Shaders, Materials, and GPU Data
Shader Graph and GPU streams 2.2.0Photon separates what an emitter draws from how its pixels are shaded. A Material selects textures, render state, and a shader. Shader Graph builds that shader visually. GPU Data supplies values that change for every particle or trail point.

Choose an Authoring Path
| Need | Use |
|---|---|
| One texture on ordinary particles | Texture or Sprite Material |
| Common VFX looks (flipbook, dissolve, distortion, soft edges, rims, decals) without a graph | Kila Material |
| Visual per-pixel logic without GLSL | Shader Graph Material |
| Existing Core Shader JSON/VSH/FSH | Custom Shader Material |
| Scene-color or full-screen processing | Fullscreen Graph and Render Graph |
| Per-particle animation inside the shader | Additional GPU Data |
| Values controlled by Timeline or Java | Custom Data streams |
Start a new effect with Kila Material: its modules and presets cover the common looks, and it reads per-particle data without a graph. When you need logic it has no module for, export it as a Shader Graph and continue there. Shader Graph declares its required streams and works across Photon render contexts. Hand-written shaders remain useful when porting a shader or when graph nodes cannot express an operation.