Here are some ways to take your Shader Graph features even further.
You could use Sine Time to create a pulsating glow effect, as follows:
- You could make the glow effect pulse by creating a Time node and then link the Sine Time (1) output to the Fresnel Effect node's input of Power (1). As the Sine Time value changes between - 1/0/+1, it will influence how strong the Fresnel Effect is, changing the brightness of the glow effect.
Another way to find exposed property IDs (and to get more of an idea of how Unity internally sees Shader Graphs) is to use the Compile and Show Code button.
When you are viewing the properties of a Shader Graph asset in the Inspector widow, you'll see a button entitled Compile and Show Code. If you click this, you'll see a generated ShaderLab code file in your script editor.
This isn't the actual code used by Unity, but it provides a good idea of the code that is generated from your Shader Graph. The internal...