Such a cool effect, space-related phenomena are wonderful to contemplate! 👽 *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!
Every time I see one of your videos I keep being amazed at how underrated your channel is, you easily overtake most VFX tutorial channels out there. Great work, keep it up!
For everyone who has problem with gray Plane: Turn on opaque Texture and depth texture in the URP Asset go to Edit- ProjectSettings -Graphics-URP Asset. Double click to chosen URP asset to open Inspector ,and then enable opaque texture and depth texture.
Thanks to the author, I learned such a great effect. If you are a beginner like me and want to know how to realize the self luminous phenomenon of black hole sphere in the video, you can GameObject - > create volume - > profile new - > bloom, then it works :)
Ok so I went through a lot of his videos and my god, I learned a freaking lot not gonna lie. I will be using a bunch of stuff he showed which is gonna be dope and add that authenticity to my games. Thx a lot gabriel
im using hdrp and my distortion was a bright white. for anyone else with the same problem, you need to multiply the scene color by the exposure before plugging it into the base color.
This is the correct solution for hdrp, finally worked for me. The other comments saying to enable depth texture/opaque texture in RP settings didn't work because those settings don't exist in the version of Unity (2022.3.14) I'm using or were renamed and already checked true.
If you have a problem with the gray plane, when you assign distortion material on it, click on that plane go to inspector, go to mesh collider part, and assign shader, that should fix problems with the gray plane.
Could you create a tutorial on a explosion heatwave distortion? I'm trying to adapt your twirl distortion into a ripple effect to use it in a circular heatwave effect but so far, no luck.
Hello, i have an issue, in 1:57 my plane become gray. I've tested many things to resolve it but nothing to do, i have always to grey rendering :< Could you guys help me ? :'))
I am from Taiwan, thank you for your teaching, I have learned a lot But can you teach me another time, how to make this distorted space affect the particle effects behind him?
I found a solution - RefractedTransparentRenderPass (you will find it at GitHub). After you setup it (there is a video tutorial), in order to work with Shader Graph, use the _GrabPassTransparent texture instead of Scene Color node.
thank you, its awsome. I just press the thump up button for this cool blackhole personal request: beside pure VFX and Shader Graph videos, can you make a tutorial video about how to change the component of the Shader Graph but via C# (code, scripts file). For example, change the properties of this Black Hole using only code
One question, do you know what i have to do with the render queue to get it to distort also my transparent materials? 2501-3000 = transparent materials stay on the spot 3001 = transparent materials disappear completly (lets dont talk about pre 2500, worse stuff happens) Thank you, its looking amazing and without you i think i wouldnt be able to do something in shader and vfx graph. (They looked to complicated for me to look into, but now after some tutorials i start to understand them so i can create the first stuff myself without looking up how to xy ^^) (I hope i will some day have the money for patreon, because i think you are one of the first ones that i would donate some)
I found a solution - RefractedTransparentRenderPass (you will find it at GitHub). After you setup it (there is a video tutorial), in order to work with Shader Graph, use the _GrabPassTransparent texture instead of Scene Color node.
My twirl particles are still super bright, no matter what I do. Plus they don't seem to be respecting the alpha when I put them in additive mode, meaning I see the edges of the texture plane when they're spinning. I'm using Unity 2022.3.4f1
For me the plane is transparent in the sense that I can see the skybox, but it is blocking the sphere, only half of it appears. Anyone seen this problem/know how to solve it ?
I found a solution - RefractedTransparentRenderPass (you will find it at GitHub). After you setup it (there is a video tutorial), in order to work with Shader Graph, use the _GrabPassTransparent texture instead of Scene Color node.
This is pretty, As for space theme tutorials could I request a stardust like one? You see these stardust in space sim games when you move your spacecraft forward. It is nice it gives a sense of speed for the player too. No man's sky is a good example since its kinda colorful but I wonder if you could make it even more briliant.
@@GabrielAguiarProd I am not familiar with the terms but probably a speedtunnel? In the following video you can check it right from the start, the ship moves fast and you see those particles and when it slows down their density and size drops and they become more subtle. ruclips.net/video/rDVoIRYlA-o/видео.html
It's in the package manager. Go to "Window" >> "Package Manager" make sure you have it set to view Unity Registry and then search "Visual Effect Graph" and it should be there.
