builds/ 9 | 10 | # ===================================== # 11 | # Visual Studio / MonoDevelop generated # 12 | # ===================================== # 13 | ExportedObj/ 14 | obj/ 15 | *.svd 16 | *.userprefs 17 | *.csproj 18 | *.pidb 19 | *.suo 20 | *.sln 21 | *.user 22 | *.unityproj 23 | *.booproj 24 | 25 | # ===================================== # 26 | # Unity generated # 27 | # ===================================== # 28 | *.pidb.meta 29 | sysinfo.txt 30 | 31 | # ============ # 32 | # OS generated # 33 | # ============ # 34 | .DS_Store 35 | .DS_Store? 36 | ._* 37 | .Spotlight-V100 38 | .Trashes 39 | ehthumbs.db 40 | Thumbs.db 41 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Shader Graph Tutorials 2 | Project files for our tutorials on using Shader Graph in Unity. 3 | 4 | Contains: 5 | 6 | - Fresnel 7 | - Dissolve 8 | - Hologram 9 | 10 | Check out our [YouTube Channel](http://youtube.com/brackeys) for more tutorials. 11 | 12 | Everything is free to use, also commercially (public domain). -------------------------------------------------------------------------------- /Shader Graph/.vs/Shader Graph/DesignTimeBuild/.dtbcache: 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-------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 45f7b2e3c78185248b3adbb14429c2ab 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 2655988077585873504 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Shader Graph/Assets/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 02a3527b6b33a924e8ec66aa805ea717 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Shader Graph/Assets/Scripts/SimpleCameraController.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace UnityTemplateProjects 4 | { 5 | public class SimpleCameraController : MonoBehaviour 6 | { 7 | class CameraState 8 | { 9 | public float yaw; 10 | public float pitch; 11 | public float roll; 12 | public float x; 13 | public float y; 14 | public float z; 15 | 16 | public void SetFromTransform(Transform t) 17 | { 18 | pitch = t.eulerAngles.x; 19 | yaw = t.eulerAngles.y; 20 | roll = t.eulerAngles.z; 21 | x = t.position.x; 22 | y = t.position.y; 23 | z = t.position.z; 24 | } 25 | 26 | public void Translate(Vector3 translation) 27 | { 28 | Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation; 29 | 30 | x += rotatedTranslation.x; 31 | y += rotatedTranslation.y; 32 | z += rotatedTranslation.z; 33 | } 34 | 35 | public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct) 36 | { 37 | yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct); 38 | pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct); 39 | roll = Mathf.Lerp(roll, target.roll, rotationLerpPct); 40 | 41 | x = Mathf.Lerp(x, target.x, positionLerpPct); 42 | y = Mathf.Lerp(y, target.y, positionLerpPct); 43 | z = Mathf.Lerp(z, target.z, positionLerpPct); 44 | } 45 | 46 | public void UpdateTransform(Transform t) 47 | { 48 | t.eulerAngles = new Vector3(pitch, yaw, roll); 49 | t.position = new Vector3(x, y, z); 50 | } 51 | } 52 | 53 | CameraState m_TargetCameraState = new CameraState(); 54 | CameraState m_InterpolatingCameraState = new CameraState(); 55 | 56 | [Header("Movement Settings")] 57 | [Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")] 58 | public float boost = 3.5f; 59 | 60 | [Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f)] 61 | public float positionLerpTime = 0.2f; 62 | 63 | [Header("Rotation Settings")] 64 | [Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")] 65 | public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f)); 66 | 67 | [Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f)] 68 | public float rotationLerpTime = 0.01f; 69 | 70 | [Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")] 71 | public bool invertY = false; 72 | 73 | void OnEnable() 74 | { 75 | m_TargetCameraState.SetFromTransform(transform); 76 | m_InterpolatingCameraState.SetFromTransform(transform); 77 | } 78 | 79 | Vector3 GetInputTranslationDirection() 80 | { 81 | Vector3 direction = new Vector3(); 82 | if (Input.GetKey(KeyCode.W)) 83 | { 84 | direction += Vector3.forward; 85 | } 86 | if (Input.GetKey(KeyCode.S)) 87 | { 88 | direction += Vector3.back; 89 | } 90 | if (Input.GetKey(KeyCode.A)) 91 | { 92 | direction += Vector3.left; 93 | } 94 | if (Input.GetKey(KeyCode.D)) 95 | { 96 | direction += Vector3.right; 97 | } 98 | if (Input.GetKey(KeyCode.Q)) 99 | { 100 | direction += Vector3.down; 101 | } 102 | if (Input.GetKey(KeyCode.E)) 103 | { 104 | direction += Vector3.up; 105 | } 106 | return direction; 107 | } 108 | 109 | void Update() 110 | { 111 | // Hide and lock cursor when right mouse button pressed 112 | if (Input.GetMouseButtonDown(1)) 113 | { 114 | Cursor.lockState = CursorLockMode.Locked; 115 | } 116 | 117 | // Unlock and show cursor when right mouse button released 118 | if (Input.GetMouseButtonUp(1)) 119 | { 120 | Cursor.visible = true; 121 | Cursor.lockState = CursorLockMode.None; 122 | } 123 | 124 | // Rotation 125 | if (Input.GetMouseButton(1)) 126 | { 127 | var mouseMovement = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y") * (invertY ? 1 : -1)); 128 | 129 | var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude); 130 | 131 | m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor; 132 | m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor; 133 | } 134 | 135 | // Translation 136 | var translation = GetInputTranslationDirection() * Time.deltaTime; 137 | 138 | // Speed up movement when shift key held 139 | if (Input.GetKey(KeyCode.LeftShift)) 140 | { 141 | translation *= 10.0f; 142 | } 143 | 144 | // Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel) 145 | boost += Input.mouseScrollDelta.y * 0.2f; 146 | translation *= Mathf.Pow(2.0f, boost); 147 | 148 | m_TargetCameraState.Translate(translation); 149 | 150 | // Framerate-independent interpolation 151 | // Calculate the lerp amount, such that we get 99% of the way to our target in the specified time 152 | var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime); 153 | var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime); 154 | m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct); 155 | 156 | m_InterpolatingCameraState.UpdateTransform(transform); 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