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
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.
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
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 ?
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 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).
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.
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
You're so far ahead of me in terms of creating shaders. I'm learning a ton from your videos. Keep it up Brandon!
Thanks man! I love shaders and would honestly do nothing but tutorials on those if they performed better. Hope you're feeling well btw!
Thank you, I was searching for this kind of videos!
Love your vids, can't wait for some more of those "how real comercial games do it"
wow, this one ise really helpful with good explanation
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.
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
Great stuff, personally would’ve gone with mathf pingpong, but very well designed solution
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
Nice tutorial!
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
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 ?
Actually i have a problem, my gameobjects with the foliage have a paralax effect, why?
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.
This sounds interesting - could you elaborate at all by any chance?
@@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).
@@bencemervay That's awesome, thanks very much! I'll give it a watch!
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.
🤣 Promo-SM
First