Honestly, it's one of my favorites! Made it available in the UAS too: assetstore.unity.com/packages/vfx/particles/vfx-graph-sci-fi-shield-vol-1-207741?aid=1100l3Jhu Oh and check out this Orb Explosion Course: www.udemy.com/course/unity-visual-effect-graph-beginner-to-intermediate/?couponCode=17.99_UNTIL_20-09
Hey Gabriel, once again an amazing tutorial. I'm a developer at a smaller indie studio and your lessons have been absolutely indispensable. I've even paid for and taken some of your tutorials. Thank you so much for sharing your knowledge and skill, as always great work :)
For anyone having issue with the unwrapping part and need the faces to stack instead of split, after initially unwrapping, open the UV unwrap menu again and the bottom option should say "reset". Choosing this solved the issue for me
Thanks a bunch. I followed other shader graphs tutorials and people never really explain what each things they add truly do, but you did a great job with that. Thumbs up too for showing the full process (3D modeling, texturing....)
I appreciate your effort, but from the optimization perspective, branch node is best avoided and substituted. You can check which side the pixel is facing by performing a dot function between the vertex/pixel normal and view direction (literally fresnel), so positive value is front-facing and negative value is back-facing, then use this value to perform a step function for both facing colors.
I am using Unity 2022.3.5ff1 and there is a problem with VFX graph at 13:33. The solution is the following. 1. Go to the shadergraph of the shield . 2. Look for the 'Graph Inspector'. 3. Go to the 'Graph Settings' tab. 4. Under the Universal panel, enable the 'Support VFX Graph' at the very bottom.
새로운 블랜더 튜토리얼 파트 고마워! 예전 영상을 따라하기 힘들어서 슬펐는데 이걸 보고 할 수 있을 것 같다! udemy 강의도 매우 고맙다! Thanks for the new Blender tutorial part! It was sad because it was hard to follow the old video, but I think I can do it after watching this! Thank you very much for the udemy lecture too!
I love your course, i have bought it just today, respect to unity users but we have the right to ask for videos for unreal engine 4 as well 😁, hope ill see more videos soon, i don't have a reason to sub now cause most of your videos are for unity users, but i hope ill do in the future when there is enough videos about unreal engine, thanks a lot
I have followed the steps in the 3d object part and when I unwrap, there are full of small pentagons and hexagons, and then the UV exported is also full of small pentagons and hexagons...I dont know how to export a UV map which only contains 1 large pentagon and 1 large hexagon...
unfortunately I suck at blender and I am unable to follow you.. I do EXACTLY as you describe but the UV generation does random stuff and I can't get it to work, this is so frustrating
Eae, Gabriel. Eu to tendo dificuldades no blender na parte do UV, no meu mapa UV ta aparecendo varios hexagonos pequenos ao em vez de grandes como no seu video. Como posso fazer igual o seu ?
Hey, I have to be honest, and don't understand how you get different pulsing/breathing effect? You didn't cover that, since it just follows the sin function...
I'm trying to understand if there is actually reason to multiply front and back to gain alpha? Won't it be simpler just to lower some elements opacity on texture itself and use alpha directly from Sampler node? Or am I missing something?
When trying to unwrap the isosphere after cleaning up the geometry and deleting the existing UV map, I don't get 2 overlapping UV islands simply by clicking Unwrap, I instead get 162 separate identical islands that are spread across the entire UV map space. Am I missing something here?
I remember getting lost in your original tutorial. Certainly my fault. I couldn't make the second sphere visible or achieve any movement. Ill look forward to following this later. Thank you.
Very useful tutorial. In the tutorial the faces have just 1 UV tile for each hexagon/pentagon shape, but in the final view I assume he split all the faces into separate UV tiles in order to make them move independently, or did I miss something?
Yes, you are right, it's explained here: ruclips.net/video/IZAzckJaSO8/видео.html Make sure to separate all the faces with Alt+M > Split Faces by Edges
Opa tudo bem? Eu começei a fazer vfx hoje então não tenho nada configurado, seja o unity, blender, etc.. Eu creio que a skybox do meu unity seja diferente da sua então talvez por esse motivo o meu shield não esteja brilhando e tambem parece bem diferente do seu, alguma ideia de como eu posso arrumar isso?