2023. *_The noise texture and transparency have become the secret to fake water... Oh, and fake ripples._* *_Then you tweak it long enough until it becomes the crumbling radiation and distortion of space-time. Yes, noise textures have become a revolution._*
Thank you for tutoruial! I'm just beginning to study engines, and I can say for sure that UE has a lot more material to study and is clearer from the start then Unity
I'm using version 2020.3.30f1, I've turned on Opaque and Depth in URP settings but my plane with the material is blue (I'm using the default skybox). Why is that?
Hey ! I love these videos, I was wondering if you ever planned on doing a VFX conversion from one made in unity to one in UE4? Example: this is how we made it in Unity this is how to make something similar in UE4. I think a lot of people would benefit from this video
Im having problems trying ithis in HDRP (using the saple scene). Right at the beginning, when you create a Plane and apply the material with the shader, your plane is invisible, but mine is bright white with a strong glow around it. I even disabled the post processing but it is still very bright. Edit: just tried it in URP and now the plane is gray.
@@GabrielAguiarProd Thanks, bro. I had looked in the comments but missed the one that had the same problem. For anyone having the same problem, select the camera and turn on Opaque Texture in the Rendering section. It's still gray in the Scene view, but it works as expected in the Game window.
Does this work for 2d? I have turned on the opaque texture and depth texture and still have a gray material. If i change the material from unlit to sprite unlit it goes transparent but I lose the surface mode and still nothing else happens thanks in advance
Does anyone know how you would go about getting the twirl node effect in unreal engine? Im a junior VFX artist so still new to material editors and im struggling to find out how it would be done.
Almost nothing changed. Instead of starting with a Unlit Graph you can select Blank Shader Graph. Then, in the graph inspector, you can select Unlit for example. Everything else is pretty much the same, just make sure you turn on Depth and Opaque texture.
Is there any way to get the scene color to show transparent textures too? Any transparent/glowing shaders on the other side of the blackhole are invisible.
great tutorial but couldnt figure out why my material looks flat black when I import the Scene Color Node (when I increase intensitiy of Direction Light it looks grayish)
Men, I´m doing everything you do, and my plane Still GRAY! I made all the steps, in the same way, yo do. What I´m doing wrong. I´m using Unity 2019.4.5f1 with URP.
This is a fantastic tutorial! I managed to get the effect working but currently I am placing the black hole under my game arena (it is supposed to take place above the black hole. The problem is it is reflecting the level above it and not just the stars. This makes sense because of the screen position node but I was wondering if there was a way to prevent this from happenning? Perhaps setting up some sort of layering system? Any help would be appreciated.
Hello, video clips are always helpful. This time, we've been having a hard time hosting the video, but we can't see the Unlit Graph in 50 seconds. My Unity version is 2020.3.17 version, and Shader graph and Visual Effect Graph are installed. Is it a problem with UNITY update or pro version? No matter how hard I look, I don't know why, so I'm leaving a comment. Thank you.🙂🙂
Unity has joined Unlit Graph and PBR Graph into the Blank Shader Graph. You can start with that, and in the graph inspector you can select Unlit for example.
Have you ever created a Nuclear explosion using only particles.. I ask cos i tried adding a paid version yesterday to a game to find the game in question doesnt allow scripts to be loaded..
@@GabrielAguiarProd Is this Particle driven Only, I cant import Scripts into the game im trying to add this too.. & Is it available to Buy so all I need to do is import it into my scene, thanks
Hey, im very new to unity and when i try to make the first step in Unlit Graph, i have an error : "The current render pipeline is not compatible with this master mode", can you help me ? c:
Make sure you got Unity Hub, install the most recent Unity version, create an empty project with HDRP or URP as template (i used URP for this tutorial), go to Window>Package Manager and install shader graph and vfx graph, and you should be good to go.
Okaaay, I'm having the same issue with you guys that the plane grayed out. And the comments say we need to check the "Opaque Texture" and "Depth Texture" setting in the URP Asset Settings. But magically, my 2021.3.12f1 Unity doesn't even have those settings, it's just "URP Global Settings" with some layer name and "Shader Stripping" options... WTF !?
