Today, was revealed the Visual Effect Graph, the new entrypoint for next-gen Visual effects in Unity. It is targetting modern compute-capable hardware targets and renders with the HD Render Pipeline on PC and Consoles. Currently, it’s released as a preview running starting 2018.3.
It relies on standalone effect assets containing multiple effect components (particle systems, meshes), a parameter interface and events to trigger spawn behaviors. The graph uses a top-to bottom flow for logic, coupled to a left- to right logic to compose math expressions that will be fed into the simulation blocks. The underlying tech uses compute shaders and CPU bytecode to reduce all the computing to the extreme minimum (memory footprint, computation, rendering).
To illustrate the possibilities of the current tech, we made a small demo : https://youtu.be/rqMcPZoEc3U
How to get it?
Simplified Method: I have prepared a project with a setup and update script in this repository : https://github.com/peeweek/VisualEffectGraph-EasySetup . Just clone/download it then use the FirstTimeSetup.bat to setup all code. Then, from time to time you can also use Update.bat to get the latest version.
GitHub Method : You can access this editor right now as a preview package by cloning the github repository of the scriptable render pipeline. For now it’s a temporary rough step but in the next weeks you should be able to use the package directly from the package manager in the editor. When the time comes we shall update instructions for more easy steps to get it
Your feedback is really important, so you can participate in this thread or in the official unity forums :
We already thank you for your participation in helping us making this happening, if you do stunning stuff, please share it with the hashtag #VisualEffectGraph