I notice that in your shader you use the Is Front Face node multiple times. I had heard somewhere that if statements (which a branch essentially is) are really bad for shaders because the GPU predicts what instructions need to be loaded in advance, and a branch in the code can force the GPU to unload incorrectly predicted instructions and load new ones, which is slower. So obviously you need at least one in this case so you can differentiate between front and back, but surely it would be better to only use that node once and just connect it up to the other nodes?
My understanding is that the branch node's problem is the opposite, that rather than using branch prediction, it evaluates both branches, and is therefore optimal to have the branch point as early as possible so that there are fewer wasted operations. But I definitely don't know that for sure.
Good Job! Tried the previous one but I never got the hits to work on newer versions of Unity and had to go around and add an effect of the shield getting hit on the projectile itself so it would look like it was being generated from the shield.
Hey I have a quick question/problem. So whenever I try assigning the alpha like you did at 9:25 the object just goes completely invisible due to it. I'm using the exact nodes you are and it just wont appear.
When I apply a material create from Graphshader to my model, I only got the pink color. That color does not change even thought I update the color from shader. Could you please give any advance?
Out of curiosity, do you ever run into problems using faces that have more sides than 4 or is it okay because you using the URP? Also is it possible to make the shield generate an impact animation? Like the tiles moving inwards causing a wave like effect around the shield from where the impact is?
@Realduffy Nice, but you have a "time_SG" node that doesn't exist, you made it up, then what's inside ? Also what SG means to you, Sample Gradient or shader Graph, or something else ?
dude this is awesome! thanks for this! I got a question . heck maybe an idea for a video. but how would you use Vfx with a 2d game? i looked into this, but i see its supported, but no one got tutorial on how to make vfx with 2d games, maybe you can make one for us? I would love to use the tutorial you made with lighting effects but in 2d ^_^
No problem. :) Yes. You need to control it with a lerp node. The 'A' option is for no distortion (simply connect a Position node set to Object) and 'B' option full distortion. T value controls the amount of A or B. Normally small values for the T option does the trick.
I'm pretty good at following instructions but I've been on this tutorial for 2hrs and I can't seem to get the shield to change any color at all it stays white no matter what I do to change things x__x, is there a setting I'm missing in Unity ? The Material Preview looks nice and I loaded it with the mesh on the Material Preview but after saving and viewing mesh in viewport its just white.
@@GabrielAguiarProd The Material I currently have added is just the shader. I have, this is my tree in short " Model Texture--> HDR Colors Front/Back -> RGBA->Front*A/Back*A*output-RGB=Alpha Input Front=True/Input Back=False/Is Front Face B = Input Predicated = Output Base Color Frensel Power -> Fesnel Effect * Fresnel Color = Output to Branch False/Multiply1 BackColor Output to True/ Is Front Face to Predicated = Emission lol
@@anibalgonzalez179 Did you create a material out of the shader and assigned it to the model? You can right-click on your shader and create a material. Then assign the material to the model in the scene.
I would advise against telling people to use N-Gons. It's more costly for engines to render because they have to dynamically subdivide and draw their own triangles/quads arbitrarily in runtime.
Thanks Gabriel, you are dominating the VFX tutorials on youtube ! I have a question: at the end of the video, each face seems to be displacing randomly and independently from the other faces, How can I achieve something like this ?
@@GabrielAguiarProd mmm, noise is making it noisy, is there a way to move based on the face normal instead of the vertex? because each vertex is moving separately and it's making some weird shapes
@@GabrielAguiarProd I'd love to have an answer for @Hassan_Khallouf. just adding noise isn't the answer. you would had to calculate which vertex belongs to a single face to add an equal noise value. therefore moving only a face. May you elaborate on that?
is it possible to subdivide the mesh so that all the hexagons and pentagons are divided into triangles evenly? its so i could use one tiled texture! would appreciate the help Thank you so much
Well if I remember correctly, in Blender, before converting into pentagons and hexagons it's all triangles, or at least it's at that point where you can do that.
@@GabrielAguiarProd what I ment was imagine slicing a single hexagon it will become 6 triangle a pentagon 5 due to how many sides these shapes have, in the shield vfx tutorial they are not triangles butane actually quads. I have been trying to find the correct option to successfully convert too triangles for easy texture tiling. I tried triangle and subdivide and went looking for more options but non of them make perfect triangles. Let me know if you find something 😉
If you become a Patron, once you open the shader, you will discover that I used a noise texture to modify the normal vector. Instead of normal vector being constant, the idea is to randomize it.
Hello, I have a question, why is mu sample texture background white ? my PNG is fine, I did everything like you did but it's not working ;/ Please help.