I finally found the solution, it's because of there are big changes from Unity 2019 to Unity 2020 - 2021. I don't even know why there're so many steps to do it, but it's actually how I fixed it. 1. Go to the object applying HeatDistortion material, in my case, it's the grayed plane. Add new layer, name it, for example: "HeatDistortionEffect", don't forget to set it's layer to the new layer. 2. Go to URP render setting: Edit > Project Settings... > Graphics, then double click on the object under "Scriptable Render Pipeline Settings", it will be shown in the Inspector tab. 3. Go to URP render data: Rendering > Renderer List, double click on the "default" render object data in the list, normally indexed by 0. 4. Add a renderer feature: Click on "Add Renderer Feature" > "Render Objects (Experimental)". 5. In the new render object created, follow these settings: - Name: Enter new name for it: "HeatDistortionEffect" - Event: BeforeRenderingOpaques - Filters: + Queue: Transparent + Layer Masks: Everything except "HeatDistortionEffect" 6. Go to URP render data (step 3), under "Filtering": - Opaque Layer Mask: Everything except "HeatDistortionEffect". - Transparent Layer Mask: Everything. 7. Go to URP render setting (step 2), check the "Opaque Texture" and "Depth Texture".
Hi everyone ! It's probably too late, but I'm struggeling with the distortion plane. On my side the plane isn't transparent from the begining with the Scene color node, it appears Gray. Does anyone has an idea ? Thanks in advance !!
In 2021.3.12f1, I can't seem to get this to be truly transparent. When the sphere is added, the plane is clearly cutting it in half. I have Opaque/Depth Textures checked in my URP asset, so I'm at a loss. EDIT: Nevermind, my distortion amount was set too high! So the bottom half of my objects were being over-distorted to the point of making the shader not look transparent.
I have a suggestion for your future tutorials, so it's easier to follow along: Try to write a script for the tutorial or plan it in some other way (if you are not already doing that) and then narrate the video while you set up the shader. I *personally* don't like sped up tutorials with a voice over, but all this is just suggestion and I still find your tuts very helpful :D
I have the same problem, the plane is white and it glows for me, and I cannot find the turn on Opaque texture, i'm running Unity 2019.3.10f1 in HDRP Edit: The glowing is probably from the Bloom Post Processing Setting Edit 2: Also the Power node is magenta, not like your's how its black
Thanks for tutorial, although I'm also having problems. Even from the first step, of putting scene color into the color attribute the shader give an error in the console. I cannot see in setting about this opaque texture setting either. The plane renders greyand the error in console is "Assertion failed on expression: '0 == m_CurrentBuiltInBindMask' UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)" - any guidance would be greatly appreciated. I'm using Unity 2019.4 .0f1. Edit: Maybe this helps someone else, I just resolved my issue by changing the render queue on the material from Shader to Geometry. It now works. Edit: Plane has colour but no distortion, and I still get that error in the console, so something still not right.
@@GabrielAguiarProd Thanks for responding. I found Opaque objects setting and it is turned on. After some tweaking I was only able to make the plane transparent but not completely. It is still visible, but you can see through it. And it reflects the skybox for some reason
Well if you are in HDRP it may work differently. You may need to turn on Opaque Texture, which is in the Camera. Then once you have done the shader and you still got a few problems (super bright) try to follow this steps to fix it: 1) From the MainTex, connect the R to the Alpha input of the Unlit Master; 2) Multiply the scene color by a vector1 with a value of 0.01. 3) Connect the result to Color input of the Unlit Master; Let me know if it helped.
@@GabrielAguiarProd after some tinkering i figured it out, it didnt work so i restarted unity and i couldnt get back in due to a package manager error. turns out i needed to update my URP package to the same one as the visual effects graph, Looks to be working now :) thank you for the quick reply
Such a cool effect, space-related phenomena are wonderful to contemplate! 👽
*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!
As a complete non-artist who only knows how to code, these are super helpful
Every time I see one of your videos I keep being amazed at how underrated your channel is, you easily overtake most VFX tutorial channels out there. Great work, keep it up!
