Fresnel Effect

The shadergraph documentation defines this node as : “Fresnel Effect is the effect of differing reflectance on a surface depending on viewing angle, where as you approach the grazing angle more light is reflected. The Fresnel Effect node approximates this by calculating the angle between the surface normal and the view direction.” In other words, …

Voronoi

F1 Voronoi output, raised to a power of 2. Voronoi noise, also known as Cellular noise, or Worley noise is a type of noise based on cells, where each cell contains a single point offset by a random vector. For each pixel in the cell we obtain the distance to this point, and compare it …

Render Textures

Render Textures are special textures which are updated at runtime. The Camera component has a Target Texture variable, which can be set to a Render Texture object to output the camera’s view to the texture rather than the screen. To create this object we can right-click somewhere in the Assets folder on the Project window, …

Vertex Displacement

While fragment shaders provide colours for each fragment/pixel, we can use vertex shaders to offset the vertices of the mesh. In shadergraph, nodes that are connected to the Master node Position input will be written into the Vertex stage of the shader, (while anything else is probably written into the Fragment stage). Note that this …