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qiezi-228/saycheese_modular_unityshaderlibrary_supportvfxgraph

19C#Audience · vibe coderComplexity · 3/5Setup · moderate

TLDR

A Unity URP shader library with 31 reusable Sub Graph modules and 12 ready-made shaders for visual effects like fire, smoke, lens flares, and dissolve, drag-and-drop building blocks that save you from writing the same shader logic repeatedly.

Mindmap

mindmap
  root((repo))
    Sub Graph Modules
      UV rotation scaling
      Color blending
      Soft particle edges
      Dissolve effects
    Complete Shaders
      Weapon trail glow
      Flipbook animation
      Lens flare
      Fresnel edge light
    Texture Assets
      Noise maps
      Gradient lookups
      HDR reflection maps
      Smoke flipbooks
    Setup
      Unity 2021 LTS
      URP version 12
      Shader Graph package
      VFX Graph package
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Things people build with this

USE CASE 1

Add weapon trail glows, impact flashes, or lens flares to your Unity game without writing any shader code from scratch.

USE CASE 2

Build particle effects like fire, smoke, or explosions in Unity VFX Graph using pre-made modular building blocks.

USE CASE 3

Speed up visual-effects work in Unity URP by reusing 31 plug-and-play Sub Graph modules instead of reinventing common logic.

USE CASE 4

Create dissolve, refraction, blur, or wave distortion effects on materials by assigning one of the 12 included ready-made shaders.

Tech stack

UnityC#URPShader GraphVFX GraphHLSL

Getting it running

Difficulty · moderate Time to first run · 30min

Requires Unity 2021 LTS, URP 12, and the Shader Graph and VFX Graph packages. Copy the asset folder into your project or import as a local package. README is primarily in Chinese.

No license is mentioned in the explanation, check the repository before using in a commercial project.

In plain English

This is a collection of reusable visual-effects building blocks for Unity, the game engine. Specifically, it targets Unity's URP rendering pipeline (a modern, performance-focused graphics mode) and its VFX Graph system (a node-based editor for creating particle effects like fire, smoke, and explosions). If you make games or real-time interactive experiences in Unity and spend time building visual effects, this library is meant to save you from writing the same shader logic over and over. The library is split into two main layers. The first is 31 Sub Graph modules, which are small, reusable pieces you plug into a larger shader like building blocks. Each module handles one specific job: rotating or scaling UV coordinates (the coordinates that control how textures wrap onto surfaces), controlling how colors blend, creating soft edges where particles intersect geometry, or adding surface effects like refraction, reflection, and dissolve. The second layer is 12 complete, ready-to-use shaders built from those modules, covering common game-effect needs: weapon trail glows, flipbook animations (where a grid of frames plays like a sprite sheet), lens flares, impact flashes, Fresnel edge lighting, decals, blur effects, and wave distortion. Alongside the shader files the repository includes a set of texture assets, such as noise maps, gradient lookups, HDR reflection maps, and smoke flipbook sheets. These feed directly into the shaders so you can get visible results without sourcing your own textures first. To use the library, you copy the asset folder into your Unity project or import it as a local package. From inside the Shader Graph editor you search for "MF_Qiezi" to find and drag in any of the Sub Graph modules, or you assign one of the complete shaders directly to a material. The project requires Unity 2021 LTS, URP version 12, and the Shader Graph and VFX Graph packages installed. The README is written primarily in Chinese, with English labels on the module tables and code paths.

Copy-paste prompts

Prompt 1
I'm using the qiezi saycheese Unity shader library. How do I import it as a local package into my Unity 2021 URP project and assign one of its complete shaders to a particle material?
Prompt 2
Using the MF_Qiezi Sub Graph modules from the saycheese shader library, how do I chain a UV rotation module with a dissolve module inside Unity Shader Graph to create a spinning dissolve effect?
Prompt 3
I want to make a weapon trail glow effect in Unity URP using the saycheese shader library. Walk me through setting up the flipbook animation shader with a smoke texture sheet.
Prompt 4
How do I use the Fresnel edge lighting shader from the saycheese Unity library to make a shield impact effect that lights up at the edges when hit?
Prompt 5
Explain what soft particle intersection does in the saycheese Unity shader library and show me how to enable it on a smoke particle system so it blends smoothly with the ground.
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