Happy to hear that!
For everyone who has problem with gray Plane:
Turn on opaque Texture and depth texture in the URP Asset go to Edit- ProjectSettings -Graphics-URP Asset. Double click to chosen URP asset to open Inspector ,and then enable opaque texture and depth texture.
thanks, your a good earner
broo thx very much, u are my hero
Thanks
HEROOOOOOOOOOOOOO
you my friend are a life saver
Thanks to the author, I learned such a great effect. If you are a beginner like me and want to know how to realize the self luminous phenomenon of black hole sphere in the video, you can GameObject - > create volume - > profile new - > bloom, then it works :)
Super glad you enjoyed :)
And thanks for sharing that with the community!
Man u r literally a lifesaver, im gonna binge watch all ur vids and post back what I will learn in a month or so.
Ok so I went through a lot of his videos and my god, I learned a freaking lot not gonna lie. I will be using a bunch of stuff he showed which is gonna be dope and add that authenticity to my games. Thx a lot gabriel
You are awesome. Keep on doing great arts for this world. :)
Thank you, I will
So glad I have found your channels. Looked up few effects until I realized how many of these you have. Helped a lot while learning shader graph
Holy hole this is insane! awesome video
Thanks a ton!
Hey!
I am having on issue while creating a shader. I can't see the heat. All I can see is a grey plan. Using Unity 2020.3.30 URP
same
@@TheOurple I solved it. Go to project setting>Quality>URP profile and then check the boxes of Alpha textures
Damn son. This stuff is amazing
Your tutorials are one of a kind on RUclips! Please keep them coming!
Grabriel you are the man! Thank you so much for doing these!
Awesome as always
Thank you!
This is exactly what we were looking for!!!!
im using hdrp and my distortion was a bright white. for anyone else with the same problem, you need to multiply the scene color by the exposure before plugging it into the base color.
This is the correct solution for hdrp, finally worked for me. The other comments saying to enable depth texture/opaque texture in RP settings didn't work because those settings don't exist in the version of Unity (2022.3.14) I'm using or were renamed and already checked true.
Thank you for your Knowledge! 🖤
thanks man , thank youuuuuuuuuu for tutorials ♥♥♥
Glad you like them!
If you have a problem with the gray plane, when you assign distortion material on it, click on that plane go to inspector, go to mesh collider part, and assign shader, that should fix problems with the gray plane.
Could you create a tutorial on a explosion heatwave distortion? I'm trying to adapt your twirl distortion into a ripple effect to use it in a circular heatwave effect but so far, no luck.
Excellent start to your next black hole simulation. Suggest try using a cylinder, flattened, rather than a plane.
Hello, i have an issue, in 1:57 my plane become gray. I've tested many things to resolve it but nothing to do, i have always to grey rendering :<
Could you guys help me ? :'))
Make sure to turn on Depth and Opaque texture on your render pipeline asset.
@@GabrielAguiarProd omg it works, after so long, thank you sooo much !
irado demais! muito fã do seu trabalho cara!
Hey the distortion effect works but i can still see the edges of the plane, so its not "Blending" with my skybox
Anyone knows what his setups are? I tried URP and HDRP, but both time my distortion shader material just show up grey.
Amazing!
Thanks!
sick!
The heat distortion seems not to work with images of galaxies in the background which are spread through particle systems.
OMG I love this so much ❗😍
👍🏻👍🏻👍🏻👍🏻👍🏻👍🏻🔝Please also release about game creation🔥
Really awesome work!
Why do you use a complicated remap instead of just a divide node with A=1 and B=Distortion amount from ~0 to 1?
Very impressive
I am from Taiwan, thank you for your teaching, I have learned a lot
But can you teach me another time, how to make this distorted space affect the particle effects behind him?
I found a solution - RefractedTransparentRenderPass (you will find it at GitHub).
After you setup it (there is a video tutorial), in order to work with Shader Graph, use the _GrabPassTransparent texture instead of Scene Color node.
thank you, its awsome.
I just press the thump up button for this cool blackhole
personal request: beside pure VFX and Shader Graph videos, can you make a tutorial video about how to change the component of the Shader Graph but via C# (code, scripts file). For example, change the properties of this Black Hole using only code
You are the best!
