![]() ![]() In this case, the Texture 2D Parameter has the word “Parameter” in the name, which means it gets its information from the user through the Inspector panel. Make sure you always know what kind of information you’re putting into a node, and what you’re getting as a result! This explains the most important part of what nodes do:Ī node is a block that takes information (in this case a Color for each pixel, from the texture), it then does something with that information, and exports it for another node to use. If you click and drag one of the squares, you can connect it to the other. Place it somewhere in your graph.Īs you can see, the Texture node has a purple square on the right side (with the text ‘Color.rgba’), and the Shader node has one on the left side. This is where we are actually going to lay down the first node! Press TAB to add a new node, and search for “Texture 2D Parameter”. This will tell Lens Studio this material is not for 3D objects, but for Post Effects. ![]() For instance, we want to make the material display a texture we can choose in the Inspector.įirst, the Shader node needs to be set to “Post Effect” – click on it, then change the value in the list on the right side of the screen. You should place your nodes from left to right, so they connect to this Shader node at the end! A ‘node’ is one of these blocks you can drag around in the graph: You’ll see this material is not entirely empty – there already is a “Shader” node in it. Make it full screen, that’s the easiest way to keep oversight when working in this editor. To give this material something to do, go to Window > Panels > Shader Graph Editor.Ī new window will pop up. This is a completely empty material right now. ![]() You can’t even choose a texture.Īnd it only outputs a white color. If you drag this new material in the Screen Image’s ‘Material’ in the Inspector, it will show up with no options at all. Then, add a ‘Graph Empty’ material to your Resources. Make a “Screen Image” object in your Scene, and delete everything else: We’re going to build our own Post Effect in the Shader Graph editor, so we first need to have the basic Post Effect setup. I will get to the Shader Graph Editor in a few steps, but it’s good to see how to get there first. ![]()
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