Skip to main content
GameDev.net gamedev.net
Video Content

This is video content from git-amend. The summary highlights key points - watch the full video for complete context.

PRO Tired of ads? Read GameDev.net ad-free and help keep the community independent with GameDev Pro — $3/month.

git-amend
git-amend Video
· 3 months ago • git-amend

Custom Shader FX Nodes - No Boilerplate

Briefing

Unity 6.5 adds a Shader Function Reflection API that turns ordinary HLSL functions into Shader Graph nodes through reflection. Instead of building a Custom Function node and wiring up extra C# or editor code, you annotate the function minimally and Unity infers the node UI and ports for you.

The practical upside is less friction when iterating on shader logic. The demo in the article covers a scrolling UV node, a colorize effect, and a procedural lava material, all built from clean HLSL with live hot reload. For teams that prototype a lot of materials or expose shader controls to artists, that cuts down on repetitive setup and makes custom nodes feel much closer to normal code.

The API also supports richer node metadata than the old “one input, one output” style many teams are used to. The article calls out proper ports, color pickers, sliders, and multiple outputs, which is the kind of detail that matters when you want Shader Graph nodes to behave like first-class tools rather than hacks wrapped around a function call.

There’s a useful broader context here: Unity has been steadily trying to make Shader Graph more extensible without forcing teams into editor scripting. If this reflection-based workflow holds up in production, it could become the preferred path for studios that want custom shader building blocks but don’t want to maintain a pile of bespoke node code.

“Write normal HLSL functions... Unity automatically turns them into fully-featured Shader Graph nodes.”

— git-amend · Core pitch of the new API
Original source
Watch on git-amend
At a glance
what
Unity 6.5 introduces a Shader Function Reflection API for Shader Graph.
who
The article is by git-amend / Adam Myhre, discussing Unity’s shader tooling.
when
The video is current to Unity 6.5; no specific release date is given.
impact
Lets developers turn HLSL functions into Shader Graph nodes with minimal boilerplate and no C#.
Signal Positive

Clearly improves shader workflow and iteration speed

Discuss

Follow Unity updates

See relevant stories in your personalized news feed.

Sign in to follow

Continue on GameDev.net

Useful next steps related to this story.

Game development news without the noise

One useful weekly briefing. No daily flood.

Sending your confirmation email…

Discussion

Loading comments...

Recommended resources

Game Engines

See full guide
Unreal Engine 5 Best Practices cover
Editor pick

Unreal Engine 5 Best Practices

Amazon · Book

Written by multi-award-winning Unreal generalist Tyson J. Butler-Boschma, Founder and Creative Director of Toybox Games Studios, this book addresses common challenges you face when advancing your expertise in lighting, environment design, and cinematic storytelling.

GameDev.net may earn a commission if you purchase through these links. This helps fund the site at no extra cost to you.

GameDev.net may earn a commission if you purchase through these links. This helps fund the site at no extra cost to you.

Story Timeline (3 sources)

June 21, 2026
git-amend First Main
Custom Shader FX Nodes - No Boilerplate
June 23, 2026
June 25, 2026
Story covered over 4 days • First reported by git-amend