Thank you!
One question, do you know what i have to do with the render queue to get it to distort also my transparent materials?
2501-3000 = transparent materials stay on the spot
3001 = transparent materials disappear completly
(lets dont talk about pre 2500, worse stuff happens)
Thank you, its looking amazing and without you i think i wouldnt be able to do something in shader and vfx graph. (They looked to complicated for me to look into, but now after some tutorials i start to understand them so i can create the first stuff myself without looking up how to xy ^^) (I hope i will some day have the money for patreon, because i think you are one of the first ones that i would donate some)
Have you found a solution ?
@@Yggdr4zyl Sadly not yet, i also stopped for a while doing other stuff, when i have something i will write it.
I found a solution - RefractedTransparentRenderPass (you will find it at GitHub).
After you setup it (there is a video tutorial), in order to work with Shader Graph, use the _GrabPassTransparent texture instead of Scene Color node.
I'm using Unity 2020.1.3f1 and i receiving sphere reflection on the plane distortion, anyone know how disable this?
This is just great! I could repeat without any problems, can you tell me how to make such a horizontal flare on a black hole?
Sure. That’s a flatten particle that is stretched in the x axis and shorten in the y axis. It was done with the Particle System with 3D Size On.
@@GabrielAguiarProd Thanks so much! You are great!)
Thank you very much!!!
My twirl particles are still super bright, no matter what I do. Plus they don't seem to be respecting the alpha when I put them in additive mode, meaning I see the edges of the texture plane when they're spinning. I'm using Unity 2022.3.4f1
Ty.
Hi, I absolutely love this so much. But, when I created my own spiral it doesn't glow like yours and has very sharp edges. Any suggestions?
How did you get the space background?
Thanks
Thanks bro
For me the plane is transparent in the sense that I can see the skybox, but it is blocking the sphere, only half of it appears. Anyone seen this problem/know how to solve it ?
Amaazing! But i found that shader worked only for opaque materials. Is there a way to apply shader for transparant too?
Has something to do with the render queue but i cant get it to work completly too O.o
I am using HDRP and I cannot get the material to show as transparent. It shows up as magenta.
I love your work! I'm new into some effects for unity, and could you consider making some 2D effects/particles? Close to none information about them.
Can I buy this
Thanks for this great video. But how did you make the particle also distorted too? I followed your steps, but having a sorting issues.
I found a solution - RefractedTransparentRenderPass (you will find it at GitHub).
After you setup it (there is a video tutorial), in order to work with Shader Graph, use the _GrabPassTransparent texture instead of Scene Color node.
This is pretty, As for space theme tutorials could I request a stardust like one? You see these stardust in space sim games when you move your spacecraft forward. It is nice it gives a sense of speed for the player too. No man's sky is a good example since its kinda colorful but I wonder if you could make it even more briliant.
Thank you. I love space related effects. You mean something like a space warp tunnel? A speed tunnel? That is doable.
@@GabrielAguiarProd I am not familiar with the terms but probably a speedtunnel? In the following video you can check it right from the start, the ship moves fast and you see those particles and when it slows down their density and size drops and they become more subtle.
ruclips.net/video/rDVoIRYlA-o/видео.html
Thank you for the awesome tutorial! Why do we need to pass the screen position? (at 2:40min)
Let's say it will correctly map, whatever the camera sees, to the plane. It's like a projection.
i cant find the shader graph or visual graph on the asset store :(
It's in the package manager. Go to "Window" >> "Package Manager" make sure you have it set to view Unity Registry and then search "Visual Effect Graph" and it should be there.
When I tried to create the material from the shader it did not end up showing as transparent, but instead this ugly pink-magenta.
2023.
*_The noise texture and transparency have become the secret to fake water... Oh, and fake ripples._*
*_Then you tweak it long enough until it becomes the crumbling radiation and distortion of space-time. Yes, noise textures have become a revolution._*
Yes indeed! With this technique you can easily fake ripples. Nice catch btw!
I'm trying to do it in HDRP and its just glowing really bright for me, how do I fix it?
is it possible to put this on an avatar for vrchat?
What render pipe line do i need with this shader graph?
