Lesson 40 +10 XP

Visual Effect Graph

Visual Effect Graph

The Visual Effect Graph (VFX Graph) is a node-based visual editor designed for creating complex, large-scale particle effects that calculate directly on the GPU.

VFX Graph vs Shuriken

  • Shuriken (Standard Particle System): Runs on the CPU. Best for simple physics and low-count particles (hundreds of particles).
  • VFX Graph: Runs on the GPU. Can calculate millions of particles simultaneously, making it suitable for rich graphics on PC, console, and high-end mobile.

Structure of a VFX Graph

A VFX Graph is organized into a vertical stack of Contexts:

  1. Initialize: Sets up particle properties when spawned (e.g. Capacity, Lifetime, Position).
  2. Update: Changes particle properties every frame (e.g. applying gravity forces, turbulence).
  3. Output: Controls how the particles are rendered (Billboard, Mesh).

You insert Blocks inside these contexts (e.g., adding a "Set Lifetime" block inside Initialize) and connect Nodes to feed values into these blocks.

TL;DR

  • VFX Graph runs on the GPU, allowing millions of particles to render efficiently.
  • Best suited for high-end platforms and complex effects.
  • Structured into Initialize, Update, and Output Contexts.
  • Insert Blocks and connect Nodes to design visual effects.