*Learn VFX Graph with this powerful UDEMY COURSE* : www.udemy.com/course/unity-vfx-graph-thunderlord-magic-effects/?couponCode=29.99_UNTIL_20-09 OR *With this short VFX Graph Course* : www.udemy.com/course/unity-visual-effect-graph-beginner-to-intermediate/?couponCode=17.99_UNTIL_20-09 Enjoy!
FYI, in Unity 2020.3.0f1 (not sure about other versions), in order to have "Shader Graph" as an option in your "Output Particle Quad" you need to enable "Experimental Operators/Blocks". You can find this in your "Edit -> Preferences -> Visual Effects"
Very cool video. I followed the URP steps. I used Remap on my Simple Noise, before the Multiply node to give it a bunch more contrast. Very pleased with the effect! Thank you!
Hey there. I've been thinking to ask Gabriel about if it is possible to add distortion of transparent objects... But you already mentioned it is possible. Can you please direct me on how to achieve distortion with RenderFeatures in URP. Would be great :)
Sorry guys for leaving you in a dark, didn't even know there was interest until now. I'll revisit the matter and post an update (maybe create git repo too)
What the ??? This is gonna sound really weird, but I had a dream I was standing next to you at some sort of convention. like a gamedevcon of some sort. I completely forgot this wild dream until i saw your upload on my subscriptions list. Yeah, wow. So I didn't get a chance to say anything in the dream, it was a split second dream, like an image or a gif or something. really really short. but I was gonna say that I respect what you've done and you've got skill.
ok. When i added material to my 2d square in my 2d project and turn on deapth and opaque it's still gray. whad do i do wrong? (i use URP, all materials updated).
The quad also distorts the player which isn't good is there any solution to exclude the player from the scene color information or something like that ?
Using screen space for heat distortion... If i were to put a character in front of the particles, the character would appear in the particle despite being far from it. How can that be fixed? A depth mask on the draw?
Is it an issue that the latest version of shader graph that I have available in the package manager is 7.5.1? I'm currently using Unity 2019.4.12f1 and I'm not sure how to get the updated version of the shader graph/visual effect graph.
@@GabrielAguiarProd I tried to do it that way but it doesnt work for me :c, the shape of the quad appears but its not transparent it just take the color of the background
Posso dar uma sugestão para futuros videos?. E que tal uns shaders a imitar computadores e consolas antigas. Um shader a imitar os gráficos do ZX Spectrum era altamente, tanto em 2d como em 3d.
Se fosses fazer um nível de um jogo de baixo de agua, podia-se usar um quad á frente do nível para imitar a ondulação?. Isto faria o jogo super lento?. Ou aplicavas o shader a cada objecto no nível?. Obrigado pelo video.
Thank you for this great tutorial. When the shader graph is put in the quad, it does not effect transparent object, but when we make a visual effect out of it, it effect transparent object. Could you explain about this?
hey i am trying to apply this shader on my transparent objects but all i achieve is them disappearing. even with the vfx graph. Mind explaining how you did that
8 месяцев назад
Idk why, but I can't move anymore the visual effect... it stays on 0,0,0 :(
Very helpful! Thanks a lot! Was thinking of implementing this and voila your video got released! I also have a request... is there a possibility that you could create a tutorial for creating holes/cuts in gameobjects during runtime.. like laser cutting through a wall kinda stuff
Hi Gabriel , big fan of your works. I was wondering can we use this method to distort other particles too ? for example we have two separate particle effects, one of them is using heat distortion and the other one is a normal particle system. I tried to do this and failed I think the reason is related to transparent render queue. Is there a way to achieve this ?
Very informative and helpful! Thank you! I am still having issues w/ it not working w/ transparent textures/materials (for some realistic fire FX). Any thoughts or tips?
Awesome Tutorial! I have one question regarding one of the distortion shown in the very beginning of the video. How would you approach creating the twirl distortion effect? I mixed the twirl node in shader graph with screen position node with a lerp node. However, it doesn't seem to do the effect you have in the beginning of the video.
