Being able to draw different shapes in a shader can be really useful to avoid having to use a lot of textures, make images that can scale in resolution without being pixelating like a texture would or make shapes that can be modified on the fly.
This tutorial shows the principles that can be used in any shader, but focuses on using ShaderGraph, works on URP and HDRP and even the built in pipeline.
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₪ ₪ Time Stamps ₪ ₪
00:00 - The Basics
04:34 - Outline
06:23 - Color
09:00 - Circle
10:53 - Fill Mask
14:28 - Frac
17:28 - Sine Wave
23:20 - Polar coordinates
#unity #tutorial #shader