This tutorial is in URP, but it works in HDRP too. Check out the comments on this video find solutions for HDRP. Cheers.
Thank you for tutoruial!
I'm just beginning to study engines, and I can say for sure that UE has a lot more material to study and is clearer from the start then Unity
I'm using version 2020.3.30f1, I've turned on Opaque and Depth in URP settings but my plane with the material is blue (I'm using the default skybox). Why is that?
Hey ! I love these videos, I was wondering if you ever planned on doing a VFX conversion from one made in unity to one in UE4? Example: this is how we made it in Unity this is how to make something similar in UE4. I think a lot of people would benefit from this video
Thanks for this tutorial!
What may be the reason that my sphere has not glowed effect?
Maybe you don't have a Global Volume with Bloom effect? You can create a Global Volume in the scene with right-click btw :)
@@GabrielAguiarProd Thanks a lot! It definitely helped!)
Im having problems trying ithis in HDRP (using the saple scene). Right at the beginning, when you create a Plane and apply the material with the shader, your plane is invisible, but mine is bright white with a strong glow around it. I even disabled the post processing but it is still very bright.
Edit: just tried it in URP and now the plane is gray.
Please have a look at the comments, there's a solution.
@@GabrielAguiarProd Thanks, bro. I had looked in the comments but missed the one that had the same problem. For anyone having the same problem, select the camera and turn on Opaque Texture in the Rendering section. It's still gray in the Scene view, but it works as expected in the Game window.
@@LuizHenriqueMiranda to fix the scene view display, turn on opaque texture in the render pipeline for the whole project
@@trellace4448 Thanks, man!
Does this work for 2d? I have turned on the opaque texture and depth texture and still have a gray material. If i change the material from unlit to sprite unlit it goes transparent but I lose the surface mode and still nothing else happens
thanks in advance
Does anyone know how you would go about getting the twirl node effect in unreal engine? Im a junior VFX artist so still new to material editors and im struggling to find out how it would be done.
Maybe this can help you: ruclips.net/video/dRBpV6XVPoo/видео.html
Is there any chance to do this for an experimental 2D URP render with Sprite Unlit Master (Experimental)?
The plane stays gray even in URP and even if I create the .asset file and check depth texture and opaque textures.
You are close, you only need to turn on Depth Texture and Opaque Texture, on the URP asset being used. You must make sure that's the asset being used.
Can you please make it in Shader graph 10?
Almost nothing changed. Instead of starting with a Unlit Graph you can select Blank Shader Graph. Then, in the graph inspector, you can select Unlit for example. Everything else is pretty much the same, just make sure you turn on Depth and Opaque texture.
Is there any way to get the scene color to show transparent textures too? Any transparent/glowing shaders on the other side of the blackhole are invisible.
That's a bummer and despite being a useful tutorial will probably stop me from using this. :[
great tutorial but couldnt figure out why my material looks flat black when I import the Scene Color Node (when I increase intensitiy of Direction Light it looks grayish)
Don't forget to turn on Opaque and Depth Texture in the URP asset (Project Settings>Graphics)
Men, I´m doing everything you do, and my plane Still GRAY! I made all the steps, in the same way, yo do. What I´m doing wrong. I´m using Unity 2019.4.5f1 with URP.
Have you turned on Opaque Texture in your URP asset?
@@GabrielAguiarProd Yes Gabriel, I go to Universal Render Pipeline Asset and y check the "Opaque Texture" and I still see my plane GRAY... :(
@@MisterNobody608 same.
What graphics card do you use
This is a fantastic tutorial! I managed to get the effect working but currently I am placing the black hole under my game arena (it is supposed to take place above the black hole. The problem is it is reflecting the level above it and not just the stars. This makes sense because of the screen position node but I was wondering if there was a way to prevent this from happenning? Perhaps setting up some sort of layering system? Any help would be appreciated.
Have you solved the problem? I'm facing the same problem. The level design should be on top of the black hole..
does this need to be done in unity HDRP or can it be done as a Unity 3D project also?
Also, how did you make such a high def background/skybox? Is that even a skybox?
Shader Graph and VFX Graph are only available in HDRP or URP.