Actually the one he created in the video has the same white background as yours (and mine). But then he uses a different one not created in this video.. Very frustrating.
You can still recreate the shader from this tutorial, use it with the Particle System and with Custom Vertex Streams: ruclips.net/video/zNC65seEadI/видео.html A while back I made a similar tutorial but with the Particle System too: ruclips.net/video/hTJqo1HeEOs/видео.html Good luck.
Not sure why. But I would recommend creating a new project from scratch with Unity Hub, select the URP as the template and then install Shader Graph and Visual Effect Graph.
If I remember correctly on that version you can create a Visual Effect Shader Graph, which is basically the same as turning on "Support VFX" now a days. Hope this helps 👍
Hey! I love your tutorials! ^^ Can I put you to the test? :) (Spoiler alert! Do NOT continue reading if you haven't seen wandavision completely!) I'd love to see a tutorial for any special effects in unity that replicate Scarlet Witch's chaos magic (WandaVision's are cool for example) Do you think you could do it? Thanks :D
Hello, i have an issue with the ripples, when the ripples vfx is activated it shows the impact point AND the entire sphere. I want to only render the impact point.
Hi Gabrial, I've rewatched it multiple times, but for some reason my alpha channel isnt working, every exposure level is blowing out the entire mesh on all faces not just the white areas on the UV's any reason why?
Honestly, it's one of my favorites! Made it available in the UAS too: assetstore.unity.com/packages/vfx/particles/vfx-graph-sci-fi-shield-vol-1-207741?aid=1100l3Jhu
Oh and check out this Orb Explosion Course: www.udemy.com/course/unity-visual-effect-graph-beginner-to-intermediate/?couponCode=17.99_UNTIL_20-09
Hey Gabriel, once again an amazing tutorial. I'm a developer at a smaller indie studio and your lessons have been absolutely indispensable. I've even paid for and taken some of your tutorials. Thank you so much for sharing your knowledge and skill, as always great work :)
Actually amazing, almost all of the shaders in my game are from his tutorials lol.
For anyone having issue with the unwrapping part and need the faces to stack instead of split, after initially unwrapping, open the UV unwrap menu again and the bottom option should say "reset". Choosing this solved the issue for me
Legend you are!
❤
♥
legend
Thank you!
Thanks a bunch. I followed other shader graphs tutorials and people never really explain what each things they add truly do, but you did a great job with that. Thumbs up too for showing the full process (3D modeling, texturing....)
Glad it helped!
I appreciate your effort, but from the optimization perspective, branch node is best avoided and substituted.
You can check which side the pixel is facing by performing a dot function between the vertex/pixel normal and view direction (literally fresnel), so positive value is front-facing and negative value is back-facing, then use this value to perform a step function for both facing colors.
Thanks for the tip, nice one.
I am using Unity 2022.3.5ff1 and there is a problem with VFX graph at 13:33. The solution is the following.
1. Go to the shadergraph of the shield .
2. Look for the 'Graph Inspector'.
3. Go to the 'Graph Settings' tab.
4. Under the Universal panel, enable the 'Support VFX Graph' at the very bottom.
Good day sir. I can't get my uv to unwrap like yours. It just gives me a flat tile of the mesh. It doesn't even overlap the polygons and hexagons
Excellent! Definitely one of your best tutorials. Thank you!
Thank you, glad you think so.
Hey man your last tutorials have all been awesome!!! Keep up the great work.
Great tutorial, thanks! When the sinus is negative, faces overlap a bit, so I add +1 to the sinus node to correct this.
Great tip!
The tutorial is amazing! I added an abolsute function for this so the shield only expand outwards
새로운 블랜더 튜토리얼 파트 고마워!
예전 영상을 따라하기 힘들어서 슬펐는데 이걸 보고 할 수 있을 것 같다! udemy 강의도 매우 고맙다!
Thanks for the new Blender tutorial part!
It was sad because it was hard to follow the old video, but I think I can do it after watching this! Thank you very much for the udemy lecture too!
This is so inspiring as always. I can't wait to try it.
Fun fact! When you subdivide a mesh, then dissolve the original edges, the name for the resulting geometry is called the _dual._
Could you please share how can your shield components move separately? I follow your guide but I can only make them expand and collapse together
Did you find out how?
I love your course, i have bought it just today, respect to unity users but we have the right to ask for videos for unreal engine 4 as well 😁, hope ill see more videos soon, i don't have a reason to sub now cause most of your videos are for unity users, but i hope ill do in the future when there is enough videos about unreal engine, thanks a lot
Thanks for the great tutorial, as someone who has no idea how to create effects, this is great and clear!
