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    • Visual Effect Graph
    • Requirements
    • What's new
      • 10 / Unity 2020.​2
      • 11 / Unity 2021.​1
      • 12 / Unity 2021.​2
      • 13 / Unity 2022.​1
    • Getting Started
      • Visual Effect Graph Assets
      • Visual Effect Graph Window
      • Sample Content
    • Graph Logic & Philosophy
      • Systems
      • Contexts
      • Blocks
      • Operators
      • Properties
      • Events
      • Attributes
      • Subgraph
      • Blackboard
      • Sticky Notes
      • Project Settings
      • Preferences
      • Visual Effect Bounds
    • The Visual Effect Component
      • C# Component API
      • Using Visual Effects with Timeline
      • Property Binders
      • Event Binders
      • Output Event Handlers
    • Shader Graph Integration
      • Shader Graphs in Visual Effects
      • Visual Effect Target
    • Pipeline Tools
      • Representing Complex Shapes
        • Signed Distance Fields
          • SDF Bake Tool
            • SDF Bake Tool window
            • SDF Bake Tool API
        • Point Caches
          • Point Cache asset
          • Point Cache Bake Tool
      • Exposed​Property Helper
      • Vector Fields
      • Spawner Callbacks
    • Node Library
      • Context
        • Event
        • GPU Event
        • Initialize Particle
        • Output Mesh
        • Output Distortion
        • Output Decal
        • Output Line
        • Output Particle Mesh
        • Output Particle HDRP Lit Decal
        • Output Point
        • Output Primitive
        • Shared Output Settings
          • Global Settings
          • Lit Output Settings
        • Spawn
        • Update Particle
      • Block
        • Attribute
          • Curve
          • Derived
            • Calculate Mass from Volume
          • Map
          • Set
        • Collision
          • Collide with AABox
          • Collide with Cone
          • Collide with Depth Buffer
          • Collide with Plane
          • Collide with Signed Distance Field
          • Collide with Sphere
        • Flipbook
          • Flipbook Player
        • Force
          • Conform to Signed Distance Field
          • Conform to Sphere
          • Force
          • Gravity
          • Linear Drag
          • Turbulence
          • Vector Force Field
        • GPU Event
          • Trigger Event Always
          • Trigger Event On Die
          • Trigger Event Rate
        • Implicit
          • Integration : Update Position
          • Integration : Update Rotation
        • Kill
          • Kill (AABox)
          • Kill (Sphere)
        • Orientation
          • Connect Target
          • Orient
        • Output
          • Camera Fade
          • Subpixel Anti-Aliasing
        • Position
          • Set Position (Depth)
          • Position (Mesh)
          • Position (Signed Distance Field)
          • Position (Skinned Mesh)
          • Set Position (Sequential : Circle)
          • Set Position (Sequential : Line)
          • Set Position (Sequential : Three​Dimensional)
          • Set Position (Shape : AABox)
          • Set Position (Shape : Circle)
          • Set Position (Shape : Cone)
          • Set Position (Shape : Line)
          • Set Position (Shape : Sphere)
          • Set Position (Sequential)
          • Tile/Warp Positions
        • Size
          • Screen Space Size
        • Spawn
          • Constant Spawn Rate
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          • Attribute
            • Set Spawn Event \<attribute>
          • Custom
            • Increment Strip Index On Start
            • Set Spawn Time
            • Spawn Over Distance
        • Velocity
          • Velocity from Direction & Speed (Change Speed)
          • Velocity from Direction & Speed (New Direction)
          • Velocity from Direction & Speed (Random Direction)
          • Velocity from Direction & Speed (Spherical)
          • Velocity from Direction & Speed (Tangent)
      • Context
        • Event
        • GPU Event
        • Initialize Particle
        • Output Mesh
        • Output Distortion
        • Output Decal
        • Output Line
        • Output Particle Mesh
        • Output Point
        • Output Primitive
        • Shared Output Settings
          • Global Settings
          • Lit Output Settings
        • Spawn
        • Update Particle
      • Operator
        • Attribute
          • Age Over Lifetime
          • Get Attribute: age
          • Get Attribute: alive
          • Get Attribute: alpha
          • Get Attribute: angle
          • Get Attribute: angular​Velocity
          • Get Attribute: axis​X
          • Get Attribute: axis​Y
          • Get Attribute: axis​Z
          • Get Attribute: color
          • Get Attribute: direction
          • Get Attribute: lifetime
          • Get Attribute: mass
          • Get Attribute: old​Position
          • Get Attribute: particle​Count​In​Strip
          • Get Attribute: particle​Id
          • Get Attribute: particle​Index​In​Strip
          • Get Attribute: pivot
          • Get Attribute: position
          • Get Attribute: scale
          • Get Attribute: seed
          • Get Attribute: size
          • Get Attribute: spawn​Index
          • Get Attribute: spawn​Time
          • Get Attribute: strip​Index
          • Get Attribute: target​Position
          • Get Attribute: tex​Index
          • Get Attribute: velocity
          • Get Custom Attribute
        • Bitwise
          • And
          • Complement
          • Left Shift
          • Or
          • Right Shift
          • Xor
        • Builtin
          • Delta Time
          • Frame Index
          • Local to World
          • Main Camera
          • System Seed
          • Total Time
          • World to Local
        • Camera
          • Viewport to World Point
          • World to Viewport Point
        • Color
          • Color Luma
          • HSV to RGB
          • RBG to HSV
        • Inline
          • AABox
          • Animation​Curve
          • Arc​Circle
          • Arc​Cone
          • Arc​Sphere
