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Shaders, Materials, and GPU Data ​

Shader Graph and GPU streams 2.2.0

Photon 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.

Maximized Photon editor with a real particle Shader Graph
The real particle graph is open beside its live Scene, Material resources, Inspector, and Timeline.

Choose an Authoring Path ​

NeedUse
One texture on ordinary particlesTexture or Sprite Material
Common VFX looks (flipbook, dissolve, distortion, soft edges, rims, decals) without a graphKila Material
Visual per-pixel logic without GLSLShader Graph Material
Existing Core Shader JSON/VSH/FSHCustom Shader Material
Scene-color or full-screen processingFullscreen Graph and Render Graph
Per-particle animation inside the shaderAdditional GPU Data
Values controlled by Timeline or JavaCustom Data streams
Kila Material 2.2.8

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.

In This Section ​

Released under the MIT License.