Update: I think I figured out a way by looking at your Portal Shader Tutorial! Instead of directly connecting the lerp node with twirl, I decided to connect the twirl node to a voronoi texture, then added that with Screen Position node, then connected it to the lerp node. I would love to know if there is anything I missed.
I followed this tutorial and it's working great in my game, but for some reason when the camera moves away from the distortion plane it begins to flicker at a particular distance. I have been searching online for a solution for the last three days and the only suggestions I have found are z-fighting and adjusting camera clipping planes. Could somebody please help me?
Answering my own question. The answer is no. Scene Color node ignores transparent materials and renders opaque materials which are behind the transparent one. So, if you have an ocean in your level, you will see the skybox bottom hemisphere, so you can't use this method. And the thing is there's no other method in Unity that can do it unless you wright your own custom pass which is pretty complicated.
Yeah, I find this tutorial pretty useless because of that. Because who doesn't have transparent materials in his game? In my small project right off the bat I have 3 elements that make this distortion unusable, not to mention what would happen if I instantiate a couple of particle systems. Well, still searching then...
Awesome tutorial, as always!!! Quick note - With this shader setup it will distort correctly if u render all your objects on a base camera. Does not work if u want this effect on an overlay camera. With an Overlay camera - U won't see any other objects. just the distortion plane. Gabriel, do you have an idea of how it can possibly be fixed?
Most likely because Blank Shader Graph is only available in the latest Unity versions (2020.2+ maybe). So in your case an Unlit Graph will do the trick. Oh and make sure you have shader graph installed in the package manager too :)
Well with VFX Graph, performance is pretty good, specially when instantiating a bunch of particles. From 06:32 I show the distortion in URP, and for a brief moment I show that it works with the particle system too.
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Enjoy!
I really like the fact that you considered to explain how to do it in both HDRP and URP. I mainly use URP but there are a lot of others that use HDRP.
I'm so thankful that you make these tutorials
me too
@@zarasoso123 me too xD
this is exactly what I needed. Im actually using this as a magnetic field effect. Its works great!
Glad it does, awesome!
FYI, in Unity 2020.3.0f1 (not sure about other versions), in order to have "Shader Graph" as an option in your "Output Particle Quad" you need to enable "Experimental Operators/Blocks". You can find this in your "Edit -> Preferences -> Visual Effects"
Thank you!
Actual life saver. Legend
@@Ventiii-VIPs- kins is back
You have some of the most real world useful vfx tutorials on youtube! Keep up the excellent work my friend!
Very cool video. I followed the URP steps. I used Remap on my Simple Noise, before the Multiply node to give it a bunch more contrast. Very pleased with the effect! Thank you!
Thank you. Nicely explained and well paced video without a rush.
Glad you liked it
Thanks Gabriel!
Always Super Helpful!
This is one of the most useful videos so far, keep it up m8
Thanks a lot man!!! I tried using Particle System but had no success in HDRP, your video help me a lot!
Glad it helped!
Your tutorials are the best. Keep up the quality content
Appreciate it!
RenderFeatures can be used to add distorting transparent objects. Pretty useful tutorial, great one!
Hey there. I've been thinking to ask Gabriel about if it is possible to add distortion of transparent objects... But you already mentioned it is possible. Can you please direct me on how to achieve distortion with RenderFeatures in URP. Would be great :)
@@AndrewShestopalov Did you ever discover a way to make distortion work on transparent objects?
@@kevinbgent I also need to achieve this. Have you managed to solve it ?
I am wondering too:)
Sorry guys for leaving you in a dark, didn't even know there was interest until now. I'll revisit the matter and post an update (maybe create git repo too)
Absolutely perfect. Especially how you showed how to make it work with the vfx graph and the default particle system.
Thank you so much. Your tutorials helped me a lot.
凄く参考になりました!
ありがとうございます!
It was very helpful!
thank you!
Glad it helped!
Quality educative content. Thank you!
What the ??? This is gonna sound really weird, but I had a dream I was standing next to you at some sort of convention. like a gamedevcon of some sort. I completely forgot this wild dream until i saw your upload on my subscriptions list. Yeah, wow. So I didn't get a chance to say anything in the dream, it was a split second dream, like an image or a gif or something. really really short.
but I was gonna say that I respect what you've done and you've got skill.
ahah nice one, thanks dude
Lol xD
You are genius!
