Interactive Wind Shader for your Foliage (Unity Tutorial)

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  • Опубликовано: 15 янв 2025

Комментарии • 21

  • @NoTimeLeft_
    @NoTimeLeft_ Год назад +6

    Great stuff. This is easy to understand but intermediate level of tutorials that is sorely missing from RUclips.
    Been a fan for a long time and have used multiple tutorials in my indie project im currently developing.
    Keep up the great work

  • @midniteoilsoftware
    @midniteoilsoftware Год назад +5

    You're so far ahead of me in terms of creating shaders. I'm learning a ton from your videos. Keep it up Brandon!

    • @sasquatchbgames
      @sasquatchbgames  Год назад +4

      Thanks man! I love shaders and would honestly do nothing but tutorials on those if they performed better. Hope you're feeling well btw!

  • @glimpsygames2734
    @glimpsygames2734 Год назад +1

    Thank you, I was searching for this kind of videos!

  • @conorcoyne1769
    @conorcoyne1769 Год назад

    Love your vids, can't wait for some more of those "how real comercial games do it"

  • @mehmedcavas3069
    @mehmedcavas3069 Год назад +1

    wow, this one ise really helpful with good explanation

  • @sealsharp
    @sealsharp Год назад

    Sweet! Shows the important parts which is how the shader is done and how to set the material/Shader-parameters which creates the external influence.
    I am not a fan of the use of coroutines. Starting those allocates memory and if you just run through those plants at the lower ground, that alone starts 12 coroutines. With some small changes, that could be zero.

  • @TheStigChristensen
    @TheStigChristensen 13 дней назад

    Amazing stuff! Would it be possible to keep your sprites look pixelated when using this? As on stay on the pixel grid but still get distorted

  • @bonquaviusdingle5720
    @bonquaviusdingle5720 4 месяца назад

    Great stuff, personally would’ve gone with mathf pingpong, but very well designed solution

  • @dertobbe1176
    @dertobbe1176 9 месяцев назад

    This is pretty neat. Any ideas hie to get Player influenze handled in shader graph? There has to be a way to handle the overlay so you can get rid of those nasty triggers

  • @shawns4354
    @shawns4354 Год назад

    Nice tutorial!

  • @MaximumAxiom
    @MaximumAxiom Год назад

    I tried to run through it, but the big snag I hit was that the shader looked fine in editor, but moved very statically when I ran the game

  • @s.ozturk175
    @s.ozturk175 2 дня назад

    Is there a version for tile system ? I applied it to tiles but didn't work fine. Actually only problem is y mask influence has no effect on it. Any suggestions ?

  • @lacrime_khalil3032
    @lacrime_khalil3032 5 месяцев назад

    Actually i have a problem, my gameobjects with the foliage have a paralax effect, why?

  • @bencemervay
    @bencemervay Год назад

    Hello! Nice video! Pretty useful! My only feedback is regarding the boolean in the shader. It is very inefficient. Try using a combination of step and lerp functions instead.

    • @monkey7218
      @monkey7218 Год назад

      This sounds interesting - could you elaborate at all by any chance?

    • @bencemervay
      @bencemervay Год назад

      @@monkey7218 here is a video I made a few months ago in this exact topic: ruclips.net/video/scMsaT693Kk/видео.html
      (In the video descriptions there are links as well that explain the topic even more).

    • @monkey7218
      @monkey7218 Год назад

      @@bencemervay That's awesome, thanks very much! I'll give it a watch!

  • @EremesNG
    @EremesNG Год назад

    How this shader could be applied when the sprite is part of an atlas, the effect applies to the entire atlas and the value of YMaskInfluence is very complicated to control ☹
    As long as the sprite is not part of an atlas, everything works perfectly.

  • @earnestmorrison8004
    @earnestmorrison8004 Год назад

    🤣 Promo-SM

  • @Coco-gg5vp
    @Coco-gg5vp Год назад

    First