Output ShaderGraph Quad
Menu Path : Context > Output Particle ShaderGraph Quad
You can use custom Shader Graphs in dedicated Shader Graph Outputs. Refer to Working with Shader Graph for more information about the general Shader Graph workflow.
This output is similar to Output Particle Quad.
Context settings
Setting | Type | Description |
---|---|---|
Shader Graph | ShaderGraphVfxAsset | Specifies the Shader Graph that Unity uses to render particles produced by this output. When you are assigning a Shader Graph to this field, the Inspector exposes all the Surface Options from the Shader Graph, which allows you to edit the Shader Graph properties inside the Inspector for the Context. The Context properties are populated with compatible exposed inputs from the Shader Graph. For more information on the Surface Options this setting adds to the Inspector, see the documentation for the type of Shader Graph you assigned. For example, if you assigned an HDRP Lit Shader Graph, see the documentation for the Lit Shader Graph. |
Primitive Type | Enum | (Inspector) Specifies the primitive this Context uses to render each particle. The options are: • Quad: Renders each particle as a quad. • Triangle: Renders each particle as a triangle. • Octagon: Renders each particle as an octagon. |
Context properties
Input | Type | Description |
---|---|---|
Crop Factor | float | The amount by which to crop the octagonal particle shape. This eliminates transparent pixels which allows for a tighter fit and reduces potential overdraw. This property only appears if you set Primitive Type to Octagon. |
The workflow for Shader Graph integration with VFX changed in 2023.3. The Shader Graph setting was removed from most particle outputs, and Shader Graph is now an independent output.
VFX Graph automatically migrates existing assets from the old workflow to the new workflow at import time.