├── .gitattributes ├── .gitignore ├── Assets ├── HDRPDefaultResources.meta ├── HDRPDefaultResources │ ├── DefaultSceneRoot.prefab │ ├── DefaultSceneRoot.prefab.meta │ ├── Foliage Diffusion Profile.asset │ ├── Foliage Diffusion Profile.asset.meta │ ├── HDRenderPipelineAsset.asset │ ├── HDRenderPipelineAsset.asset.meta │ ├── Scene PostProcess Profile.asset │ ├── Scene PostProcess Profile.asset.meta │ ├── Skin Diffusion Profile.asset │ ├── Skin Diffusion Profile.asset.meta │ ├── Sky and Fog Settings Profile.asset │ ├── Sky and Fog Settings Profile.asset.meta │ ├── VFXDefaultResources.asset │ └── VFXDefaultResources.asset.meta ├── Script.meta ├── Script │ ├── DelayFollower.cs │ ├── DelayFollower.cs.meta │ ├── SpiralMove.cs │ ├── SpiralMove.cs.meta │ ├── VFXTexturePropertyBinder.cs │ └── VFXTexturePropertyBinder.cs.meta ├── VFX.meta ├── VFX │ ├── ADSR Particles VFX.vfx │ ├── ADSR Particles VFX.vfx.meta │ ├── CurvesMaterial.mat │ ├── CurvesMaterial.mat.meta │ ├── CurvesParticleScene.unity │ ├── CurvesParticleScene.unity.meta │ ├── CurvesRenderTexture.renderTexture │ ├── CurvesRenderTexture.renderTexture.meta │ ├── CurvesShaderGraph.shadergraph │ ├── CurvesShaderGraph.shadergraph.meta │ ├── DefaultRenderTexture.renderTexture │ ├── DefaultRenderTexture.renderTexture.meta │ ├── EnvelopeFunctions.hlsl │ └── EnvelopeFunctions.hlsl.meta ├── Volume.meta └── Volume │ ├── Post Process.asset │ └── Post Process.asset.meta ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── HDRPProjectSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityConnectSettings.asset ├── VFXManager.asset └── XRSettings.asset ├── README.md ├── screenshot0.png └── 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39cb5c7a7136ab7458a6e55edf91bad0 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 0 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Script.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cbe381032961b2553886f6f4ec1c01fc 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Script/DelayFollower.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using System.Collections.Generic; 3 | 4 | sealed class DelayFollower : MonoBehaviour 5 | { 6 | [SerializeField] Transform _target = null; 7 | [SerializeField] float _delay = 1; 8 | 9 | Queue<(float time, Vector3 position, Quaternion rotation)> _queue 10 | = new Queue<(float, Vector3, Quaternion)>(); 11 | 12 | (float time, Vector3 position, Quaternion rotation) _last; 13 | 14 | float _lastUpdateTime; 15 | 16 | void Update() 17 | { 18 | var current = Time.time; 19 | 20 | while (_queue.Count > 0) 21 | { 22 | var next = _queue.Peek(); 23 | if (next.time > current - _delay) break; 24 | _last = _queue.Dequeue(); 25 | } 26 | 27 | if (_queue.Count > 0) 28 | { 29 | var next = _queue.Peek(); 30 | var t = (current - _delay - _last.time) / (next.time - _last.time); 31 | transform.position = Vector3.Lerp(_last.position, next.position, t); 32 | transform.rotation = Quaternion.Slerp(_last.rotation, next.rotation, t); 33 | } 34 | 35 | _queue.Enqueue((current, _target.position, _target.rotation)); 36 | } 37 | } 38 | -------------------------------------------------------------------------------- /Assets/Script/DelayFollower.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4d6fc7f8750e2434b9924c759e050649 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Script/SpiralMove.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using Unity.Mathematics; 3 | 4 | sealed class SpiralMove : MonoBehaviour 5 | { 6 | [SerializeField] float _noiseFrequency = 0.5f; 7 | [SerializeField] float _noiseToRotation = 1; 8 | [SerializeField] float _speed = 0.2f; 9 | 10 | float3 _position; 11 | 12 | void Update() 13 | { 14 | var t = Time.time * _noiseFrequency; 15 | 16 | var n = math.float3( 17 | noise.snoise(math.float2(t, 323.341f)), 18 | noise.snoise(math.float2(t, 113.434f)), 19 | noise.snoise(math.float2(t, 3.14334f)) 20 | ); 21 | 22 | var rot = quaternion.EulerZXY(n * _noiseToRotation); 23 | 24 | _position += math.mul(rot, math.float3(0, 0, _speed * Time.deltaTime)); 25 | 26 | transform.localPosition = _position; 27 | transform.localRotation = rot; 28 | } 29 | } 30 | -------------------------------------------------------------------------------- /Assets/Script/SpiralMove.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 483ad60045743e9478b40a931fb7d067 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Script/VFXTexturePropertyBinder.