18 lines
1.4 KiB
Markdown
18 lines
1.4 KiB
Markdown
# Visual Effect Graph
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The Visual Effect Graph enables you to author visual effects using Node-based visual logic. You can use it for simple effects as well as very complex simulations.
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Unity stores Visual Effect Graphs in Visual Effect Assets that you can use on the [Visual Effect Component](VisualEffectComponent.md). You can use a Visual Effect Asset multiple times in your Scene.
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## Using a Visual Effect Graph
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Use a Visual Effect Graph to:
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* Create one or multiple Particle Systems.
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* Add static meshes and control Shader properties.
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* Create properties to customize the instances you use in the Scene.
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* Create events to turn parts of your effect on and off. You can then send these events from the Scene via C# or [Timeline](https://docs.unity3d.com/Packages/com.unity.timeline@latest/index.html).
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* Extend the library of features by creating sub-graphs of the Nodes that you commonly use.
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* Use a Visual Effect Graph in another Visual Effect Graph. For example, you can reuse and customize a simple but configurable explosion in more complex graphs.
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* Previews changes immediately, so you can simulate effects at various rates and perform step-by-step simulation.
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For instructions on how to install the Visual Effect Graph, see [Getting started with Visual Effect Graph](GettingStarted.md).
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