Multi-functional shader for the Particle System that supports Universal Render Pipeline (URP) of Unity.
MIT License
Docs (English, ) | Samples (English, ) | Demo (English, )
NOVA Shader is a multi-functional shader for the Particle System that supports Universal Render Pipeline (URP). General-purpose functions commonly used in visual effects are implemented so you can create high-quality effects efficiently.
It implements some distinctive features like Flow Map, Flip-Book (sequential texture animation), Dissolve, Fade, Rotation, Animated Tint Map, Emission, Distortion, and so on.
For more information, please refer to the following documents, Samples and Demo.
This library is compatible with the following environments.
Note that Shader Model 4.5 is required to use Mesh GPU Instancing. And also, if you want to use Mirror Sampling
, your hardware needs to support Inline Sampler States. And if you are using 3D Texture or 2D Texture Array, the compression format must support them.
And this document assumes that you have already set up the Universal Render Pipeline. For more information about the Universal Render Pipeline, please refer to the Unity Manual
To install the software, follow the steps below.
Window > Package Manager
"+" button > Add package from git URL
Or, open Packages/manifest.json
and add the following to the dependencies block.
{
"dependencies": {
"jp.co.cyberagent.nova": "https://github.com/CyberAgentGameEntertainment/NovaShader.git?path=/Assets/Nova"
}
}
If you want to set the target version, write as follows.
Note that if you get a message like No 'git' executable was found. Please install Git on your system and restart Unity
, you will need to set up Git on your machine.
To update the version, rewrite the version as described above. If you don't want to specify a version, you can also update the version by editing the hash of this library in the package-lock.json file.
{
"dependencies": {
"jp.co.cyberagent.nova": {
"version": "https://github.com/CyberAgentGameEntertainment/NovaShader.git?path=/Assets/Nova",
"depth": 0,
"source": "git",
"dependencies": {},
"hash": "..."
}
}
}
First, set up the Renderer Feature to apply Distortion. Click Add Renderer Feature > Screen Space Distortion from the bottom of the Inspector of the ForwardRendererData asset.
Confirm that Screen Space Distortion has been added as shown below.
Note This setting is not necessary if you do not use the Distortion Shader.
Next, activate Depth Texture to use the Soft Particles or Depth Fade features. Check Depth Texture in the UniversalRenderPipelineAsset Inspector.
Depth Texture setting is also found in each Camera, so set it as necessary.
Note This setting is not necessary if neither Soft Particles nor Depth Fade is used.
Next, create a material with the Nova shader. Create a material and set the shader to Nova/Particles/UberUnlit and assign a texture to the Base Map.
After creating a Particle System and assigning this material, you will see particles with the specified texture.
For more information on each shader and each function, see the sections below.
The Uber Unlit shader is a multifunctional shader with no lighting applied. Use this shader for particles that do not need lighting, such as glowing effects.
To use this shader, assign the Nova/Particles/UberUnlit
shader to your material. The following is the description of each property that can be set from the Inspector.
The Render Settings control how the Material is rendered.
With Vertex Deformation, you can control the deformation of vertices.
Base Map controls the base color texture and its settings.
Tint Color controls the color to be multiplied.
You can use the Flow Map to distort the Base Map to the specified directions.
Parallax Map can create a parallax effect.
Color Correction correct the colors up to this point.
Alpha Transition controls the alpha value using a texture.
The Emission control how the particles are glowing.
Control the transparency in various ways.
The Uber Lit shader is a multifunctional shader with lighting applied. Use this shader for particles that need lighting, such as mesh effects. This shader reflects lighting compliant with Unity's PBR lighting specification.
To use this shader, assign the Nova/Particles/UberLit
shader to your material.
This shader is based on the Uber Unlit shader with additional processing and properties.
The description of the added properties is as follows.
The following red-framed properties have been added to Render Settings.
Several surface properties have been added for lighting.
Set up the metallic map.The specifications of the metallic map are as follows.
Set up the specular map. The specifications of the specular map are as follows.
Using the Distortion shader, you can apply distortion effects to the screen, such as heat waves.
To use this shader, assign the Nova/Particles/Distortion
shader to your material. The following is the descriptions of each property that can be set from the Inspector.
The Render Settings control how the Material is rendered.
Distortion controls how it is distorted.
You can use the Flow Map to distort the Distortion Map to the specified directions.
Alpha Transition controls the alpha value using a texture.
Control the transparency in various ways.
Enabling the Shadow Caster feature will allow you to cast shadows from NovaShader.
Uber Unlit/Lit shaders are available for uGUI. if you want to play the effect on uGUI, use Nova/UIParticles/UberUnlit
or Nova/UIParticles/UberLit
.
The items that can be set in the material inspector are basically the same as for the regular UberUnlit
and UberLit
, but note that the z and w elements are not available when working with Custom Vertex Streams.
This is because z and w data are discarded inside uGUI.
If z and w are used, an error will be displayed as shown in the following figure.
Using the Particle System's Custom Vertex Streams, you can animate the properties of the Material. In the following example, we will use the Custom Vertex Streams to rotate the texture.
First, set up the Particle System's Custom Data.
In this case, we have set a value that changes from 0 to 1 over time to Custom1.X
.
Next, set the Custom Vertex Streams as shown below to pass Custom1.x
to TEXCOORD1.x
.
Next, select COORD 1X
from the Rotation
dropdown to use the value passed to TEXCOORD1.x
as shown below.
The texture will now rotate.
You can use the Particle System Mesh GPU Instancing to draw particles efficiently.
The following section describes how to use Mesh GPU Instancing
for materials using this shader.
Note When displaying particles on the preview screen using PreviewRenderUtility, we have confirmed a bug on the Unity side that does not render correctly when Enable Mesh GPU Instancing is enabled.
To use Mesh GPU Instancing
, you need to set the Render Mode
of the Renderer
module to Mesh.
Then, check the Enable Mesh GPU Instancing
checkbox.
Next, set up the Custom Vertex Streams as shown below.
The Custom Data
section can be filled with values from other modules, such as Noise, but make sure that all of INSTANCED1.xyzw
and INSTANCED2.xyzw
are filled without excess or deficiency.
Now you can use Mesh GPU Instancing
.
We have seen several cases where Custom Vertex Streams are set up manually. In addition, the vertex streams required by the GPUs vary depending on their settings.
It has a feature that automatically set up the Custom vertex streams as Fix Now
.
If vertex streams are different from what the CPUs require,
Fix Now
button and error will appear at bottom of the inspector.
At this time, pressing this button will automatically set the typical vertex stream needed.
If you are not familiar with setting up Custom Vertex Streams,
It is recommended that you use Fix Now
to correct errors to avoid unwanted errors.
This software is released under the MIT license. You are free to use it within the scope of the license, but the following copyright and license notices are required.
In addition, the table of contents for this document has been created using the following software
See Third Party Notices.md for more information about the license of toc-generator.