Setting up shaders is a breeze in contrast to some of shader graphs clunky workflows You can easily and visually understandable deactivate auto-refresh and the whole graph-experience has a way faster flow in itself. It's so much faster - especially in larger graphs. My main reasons, that are not listed yet (i agree with all of the above anyway): if you intend to use the tool frequently, maybe even in production - not even a second thought should be needed - go for Amplify. if you just want to have a look around in the shader world - shader graph will suffice Simply put - i agree with all, that was written before and have my practical take on it: Maybe I'm being too harsh on shader graph. I also wanted to mention that maybe SG has functionality that ASE does not support, I'd love for someone to give a more nuanced view. I don't see shader graph surpassing ASE in terms of functionality before 2022.Īlso, I have never used ASE, only SG, so I think someone that actually used both tools might provide additional insight. The reality is that ASE has been around since 2016 and is simply a more mature product plus you probably have better support. A few other things (that may be a bit biased, but still) These are just a few, but those seem pretty important to me. ASE has a 'real' custom node API, SG does not ASE supports UI shaders, SG does not (is 'under consideration')ħ. ASE has several nodes related to lighting like light attenuation, light color etc, SG does not (is 'under consideration')Ħ. ASE supports custom interpolators (to pass calculations from vertex to fragment stage), SG does not (is 'planned')ĥ. ASE supports post processing stack shaders, SG does not (is 'next up')Ĥ. ASE supports tessellation, SG does not (is 'under consideration')ģ. ASE supports built in, LWRP, HDRP and URP while SG only support LWRP, HDRP and URPĢ. I'll refer to amplify shader editor as ASE and shader graph as SG.ġ.
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