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Demo Scenes and Graphs

The asset ships two demo scenes and 32 graphs, and they are the fastest way to learn it. Every graph here is a normal Shader Graph or ASE shader with nothing hidden, so you can open one, see exactly how an effect was built, and copy the part you need.

Shader Graph demo: Assets\Plugins\AllIn1Assets\AllIn1ShaderNodes\Demo\Demo-ShaderGraph.unity

Amplify demo: Assets\Plugins\AllIn1Assets\AllIn1ShaderNodes\Demo\Demo-AmplifyShaderEditor.unity, which only exists after importing the compatibility package for your pipeline.

The scene is laid out as a row of pedestals, one per theme, and each pedestal maps to the graphs below. All of them live in Assets\Plugins\AllIn1Assets\AllIn1ShaderNodes\Demo\Graphs.

GraphWhat it shows
GRPH_StandardThe plain base graph with no All In 1 nodes in it: main texture, color and tiling. This is the skeleton every other demo starts from, and the one to duplicate when you begin your own.
GRPH_Demo_ChomperClassicThe same model fully lit through the node lighting system, with no effect on top. Diffuse Classic, Specular Classic, Reflections, Ambient Color and Normal Map, all merged by Full Light Model. Read this one before the lighting page.
GRPH_Demo_GroundThe environment shader, a minimal lit surface.
GraphNodes it uses
GRPH_Demo_ChomperToonDiffuse Toon, Specular Toon, Reflections Toon, Ambient Color, Rim, Posterize, Normal Map, Full Light Model
GRPH_Demo_AlienSSSSubsurface Scattering, Diffuse Classic, Specular Classic, Reflections, Normal Map, Full Light Model
GRPH_Demo_ChomperFresnelRim over the full lighting stack
GRPH_Demo_ChomperCrazyFresnelRim and Color Ramp over Diffuse Classic, the stylized version
GRPH_Demo_MatcapMatcap Normal WS with Diffuse Classic, lighting faked with one texture
GraphNodes it uses
GRPH_Demo_ColorRampColor Ramp, Diffuse Classic
GRPH_Demo_ChomperHueShiftHue Shift over the full lighting stack
GRPH_Demo_PosterizePosterize, Pixelate, Highlights, Diffuse Toon
GRPH_Demo_ChomperHologramHologram, Glitch, Rim, Greyscale, Normal Map
GRPH_Demo_FadeBurnFade Burn, Rim, Diffuse HalfLambert. The dissolve, and the graph to read for how to expose a property you can animate
GraphNodes it uses
GRPH_Demo_IntersectionGlowIntersection Glow, Greyscale, over the full lighting stack. Needs the depth texture, see Setup and Render Pipelines

Four graphs, same lighting, one vertex effect each, which makes them a clean before and after comparison.

GraphVertex node
GRPH_Demo_MeshEffects_InflateVertex Inflate
GRPH_Demo_MeshEffects_VertexDistortionVertex Distortion
GRPH_Demo_MeshEffects_VertexShakeVertex Shake
GRPH_Demo_MeshEffects_VertexVoxelVertex Voxel

Six single effect graphs, each one node on a quad. The shortest read in the asset.

GraphUV node
GRPH_Demo_UVEffects_HandDrawnHand Drawn
GRPH_Demo_UVEffects_PixelatePixelate
GRPH_Demo_UVEffects_ScrollTextureScroll Texture
GRPH_Demo_UVEffects_TwistTwist UV
GRPH_Demo_UVEffects_WaveUVWave UV
GRPH_Demo_UVEffects_ZoomZoom UV
GRPH_Demo_ScreenSpaceUVScreen Space UV with Distortion UV, Scroll Texture and Rim, the portal look
GraphNodes it uses
GRPH_Demo_Sprite_GameboyPixelate, Color Ramp, Luminosity, Sprite Outline, Texel Size. The clearest example of Texel Size feeding two nodes that need it
GRPH_Demo_Sprite_PinchPinch UV, Greyscale, Luminosity
GRPH_Demo_Sprite_LastRound Wave UV, Gradient
GraphNodes it uses
GRPH_Demo_VfxPortalTwist UV, Round Wave UV, Wave UV, Color Ramp, Contrast Brightness
GRPH_Demo_VfxTornadoScroll Texture, Vertex Distortion, Color Ramp, Posterize, Contrast Brightness
GRPH_Demo_VfxSlashScroll Texture, Greyscale, Contrast Brightness

These three are the closest thing in the asset to a cookbook: each one stacks four or five cheap nodes into an effect that looks like it took a lot more.

GraphNodes it uses
GRPH_ProceduralShapeCircle Gradient, Square SDF, Radial Pattern Wedges. No texture at all, the shapes are generated from UVs

The compatibility package adds three ASE shaders in Demo\Graphs\AmplifyShaderEditorGraphs, plus the scene that uses them:

ShaderWhat it shows
ASE_ToonThe toon lighting stack in ASE, the Amplify counterpart of GRPH_Demo_ChomperToon
ASE_MatcapMatcap shading in ASE
ASE_SpriteThe Sprite Data node inside the Sprite Shader template, reading the sprite and tint straight from the Sprite Renderer

They are built on the ASE templates, so opening one also shows you what a correctly configured template looks like.