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.
| Graph | What it shows |
|---|
GRPH_Standard | The 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_ChomperClassic | The 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_Ground | The environment shader, a minimal lit surface. |
| Graph | Nodes it uses |
|---|
GRPH_Demo_ChomperToon | Diffuse Toon, Specular Toon, Reflections Toon, Ambient Color, Rim, Posterize, Normal Map, Full Light Model |
GRPH_Demo_AlienSSS | Subsurface Scattering, Diffuse Classic, Specular Classic, Reflections, Normal Map, Full Light Model |
GRPH_Demo_ChomperFresnel | Rim over the full lighting stack |
GRPH_Demo_ChomperCrazyFresnel | Rim and Color Ramp over Diffuse Classic, the stylized version |
GRPH_Demo_Matcap | Matcap Normal WS with Diffuse Classic, lighting faked with one texture |
| Graph | Nodes it uses |
|---|
GRPH_Demo_ColorRamp | Color Ramp, Diffuse Classic |
GRPH_Demo_ChomperHueShift | Hue Shift over the full lighting stack |
GRPH_Demo_Posterize | Posterize, Pixelate, Highlights, Diffuse Toon |
GRPH_Demo_ChomperHologram | Hologram, Glitch, Rim, Greyscale, Normal Map |
GRPH_Demo_FadeBurn | Fade Burn, Rim, Diffuse HalfLambert. The dissolve, and the graph to read for how to expose a property you can animate |
| Graph | Nodes it uses |
|---|
GRPH_Demo_IntersectionGlow | Intersection 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.
| Graph | Vertex node |
|---|
GRPH_Demo_MeshEffects_Inflate | Vertex Inflate |
GRPH_Demo_MeshEffects_VertexDistortion | Vertex Distortion |
GRPH_Demo_MeshEffects_VertexShake | Vertex Shake |
GRPH_Demo_MeshEffects_VertexVoxel | Vertex Voxel |
Six single effect graphs, each one node on a quad. The shortest read in the asset.
| Graph | UV node |
|---|
GRPH_Demo_UVEffects_HandDrawn | Hand Drawn |
GRPH_Demo_UVEffects_Pixelate | Pixelate |
GRPH_Demo_UVEffects_ScrollTexture | Scroll Texture |
GRPH_Demo_UVEffects_Twist | Twist UV |
GRPH_Demo_UVEffects_WaveUV | Wave UV |
GRPH_Demo_UVEffects_Zoom | Zoom UV |
GRPH_Demo_ScreenSpaceUV | Screen Space UV with Distortion UV, Scroll Texture and Rim, the portal look |
| Graph | Nodes it uses |
|---|
GRPH_Demo_Sprite_Gameboy | Pixelate, Color Ramp, Luminosity, Sprite Outline, Texel Size. The clearest example of Texel Size feeding two nodes that need it |
GRPH_Demo_Sprite_Pinch | Pinch UV, Greyscale, Luminosity |
GRPH_Demo_Sprite_Last | Round Wave UV, Gradient |
| Graph | Nodes it uses |
|---|
GRPH_Demo_VfxPortal | Twist UV, Round Wave UV, Wave UV, Color Ramp, Contrast Brightness |
GRPH_Demo_VfxTornado | Scroll Texture, Vertex Distortion, Color Ramp, Posterize, Contrast Brightness |
GRPH_Demo_VfxSlash | Scroll 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.
| Graph | Nodes it uses |
|---|
GRPH_ProceduralShape | Circle 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:
| Shader | What it shows |
|---|
ASE_Toon | The toon lighting stack in ASE, the Amplify counterpart of GRPH_Demo_ChomperToon |
ASE_Matcap | Matcap shading in ASE |
ASE_Sprite | The 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.