          • Arc​Torus
          • bool
          • Camera
          • Circle
          • Color
          • Cone
          • Cubemap
          • Cubemap​Array
          • Cylinder
          • Direction
          • Flip​Book
          • float
          • Gradient
          • int
          • Line
          • Matrix4x4
          • Mesh
          • Oriented​Box
          • Plane
          • Position
          • Sphere
          • Terrain​Type
          • Texture2D
          • Texture2DArray
          • Texture3D
          • Torus
          • Transform
          • uint
          • Vector
          • Vector2
          • Vector3
          • Vector4
        • Logic
          • And
          • Branch
          • Compare
          • Nand
          • Nor
          • Not
          • Or
          • Probability Sampling
          • Switch
        • Math
          • Arithmetic
            • Absolute
            • Add
            • Divide
            • Fractional
            • Inverse Lerp
            • Lerp
            • Modulo
            • Multiply
            • Negate
            • One Minus
            • Power
            • Reciprocal
            • Sign
            • Smoothstep
            • Square Root
            • Step
            • Subtract
          • Clamp
            • Ceiling
            • Clamp
            • Discretize
            • Floor
            • Maximum
            • Minimum
            • Round
            • Saturate
          • Constants
            • Epsilon
            • Pi
          • Coordinates
            • Polar to Rectangular
            • Rectangular to Polar
            • Rectangular to Spherical
            • Spherical to Rectangular
          • Exp
            • Exp
          • Geometry
            • Area (Circle)
            • Change Space
            • Distance (Line)
            • Distance (Plane)
            • Distance (Sphere)
            • Invert​TRS (Matrix)
            • Transform (Direction)
            • Transform (Matrix)
            • Transform (Position)
            • Transform (Vector)
            • Transform (Vector4)
            • Transpose (Matrix)
            • Volume (Axis Aligned Box)
            • Volume (Cone)
            • Volume (Cylinder)
            • Volume (Oriented Box)
            • Volume (Sphere)
            • Volume (Torus)
          • Log
            • Log
          • Remap
            • Remap
            • Remap [0..​1] => [-1..​1]
            • Remap [-1..​1] => [0..​1]
          • Trigonometry
            • Acos
            • Asin
            • Atan
            • Atan2
            • Cosine
            • Sine
            • Tangent
          • Vector
            • Append Vector
            • Construct Matrix
            • Cross Product
            • Distance
            • Dot Product
            • Length
            • Look At
            • Normalize
            • Rotate 2D
            • Rotate 3D
            • Sample Bezier
            • Squared Distance
            • Squared Length
            • Swizzle
          • Wave
            • Sawtooth Wave
            • Sine Wave
            • Square Wave
            • Triangle Wave
        • Noise
          • Cellular Curl Noise
          • Cellular Noise
          • Perlin Curl Noise
          • Perlin Noise
          • Value Curl Noise
          • Value Noise
        • Random
          • Random Number
        • Sampling
          • Buffer Count
          • Get Texture Dimensions
          • Load Camera​Buffer
          • Mesh Index Count
          • Mesh Vertex Count
          • Load Texture2D
          • Load Texture2DArray
          • Load Texture3D
          • Position (Depth)
          • Sample Buffer
          • Sample Camera​Buffer
          • Sample Curve
          • Sample Gradient
          • Sample Mesh
          • Sample Mesh Index
          • Sample Skinned Mesh
          • Sample Skinned Mesh Renderer Index
          • Sample Signed Distance Field
          • Sample Texture2D
          • Sample Texture2DArray
          • Sample Texture3D
          • Sample Texture​Cube
          • Sample Texture​Cube​Array
          • Skinned Mesh Index Count
          • Skinned Mesh Vertex Count
        • Spawn
          • Spawn State
        • Utility
          • Point Cache
    • Reference
      • Standard Attributes
      • Types
        • AABox
        • Arc​Circle
        • Arc​Cone
        • Arc​Sphere
        • Arc​Torus
        • Camera
        • Camera​Buffer
        • Circle
        • Cone
        • Cylinder
        • Direction
        • Line
        • Oriented​Box
        • Plane
        • Position
        • Sphere
        • Terrain​Type
        • Torus
        • Transform
        • Vector
    • Manual
    • Visual Effect Graph

    Visual Effect Graph

    A visual effect made with the Visual Effect Graph.

    The Visual Effect Graph enables you to author visual effects using Node-based visual logic. You can use it for simple effects as well as very complex simulations. Unity stores Visual Effect Graphs in Visual Effect Assets that you can use on the Visual Effect Component. You can use a Visual Effect Asset multiple times in your Scene.

    Using a Visual Effect Graph

    Use a Visual Effect Graph to:

    • Create one or multiple Particle Systems.
    • Add static meshes and control Shader properties.
    • Create properties to customize the instances you use in the Scene.
    • Create events to turn parts of your effect on and off. You can then send these events from the Scene via C# or Timeline.
    • Extend the library of features by creating sub-graphs of the Nodes that you commonly use.
    • Use a Visual Effect Graph in another Visual Effect Graph. For example, you can reuse and customize a simple but configurable explosion in more complex graphs.
    • Previews changes immediately, so you can simulate effects at various rates and perform step-by-step simulation. For instructions on how to install the Visual Effect Graph, see Getting started with Visual Effect Graph.
    In This Article
    • Using a Visual Effect Graph
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