FAQ (Frequently Asked Questions)
Getting started
Section titled “Getting started”Do I need Amplify Shader Editor to use this asset?
No. The Shader Graph subgraphs are the main deliverable and Shader Graph comes with Unity, so the asset is fully usable with nothing else installed.
Amplify Shader Editor is optional. If you own it, the same effects are also available as ASE nodes and they show up automatically once Amplify is in the project. See the Amplify Shader Editor page.
Do I need the other All In 1 assets?
No, this one is standalone. The effect catalogue is the same one the Sprite Shader, 3D Shader and VFX Toolkit ship inside their uber shaders, but nothing here depends on owning them.
Where do I find examples?
Two demo scenes and 32 graphs ship with the asset, each one a normal graph you can open and read. They are listed and described in Demo Scenes and Graphs.
Compatibility
Section titled “Compatibility”Is the asset compatible with Unity 6 and the latest LTS?
Of course :)
The asset is and always will be compatible with the latest Unity LTS.
Does it work on HDRP?
The Shader Graph nodes do, and so do Built-In and URP. The Amplify side is the exception: the compatibility packages, which carry the required ASE templates, ship for Built-In and URP only, so there is no supported HDRP setup for the Amplify path. Full matrix on Setup and Render Pipelines.
Can I use these nodes in a Lit graph, or with my existing shader?
Yes. They are ordinary nodes: they take values in and hand values back, so you can drop them anywhere in a graph you already have, including on top of a Lit master node. The lighting nodes are the only ones with an opinion, since they compute their own lighting from the main directional light rather than using the master node’s.
Performance
Section titled “Performance”Will this add shader variants or eat my keyword budget?
No. The nodes declare no shader keywords at all, and anything you do not wire into your graph is never compiled. Your shader gets exactly what you built and nothing else. More detail in Considerations.
Which nodes are the expensive ones?
Stochastic Sampling (three texture samples), Sprite Outline (eight), the depth nodes (they require a depth texture pass) and the vertex effects on dense meshes. Everything else is small. Listed with the reasoning in Considerations.
Using the nodes
Section titled “Using the nodes”Why does changing a property from script do nothing?
Because the reference name is not the display name. Shader Graph turns “Fade Amount” into
_Fade_Amount, and SetFloat fails silently on a name that does not exist. Explained with
the fix in Animating and Scripting.
Can I modify what an effect does?
Yes. The effects are plain .hlsl files in the Shaders folder of the asset, not a compiled
blob. Edit one and every graph using that node picks the change up. Keep a copy of the
original, since reimporting or updating the asset restores the shipped file.
Licensing
Section titled “Licensing”What's the asset license?
The same as all other Unity assets (https://unity.com/legal/as-terms):
As a license owner, you are permitted to:
- Create any product (game, movie, video clip, etc.)
- Distribute your product
- Make a profit from your product
Restrictions:
- You may not include or redistribute any of the source assets provided in this package. Meaning that you can’t redistribute any shader that uses effects from this asset
