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A node shader editor for Toon and PBR shaders
Supports the Built-In and Universal Render Pipeline

Setup

  • Install with the VRChat Creator Companion or add the git url
  • To get started read the Documentation
  • You can try out the shader in the VRChat World
  • Setup the project config file
  • Use one of the included shaders, or create your own Assets/Create/Graphlit/Lit Graph (double click to open in the node editor)

Support

  • If you like this project consider supporting on Patreon
  • Alternatively you can use the included Packages/Graphlit/Runtime/Graphlit Attribution prefab in your world

Included Shaders

  • Main PBR shader created with the graph included (Recommended): Graphlit/Lit
  • PBR shader with standard input: Graphlit/Standard Compatible

Highlighted Features

PBR Features

  • Based on CoreRP, Google Filament, OpenPBR
  • Bakery Features (MonoSH, Lightmapped Specular, Bicubic Lightmap)
  • LTCGI, AreaLit
  • Clustered BIRP
  • VRC Light Volumes
  • PCF shadow filtering for point and spot lights
  • Inverse square falloff
  • Specular Occlusion
  • Contact Hardening
  • Horizon Occlusion
  • Alpha To Coverage
  • Energy Conservation
  • Multi Bounce AO
  • Micro Shadowing
  • F82 metallic edge tint
  • Coat
  • Thin Film iridescence
  • Improved Box Projection

Shader Editor

  • Create PBR or Toon shaders
  • Full custom lighting with the Unlit graph with access to the Light Color, Direction, Shadow Attenuation and Distance Attenuation
  • Outlines
  • Highest quality node previews
  • Register/Fetch variable nodes
  • Live Preview
  • Varyings Packing
  • Keyword properties pass flags option
    • Reduces shader variants, code, varings and attributes for the true branch
  • Hotkeys

Universal Render Pipeline

Currently not implemented:

  • Forward+
  • Dots
  • Decals
  • Rendering Layers
  • SSAO

Screenshots

Example Materials

Image

Graph

Image

Main Shader

Image

Softer light shadows

Image

Live Preview

  • Convert all constant nodes to properties while creating the shader to preview directly in the scene. This only affects the imported material
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