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.VFX; 3 | using UnityEngine.VFX.Utility; 4 | 5 | // The VFXBinder Attribute will populate this class into the property binding's add menu. 6 | [VFXBinder("Texture/Size")] 7 | // The class need to extend VFXBinderBase 8 | public class TextureSizeBinder : VFXBinderBase 9 | { 10 | // VFXPropertyBinding attributes enables the use of a specific 11 | // property drawer that populates the VisualEffect properties of a 12 | // certain type. 13 | [VFXPropertyBinding("System.Single")] 14 | public ExposedProperty textureSizeProperty; 15 | public Texture target; 16 | 17 | // The IsValid method need to perform the checks and return if the binding 18 | // can be achieved. 19 | public override bool IsValid(VisualEffect component) 20 | { 21 | return target != null && component.HasVector2(textureSizeProperty); 22 | } 23 | 24 | // The UpdateBinding method is the place where you perform the binding, 25 | // by assuming that it is valid. This method will be called only if 26 | // IsValid returned true. 27 | public override void UpdateBinding(VisualEffect component) 28 | { 29 | component.SetVector2(textureSizeProperty, new Vector2(target.width, target.height)); 30 | } 31 | } -------------------------------------------------------------------------------- /Assets/Script/VFXTexturePropertyBinder.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a7965b9b74a724249aa5c8be7c688818 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/VFX.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 97ab5ab78a882a14094f5a11c2b56c07 3 | folderAsset: yes 4 | 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12 | m_MaxDeltaTime: 0.05 13 | -------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity VFX ShaderGraph Curves 2 | 3 | An exercise to test the feasibility of using Unity Shader Graph (and custom function nodes) to generate per particle animation curves for Visual Effect Graph. This started as a conversation with Carlos Garcia / L05 on the Unity discord. 4 | In this case, ADSR style envelopes (attack, decay, sustain, release) are generated. A simple impulse curve and a test pattern generator is included as well. Credit to fsynth for the adsr and impulse functions and also indirectly to Inigo Quilez. 5 | 6 | This could be further simplified in forthcoming release of visual effect graph with support for arrays. Then a custom shader or Shader Graph may not be needed at all. I can think of a few other ways to approach this with futures in mind as well. Such as setting the ADSR float4 directly as an attribute for each particle, and procedurally look up the curve at runtime in the vfx graph compute context using the age attribute, which avoids generating a buffer at all. this would require some sort of custom function block and or operator which I believe is on the roadmap as well. 7 | 8 | If it's a workable solution to do the envelope lookup before / outside of vfx graph and just have the current attribute values like "current size" streamed into vfx graph on a smaller buffer.. instead of a buffer of envelopes that vfx graph has to sample per particle to determine the current value of based on particle age. 9 | 10 | Currently The main thing I'm not happy with is that there is no built-in way yet to create a Shader Graph that renders directly into a Texture2D or Texture3D. So this example uses an orthographic camera that is masked to only see a quad with the HDRP Unlit shader graph material applied to it. It would be much cleaner and more flexible (Texture3D, Texture2D array support, Alpha Channel support) to have a Render Texture Shader Graph type available. In fact LG has shown this possible in a fork of HDRP they made for a robotics simulator a while back that can be found on github with a "Custom RenderTexture ShaderGraph," but I had limited success in porting it from HDRP 5.1 to 7.1 and decided against pursuing it further as it would actually be cleaner to start over fresh. 11 | 12 | ![ShaderGraph Custom Functions](screenshot0.png) 13 | ![VisualEffectGraph Particles](screenshot1.png) 14 | -------------------------------------------------------------------------------- /screenshot0.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/loopervfx/unity-vfx-shadergraph-curves/acd4364214c25e568bed8c5b3b41a8889e4f092b/screenshot0.png -------------------------------------------------------------------------------- /screenshot1.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/loopervfx/unity-vfx-shadergraph-curves/acd4364214c25e568bed8c5b3b41a8889e4f092b/screenshot1.png --------------------------------------------------------------------------------