Visual Effect Graph preferences
The Visual Effect Graph preferences are in the Unity Preferences window. To access them:
Windows:
- Navigate to Edit > Preferences > Visual Effects
macOS:
- Navigate to Unity > Settings > Visual Effects
Properties:
Name | Description |
---|---|
Experimental Operators/Blocks | Displays experimental Blocks and Operators in the Node Creation Menu. |
Show Additional Debug info | Displays more detailed debug information in the Inspector when you select Blocks, Operators or Contexts |
Verbose Mode for Compilation | Enables verbose logging in the console when Unity compiles VFX Graphs. |
Experimental Shader Externalization | Enables externalizing shaders for Debugging purposes in the Visual Effect Graph Asset Inspector. |
Generate Shaders with Debug Symbols | Enables shader debug symbols when Unity compiles a VFX graph. |
Force Compilation in Edition Mode | Disables Graph Optimization when saving Assets. Only enable this property for debugging purposes. |
Multithread Update Enabled | Enables multi-threading when possible to speed up effects updates. Only disable this property for debugging purposes. |
Instancing Enabled | Enables the Instancing feature to improve scalability. Only disable this property for debugging purposes. |
Main Camera fallback | Specifies the camera source for MainCamera Operators and Blocks to use when in the editor. The options are: • Prefer Main Camera: If the Game view is open, Unity uses the main Camera. If the Game view is not open, but the Scene view is, Unity uses the Scene view Camera. • Prefer Scene Camera: If the Scene view is open, Unity uses the Scene view Camera. If the Scene view is not open, but the Game view is, Unity uses the main Camera. • No Fallback: Uses the main Camera even if Unity does not render to it. |
Target in Shader Graph | Displays the Visual Effect Target in the Shader Graph Target Settings. From VFX Graph version 23.1, use the Support VFX Graph toggle instead. |
Authoring Prewarm Step Count Per Second | Specifies the number of steps each second that Auto Reinit prewarms. A high value might impact performance when you author a VFX Graph. |
Authoring Prewarm Maximum Time | Specifies the maximum amount of time (in seconds) that Auto Reinit can prewarm. |