Yep it's a skybox with a cubemap of a seamless galaxy texture.
Question, instead of a sphere could it have been possible to use a circle image that always faces the camera? To save on polygons
Yes that's possible too
thanks
I don't understand why my scene color doesn't make the plane transparent
You need to select you URP asset (Edit>Project Settings>Graphics) and turn on Opaque Texture.
@@GabrielAguiarProd Thanks for the reply! But there's no opaque texture option in my graphic setting. I'm using Unity 2021.1.25f1.
@@GabrielAguiarProd oh wait nevermind, found it! Thank you so much
@@GabrielAguiarProd Thank you man
Hello, video clips are always helpful.
This time, we've been having a hard time hosting the video, but we can't see the Unlit Graph in 50 seconds. My Unity version is 2020.3.17 version, and Shader graph and Visual Effect Graph are installed. Is it a problem with UNITY update or pro version? No matter how hard I look, I don't know why, so I'm leaving a comment. Thank you.🙂🙂
Unity has joined Unlit Graph and PBR Graph into the Blank Shader Graph. You can start with that, and in the graph inspector you can select Unlit for example.
@@GabrielAguiarProd That's what happened. I'll look for it as you said. Thank you for your answer!!🙂🙂
Have you ever created a Nuclear explosion using only particles.. I ask cos i tried adding a paid version yesterday to a game to find the game in question doesnt allow scripts to be loaded..
Yes I got a Nuke explosion tutorial. Here you go: ruclips.net/video/28MQrE7fUk4/видео.html
@@GabrielAguiarProd Is this Particle driven Only, I cant import Scripts into the game im trying to add this too.. & Is it available to Buy so all I need to do is import it into my scene, thanks
Only Particles and Shader Graph yes. No scripts. It's available here: www.patreon.com/posts/unity-shader-29544600
Hey, im very new to unity and when i try to make the first step in Unlit Graph, i have an error : "The current render pipeline is not compatible with this master mode", can you help me ? c:
Make sure you got Unity Hub, install the most recent Unity version, create an empty project with HDRP or URP as template (i used URP for this tutorial), go to Window>Package Manager and install shader graph and vfx graph, and you should be good to go.
@@GabrielAguiarProd Ty that worked !
I tried with Unity HDRP tutorial 2021.3, and I got a sparkling white plane at the first scene color, Do anyone know what did I miss?
How do you set your scene and project settings?
anyone know if its possible to create shaders using shader graph and import it to old unity versions and use them ? like unity 2017
Unfortunately it's not possible, yet. Currently the only solution is to use Amplify Shaders and recreate Shader Graph shaders.
Why are you still using the old particle system in the new pipeline? You're suppose to be using unity VFX graph not shuriken particle system...
can you create the same effect for low poly game for mobile device bro? AND NEW VERSIONS OF UNITY PLEASE
How to make galaxy?????
Find a galaxy texture and use it an cubemap. The cubemap goes into the skybox and that's pretty it much it.
Okaaay, I'm having the same issue with you guys that the plane grayed out. And the comments say we need to check the "Opaque Texture" and "Depth Texture" setting in the URP Asset Settings. But magically, my 2021.3.12f1 Unity doesn't even have those settings, it's just "URP Global Settings" with some layer name and "Shader Stripping" options... WTF !?
I finally found the solution, it's because of there are big changes from Unity 2019 to Unity 2020 - 2021. I don't even know why there're so many steps to do it, but it's actually how I fixed it.
1. Go to the object applying HeatDistortion material, in my case, it's the grayed plane. Add new layer, name it, for example: "HeatDistortionEffect", don't forget to set it's layer to the new layer.
2. Go to URP render setting: Edit > Project Settings... > Graphics, then double click on the object under "Scriptable Render Pipeline Settings", it will be shown in the Inspector tab.
3. Go to URP render data: Rendering > Renderer List, double click on the "default" render object data in the list, normally indexed by 0.
4. Add a renderer feature: Click on "Add Renderer Feature" > "Render Objects (Experimental)".
5. In the new render object created, follow these settings:
- Name: Enter new name for it: "HeatDistortionEffect"
- Event: BeforeRenderingOpaques
- Filters:
+ Queue: Transparent
+ Layer Masks: Everything except "HeatDistortionEffect"
6. Go to URP render data (step 3), under "Filtering":
- Opaque Layer Mask: Everything except "HeatDistortionEffect".
