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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
Texture, blend, depth, and ordinary particlesTexture or Sprite 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

Shader Graph is the preferred path for new effects because it 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.

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Released under the MIT License.