Thank you so much for this tutorial!
ok. When i added material to my 2d square in my 2d project and turn on deapth and opaque it's still gray. whad do i do wrong? (i use URP, all materials updated).
did you find a solution?
Nice tutorial helps a lot
Glad it helped
Nice always wanted to know how it's done! Thanks
thanks you for amazing tutorial again!
Thank you so much for explainings man!
This is awesome! Thanks!
No problem! Enjoy ;)
That soooo so nice ! Thanks ! :)
I am waaaaay too late but THX so much!! This gives alot of inspiration and knowHow
Awesome man
Thank you, Very helpful and understandable! How would I create this effect in the built-in RP?
Very helpful
정말 감사합니다 센세
Awesome!!!
Thank you.
The quad also distorts the player which isn't good is there any solution to exclude the player from the scene color information or something like that ?
hello This shader cannot display translucent objects(like weapon slash) behind it Is there a solution
your VFX are the best. I wonder, have you done any tutorials yet for snowing/raining effects?
More a less:
ruclips.net/video/ftCyZ7F5q9E/видео.html
ruclips.net/video/Ph3FvxJJ8AA/видео.html
Does not work for me with URP. Instead of the distortion, the image inside the quad is scaling up.
where is the shader graph option at 12:49? i can't see it
Don't forget to enable Experimental Operators/Blocks on Edit>Preferences>Visual Effects. Let me know if this helped.
Awesome
Using screen space for heat distortion... If i were to put a character in front of the particles, the character would appear in the particle despite being far from it. How can that be fixed? A depth mask on the draw?
Is this a good effect to add to a muzzle flash? Does it add more punch to a gunshot?
Is it an issue that the latest version of shader graph that I have available in the package manager is 7.5.1? I'm currently using Unity 2019.4.12f1 and I'm not sure how to get the updated version of the shader graph/visual effect graph.
I want to make it in the URP but I cant create a "blank shader graph"? This only works with 2020 version of unity?
Simply start with an Unlit Graph instead.
@@GabrielAguiarProd I tried to do it that way but it doesnt work for me :c, the shape of the quad appears but its not transparent it just take the color of the background
Make sure to turn on Opaque and Depth textures in your URP asset.
Go into the shader graph's Unlit Master node, click the cog on it and set Surface to Transparent ;)
Posso dar uma sugestão para futuros videos?.
E que tal uns shaders a imitar computadores e consolas antigas.
Um shader a imitar os gráficos do ZX Spectrum era altamente, tanto em 2d como em 3d.
É uma ótima ideia Pedro. Acabei de adicioná-la à minha lista.
Thanks for the technique btw What would be a good way to make the haze on distant objects
luv u
When I create the Material, the Square (I'm using 2D) turns pink, and tells me that there is no _MainTex texture property. Any help with this?
You need to turn on Depth and Opaque texture in the render pipeline. I believe there's a few more comments in here advising on this.
Se fosses fazer um nível de um jogo de baixo de agua, podia-se usar um quad á frente do nível para imitar a ondulação?. Isto faria o jogo super lento?. Ou aplicavas o shader a cada objecto no nível?.
Obrigado pelo video.
Podia ser uma solução sim. Aliás é uma solução mais ecológica do que aplicar a cada objeto.
Big thank you to the pe'tr'ánş(yes i am making fun of the way you say it :) ) for voting on such useful thing
Thank you for this great tutorial. When the shader graph is put in the quad, it does not effect transparent object, but when we make a visual effect out of it, it effect transparent object. Could you explain about this?
hey i am trying to apply this shader on my transparent objects but all i achieve is them disappearing. even with the vfx graph. Mind explaining how you did that
Idk why, but I can't move anymore the visual effect... it stays on 0,0,0 :(
Very helpful! Thanks a lot! Was thinking of implementing this and voila your video got released! I also have a request... is there a possibility that you could create a tutorial for creating holes/cuts in gameobjects during runtime.. like laser cutting through a wall kinda stuff
why is it not appreciated on a mobile device?
