
I don’t think I am exaggerating too much when I say that a versatile grid shader is at the core of a level designer’s toolkit. While blocking out a new scene the grid provides a proper sense of both scale and distance, and helps delineate between surfaces. If the grid also makes your blockout look a little prettier, then that’s even better!
In this tutorial we’ll be using Unity’s Shader Graph to create a multipurpose world-space grid for both the Universal and High Definition Render Pipelines. With a range of features and being entirely procedural, the shader will be highly customizable and look good at any scale.
