81 lines
5.6 KiB
Markdown
81 lines
5.6 KiB
Markdown
# Getting started with Visual Effect Graph
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This page shows you how to install Visual Effect Graph, and gives a brief overview of how to [create](#creating-visual-effect-graphs), [edit](#editing-a-visual-effect-graph), and [preview](#previewing-a-graph-s-effects) effects with Visual Effect Graph. For an overview of how the graph works, see [Graph Logic and Philosophy](GraphLogicAndPhilosophy.md).
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Visual Effect Graph is a Unity package that uses a [Scriptable Render Pipeline](https://docs.unity3d.com/Manual/ScriptableRenderPipeline.html) to render visual effects. Visual Effect graph uses on compute Shaders to simulate effects.
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## Requirements
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For information on system requirements for the Visual Effect Graph, see [Requirements and compatibility](System-Requirements.md).
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## Installing Visual Effect Graph
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To install the Visual Effect Graph package:
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1. Open a Unity project.
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2. Open the __Package Manager__ window (__Window > Package Manager__).
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3. In the __Package Manager__ window, in the **Packages** field, select **Unity Registry**.
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4. Select **Visual Effect Graph** from the list of packages.
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5. In the bottom right corner of the Package Manager window, select __Install__. Unity installs URP into your Project.
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### Using the correct version of Visual Effect Graph
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Every Visual Effect Graph package works with a Scriptable Render Pipeline package of the same version. If you want to upgrade the Visual Effect Graph package, you must also upgrade the render pipeline package that you’re using.
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For example, the Visual Effect Graph package version 6.5.3-preview in Package Manager works with the High Definition RP package
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version 6.5.3-preview.
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## Creating Visual Effect Graphs
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To use Visual Effect Graph, you must first create a [Visual Effect Graph Asset](VisualEffectGraphAsset.md) .
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To create a Visual Effect Graph Asset:
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1. In Unity, click __Assets__ > __Create__ > __Visual Effects__ > __Visual Effect Graph__.
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To make a copy of a Visual Effect Graph Asset:
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1. In the Project window, select the Visual Effect Asset you want to make a copy of.
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2. In the top navigation bar, select __Edit__ > __Duplicate__. You’ve now created a copy.
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## Using Visual Effect Graphs in Scenes
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To use a Visual Effect Graph, you must add a [Visual Effect](#Creating-Visual-Effect-Graphs) to the Scene.
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To do so, you can:
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* Drag and drop a Visual Effect Graph Asset from the Project Window into the Hierarchy Window. <br />When you drop the Asset on an existing GameObject, this adds a new child GameObject with a Visual Effect Component, and assigns the graph to it. <br />When you drop the Asset on an empty space, Unity creates a new Visual Effect GameObject and assigns the graph to it.
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* Drag and drop a Visual Effect Graph Asset from the Project Window to the Scene View Window. This makes the graph appear in front of the Camera.
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When you’ve added the Visual Effect Graph Asset to you Hierarchy, Unity attaches the Asset to a [Visual Effect Component](VisualEffectComponent.md), which references the Asset.
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## Editing a Visual Effect Graph
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To edit Visual Effect Graph Assets in the [Visual Effect Graph window](VisualEffectGraphWindow.md) :
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* Open the Visual Effect Graph window (menu: __Window___ > __Visual Effects__) with an empty graph. This prompts you to open a Visual Effect Graph Asset.
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* Select an existing Visual Effect Graph Asset, and click the __Edit__ button in the Inspector. This opens the Visual Effect Graph window with the graph contained in this Asset.
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* Select the Visual Effect component (menu: next to the Asset template, click __Edit__). This opens the Visual Effect Graph window and with the graph contained in the referenced Asset.
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## Previewing a graph’s effect
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To preview an effect, you can:
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* Select a Visual Effect Graph Asset and use the Inspector Preview window.
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* Place your effect directly in the Scene as a Visual Effect GameObject.
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This lets you edit parameters directly in the Scene, see the lighting on your effect, and use the [Target GameObject Panel](VisualEffectGraphWindow.md#target-visual-effect-gameobject) features for the specific target instance of your effect.
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## Manipulating graph elements
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When you open an Asset inside the Visual Effect Graph window, you can see and edit the graph for that specific Asset.
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A Visual Effect Graph contains [Operator Nodes](Operators.md) and [Blocks](Blocks.md). Each Node is in charge of processing its input properties. You can link Nodes together to perform a series of calculations. All Nodes end up connecting into a Block (or a context) : A Block defines an operation on an effect, based on its input properties.
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When you link several Blocks together, these form a context. For more information about Nodes, Blocks, and contexts in the Visual Effect Graph, see [Graph Logic](GraphLogicAndPhilosophy.md).
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Every change you make to a graph has immediate consequences on the behavior of your effect, and you can preview the changes in real time. Every time you add, remove, or connect a Node, the graph recompiles all the elements that have changed, and restarts the effect. However, changing values (for example, editing a curve) does not make Unity recompile anything and affects the simulation in real time.
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To add Nodes, you can either:
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* Right-click in the graph, and select __Create Node__.
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* Press the spacebar on your keyboard.
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* Click and drag an edge from an existing port, and release the click in an empty space.
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When you do any of the above actions, the __Create Node__ menu appears. Here, you can see the Nodes, Blocks, and contexts that are compatible with that specific location in the graph.
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