What exactly is a shader graph :
Material, lights, and backgrounds are all defined in the shading nodes. To understand this concept, we have to know the shader concept and what nodes are responsible?
Shaders :
Shaders are the vital concept of interacting with lights on our material and describing how the light interaction on our material surface will be affected. In other words, they are telling the engine that what will happen when the light is going to hit the material surface.
Nodes:
Nodes in shader graphs are responsible for building the mathematical logic to make the effects happen. These nodes can be used as textures, as materials, or for compositing, with nodes you can make the animations between the surface and make effects.
They define the input and output on the shader graphs. Depending on the node, a node can be any number of input and output.
Shader Graphs in Unity :
Unity brought the shaders so that you won’t need to manually code the whole process again, so you would make it like in real-time and see the result right away.
By using the High Definition Render Pipeline and the Universal Render Pipeline or with the Lightweight render pipeline, you can make use of shader graphs.
You can do :
• Procedurally adjust your surface features
• Warp and animate UVs
• Adjust the look of your objects using familiar image adjustment operations
• Adjust your object’s surface based on useful information about it, its world location, normals, distance from the camera more.
• Expose Properties to the Material Inspector so that you can quickly tweak a shader’s visuals in the context of a scene.
• Share node networks between multiple graphs and users by creating subgraphs
• Create your custom shader graph nodes through C# and HLSL