- Transparent Layer Mask: Everything.
7. Go to URP render setting (step 2), check the "Opaque Texture" and "Depth Texture".
thanks for this, but now what's a more practical way XD
same here...
Hi everyone ! It's probably too late, but I'm struggeling with the distortion plane. On my side the plane isn't transparent from the begining with the Scene color node, it appears Gray.
Does anyone has an idea ? Thanks in advance !!
Did you turn on the opaque texture in the main camera? Try it.
@@wtl4954 Thx, it helped me.)
unlit graph not showing,,,,
anyone fix it ?
Try with Blank Shader Graph, and then in Graph Inspector you can set it to Unlit. From there it should be pretty much the same.
@@GabrielAguiarProd incredible, this was really helpfull thks!!!
In 2021.3.12f1, I can't seem to get this to be truly transparent. When the sphere is added, the plane is clearly cutting it in half. I have Opaque/Depth Textures checked in my URP asset, so I'm at a loss.
EDIT: Nevermind, my distortion amount was set too high! So the bottom half of my objects were being over-distorted to the point of making the shader not look transparent.
I have a suggestion for your future tutorials, so it's easier to follow along: Try to write a script for the tutorial or plan it in some other way (if you are not already doing that) and then narrate the video while you set up the shader. I *personally* don't like sped up tutorials with a voice over, but all this is just suggestion and I still find your tuts very helpful :D
Nice whirlwind effect! but this is not a Black hole thought
I luv u
No matter what I do, whatever material I create is just purple, nothing else, and I cannot fix this.
Make sure you turn on Depth and Opaque textures.
OMG I raelly wanna do that shit as you do! Teach me master! I'm at your service whatever it cost!
Is It work in 2D?
I don’t think so
my plane is white instead of transparent. Help?
You may need to go to your render pipeline asset (Edit>Project Settings>Graphics>Scriptable Render Pipeline Settings) and turn on Opaque texture.
I have the same problem, the plane is white and it glows for me, and I cannot find the turn on Opaque texture, i'm running Unity 2019.3.10f1 in HDRP
Edit: The glowing is probably from the Bloom Post Processing Setting
Edit 2: Also the Power node is magenta, not like your's how its black
Thanks for tutorial, although I'm also having problems. Even from the first step, of putting scene color into the color attribute the shader give an error in the console. I cannot see in setting about this opaque texture setting either. The plane renders greyand the error in console is "Assertion failed on expression: '0 == m_CurrentBuiltInBindMask'
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)" - any guidance would be greatly appreciated.
I'm using Unity 2019.4 .0f1.
Edit: Maybe this helps someone else, I just resolved my issue by changing the render queue on the material from Shader to Geometry. It now works.
Edit: Plane has colour but no distortion, and I still get that error in the console, so something still not right.
@@GabrielAguiarProd Thanks for responding. I found Opaque objects setting and it is turned on.
After some tweaking I was only able to make the plane transparent but not completely. It is still visible, but you can see through it. And it reflects the skybox for some reason
same here, white material in unity 2019.4.1
Is this performance heavy for Android devices? Also, could you make a video on difference between VFX and shader graph? Thanks for all the tutorials!
I cant even get past the first step ahaha. my material is just gray
Well if you are in HDRP it may work differently. You may need to turn on Opaque Texture, which is in the Camera.
Then once you have done the shader and you still got a few problems (super bright) try to follow this steps to fix it:
1) From the MainTex, connect the R to the Alpha input of the Unlit Master;
2) Multiply the scene color by a vector1 with a value of 0.01.
3) Connect the result to Color input of the Unlit Master;
Let me know if it helped.
@@GabrielAguiarProd after some tinkering i figured it out, it didnt work so i restarted unity and i couldnt get back in due to a package manager error. turns out i needed to update my URP package to the same one as the visual effects graph, Looks to be working now :) thank you for the quick reply
Oh great! Glad it was something simple. Enjoy
I’d love to be able to do this with mobile devices.