Please create a tutorial to cover how to manage memory usage with VFX Graphs. I have a MASSIVE amount of memory inflation when using VFX graph.
Hi Gabriel , big fan of your works. I was wondering can we use this method to distort other particles too ? for example we have two separate particle effects, one of them is using heat distortion and the other one is a normal particle system. I tried to do this and failed I think the reason is related to transparent render queue. Is there a way to achieve this ?
Very informative and helpful! Thank you!
I am still having issues w/ it not working w/ transparent textures/materials (for some realistic fire FX).
Any thoughts or tips?
A good question indeed. Let me know if you find a solution.
Awesome Tutorial! I have one question regarding one of the distortion shown in the very beginning of the video. How would you approach creating the twirl distortion effect? I mixed the twirl node in shader graph with screen position node with a lerp node. However, it doesn't seem to do the effect you have in the beginning of the video.
Update: I think I figured out a way by looking at your Portal Shader Tutorial! Instead of directly connecting the lerp node with twirl, I decided to connect the twirl node to a voronoi texture, then added that with Screen Position node, then connected it to the lerp node. I would love to know if there is anything I missed.
I think you are right. It's mostly a twirl node connected to the UV of something (Simple Noise, Voronoi, Texture, etc). So yeah, well done! ;)
@@GabrielAguiarProd Awesome! Thank you for the tutorial! :D
I followed this tutorial and it's working great in my game, but for some reason when the camera moves away from the distortion plane it begins to flicker at a particular distance. I have been searching online for a solution for the last three days and the only suggestions I have found are z-fighting and adjusting camera clipping planes. Could somebody please help me?
Reducing the amount of distortion and speed of distortion has fixed my flickering issue.
Is there a way to achieve the Scale By Distance effect he mentions at 4:35 in Shader Graph?
I think at 10:02 you should be using a multiply node instead of add.
Weird question but is it possible to colour the distortion? Like add a slight tint to it
thx :D
I'll make a 2D water effect with it
its for a game jam
can pls make fire propogation tutorial
Does distortion work if there's a transparent material on the background? (aka water, glass etc.)
Answering my own question. The answer is no. Scene Color node ignores transparent materials and renders opaque materials which are behind the transparent one. So, if you have an ocean in your level, you will see the skybox bottom hemisphere, so you can't use this method. And the thing is there's no other method in Unity that can do it unless you wright your own custom pass which is pretty complicated.
Yeah, I find this tutorial pretty useless because of that. Because who doesn't have transparent materials in his game? In my small project right off the bat I have 3 elements that make this distortion unusable, not to mention what would happen if I instantiate a couple of particle systems. Well, still searching then...
@@Dedemonn1 HI, did You find the solution? i have the same problem...
There is no option for "Blank shader graph" for me. I'm on Unity 2019.4.12f1 using URP. Does anyone know what I'm doing wrong?
Start with a Unlit or Lit graph then.
@@GabrielAguiarProd Thanks I'll give that a try
Awesome tutorial, as always!!! Quick note - With this shader setup it will distort correctly if u render all your objects on a base camera. Does not work if u want this effect on an overlay camera. With an Overlay camera - U won't see any other objects. just the distortion plane. Gabriel, do you have an idea of how it can possibly be fixed?
I can't create a blank shader graph, and I don't know why. Could you help me?
Most likely because Blank Shader Graph is only available in the latest Unity versions (2020.2+ maybe). So in your case an Unlit Graph will do the trick. Oh and make sure you have shader graph installed in the package manager too :)
@@GabrielAguiarProd Thx so much, that was the problem!
is it necessory to use visual effect? or it is just an option? how about the performance vs without visual effect
Well with VFX Graph, performance is pretty good, specially when instantiating a bunch of particles. From 06:32 I show the distortion in URP, and for a brief moment I show that it works with the particle system too.
Make a glitch effect tutorial please!
How to do it for built in RP?
you can't, not with shader graph
Will this work on a 2D setup?
yes
Does this also work with URP?
Yes, he goes over the URP version at 6:35
does this work in 2d?
Yes
@@adamosen how? I still get a gray box
light bent