Visual Effect Graph | Package Manager UI website
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    Visual Effect Graph

    Welcome to the documentation page of the Visual Effect Graph. Here you will be able to access a variety of topics to be start working with the new Unity Visual Effect toolchain.

    Disclaimer

    This documentation refers to features that available as preview and that are under continuous development. This section is a early, incomplete, work-in progress and, as such, contents and features described here are highly likely subject to change.

    Requirements

    The visual effects editor comes along with the HD ScriptableRenderPipeline and ShaderGraph, it is supported starting 2018.3. It requires the following:

    • Unity 2018.3 or newer
    • Compute Shader and HD Render Pipeline support for your build target
    • Windows, Linux or Mac editor
    • HD Render PIpeline configured project with package version 4.3.0 or newer

    Install and Configure your project

    Make sure your project is already configured with HD Render Pipeline before proceeding, and upgrade your HD Render Pipeline version to 4.3.0-preview or newer.

    • To install Visual Effect Graph into your project you can use the Package Manager UI to add the package by selecting the "All Packages" View.

    • As this package resides in the preview packages you can display it by using the "Show Preview Packages" option in the advanced dropdown.

    • Then navigate to the Visual Effect Graph, and install the same version as your HD Render Pipeline package.

    Note : If your HD Render Pipeline package is too old (for instance 3.3.0) you will need to upgrade it to a newer version, for instance 4.3.0.

    Note : The packages meant to be used with 2018.3 are all under the 4.x version track. Packages under the 5.x version track are meant to be used with 2019.x

    Getting Started

    To get started right away with Visual Effect Graph, you can visit this page that sums up most of the features you need to know about.

    Documentation

    This section covers the different aspects of the Visual Effects, its philosophy and the main concepts you will encounter while working with the graph, and the game objects.

    • Assets and Game Objects
    • The Visual Effect Graph Window
    • Systems, Contexts and Blocks
    • Attributes, Properties and Settings
    • Parameters and Events

    API and Feature Reference

    • Context Reference
    • Block Library Reference
    • Operators reference
    • C# Component API
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