Authoring a Post Effect
Since 2.2.0
The graph defines the pixel operation; a Render Graph decides its inputs, pass order, output, and blend behavior.
This tutorial creates a tint effect, previews it, and drives it from Timeline.
1. Create the Fullscreen Graph
- In Resources, create a Fullscreen Shader Graph named
wiki_tint. - Add a Texture/Sampler graph variable named
Scene. - Add a Color parameter named
Tintwith white as its default. - Connect Fullscreen Position UV to a texture sample of
Scene. - Multiply sampled RGB by
Tint.rgb; preserve sampled Alpha. - Connect the result to Fullscreen Output and save.
Use exposed graph variables for values the Render Graph, Timeline, or Java must change. Ordinary internal constants cannot become pass ports.
2. Build the Render Graph
- Create a Render Graph named
wiki_tint_effect. - Add Scene Color Input, one Pass, and Effect Output.
- Set the Pass source to the
wiki_tintFullscreen Graph. - Connect Scene Color to the Pass's
Sceneport. - Set
Tinton the pass or connect a Blackboard parameter. - Connect Pass output to Effect Output.
- Leave Auto Blend enabled and save.
The Pass ports mirror exposed variables from its source graph. Renaming Scene or Tint can orphan existing wires; reconnect them after a rename.
3. Preview
Open the Render Graph preview and enable it over an actual world scene. Vary Tint and Effect Weight. Check that weight 0 returns the original scene and weight 1 shows the complete effect.
If the output is black, connect Scene Color directly to Effect Output first. Then restore the pass and verify its texture port is wired.
4. Add It to Timeline
- Add a Post Process Track.
- Add a clip and choose
wiki_tint_effect. - Set clip start/duration and its fade/weight curve.
- Override
Tintin the clip parameters. - Scrub across both clip edges to inspect fade-in and fade-out.
The clip submits a request every active frame. Ending or muting the clip stops submission.
5. Package the Effect
The Render Graph depends on its Fullscreen Graph and any sampled texture resources. Save all resources before FX Pack export, then test the exported pack in a clean resource environment to catch global-resource dependencies.