You're very welcome! I try to make things as clear as possible. 🙌
Useful tutorial, can it be apply to 2D?
I´ve tried, doesn´t seem to work properly. I´m using URP 2D Renderer
What you think about Houdini FX and unity to make a vfx for a 2D game or a 3D game? is it a good workflow?
the hit effect is coool
I have followed the steps in the 3d object part and when I unwrap, there are full of small pentagons and hexagons, and then the UV exported is also full of small pentagons and hexagons...I dont know how to export a UV map which only contains 1 large pentagon and 1 large hexagon...
U RESET THEN U UNWRAP
@@xxxx9131 Thanks man it is very helpfull
unfortunately I suck at blender and I am unable to follow you.. I do EXACTLY as you describe but the UV generation does random stuff and I can't get it to work, this is so frustrating
Eae, Gabriel. Eu to tendo dificuldades no blender na parte do UV, no meu mapa UV ta aparecendo varios hexagonos pequenos ao em vez de grandes como no seu video. Como posso fazer igual o seu ?
me too
@@user-qh9xl9ry7d He didn't answer me :c
Hey, I have to be honest, and don't understand how you get different pulsing/breathing effect? You didn't cover that, since it just follows the sin function...
I'm trying to understand if there is actually reason to multiply front and back to gain alpha? Won't it be simpler just to lower some elements opacity on texture itself and use alpha directly from Sampler node? Or am I missing something?
This VFX graph stuff.. it can’t make it over to VRChrat, can it?
Nice tutorial but I have one problem because I don't have a shader Graph option at 14:06.
Try to turn on Experimental Operators/Blocks in Preferences>Visual Effects
@@GabrielAguiarProd Thanks for help.
Everythink work fine.
@@GabrielAguiarProd I was stuck for a day thanks just fixed this
this was insane
When trying to unwrap the isosphere after cleaning up the geometry and deleting the existing UV map, I don't get 2 overlapping UV islands simply by clicking Unwrap, I instead get 162 separate identical islands that are spread across the entire UV map space. Am I missing something here?
Did you figure it out? I've been stuck on that for a while now with no success....
I remember getting lost in your original tutorial. Certainly my fault. I couldn't make the second sphere visible or achieve any movement. Ill look forward to following this later. Thank you.
I'm newbie to Unity, does this package on unity asset store provide prefabs? I just want to drag and drop and use the shield for my characters...
This was awesome! Thank you so much
My material is coming pink whenever I create it. Where did I go wrong?
How do you get the islands to auto-stack?
Very useful tutorial. In the tutorial the faces have just 1 UV tile for each hexagon/pentagon shape, but in the final view I assume he split all the faces into separate UV tiles in order to make them move independently, or did I miss something?
Yes, you are right, it's explained here: ruclips.net/video/IZAzckJaSO8/видео.html
Make sure to separate all the faces with Alt+M > Split Faces by Edges
@@GabrielAguiarProd Thanks for confirming, very good to know!
Opa tudo bem? Eu começei a fazer vfx hoje então não tenho nada configurado, seja o unity, blender, etc.. Eu creio que a skybox do meu unity seja diferente da sua então talvez por esse motivo o meu shield não esteja brilhando e tambem parece bem diferente do seu, alguma ideia de como eu posso arrumar isso?
I notice that in your shader you use the Is Front Face node multiple times. I had heard somewhere that if statements (which a branch essentially is) are really bad for shaders because the GPU predicts what instructions need to be loaded in advance, and a branch in the code can force the GPU to unload incorrectly predicted instructions and load new ones, which is slower.
So obviously you need at least one in this case so you can differentiate between front and back, but surely it would be better to only use that node once and just connect it up to the other nodes?
My understanding is that the branch node's problem is the opposite, that rather than using branch prediction, it evaluates both branches, and is therefore optimal to have the branch point as early as possible so that there are fewer wasted operations. But I definitely don't know that for sure.
Good Job! Tried the previous one but I never got the hits to work on newer versions of Unity and had to go around and add an effect of the shield getting hit on the projectile itself so it would look like it was being generated from the shield.
Thanks a lot!
You're welcome!
I really love your tutorial
but I always wondered how to make the colors more vibrant?
with your method, all the color look pretty pastels.
You can use post-processing effects, like Bloom.
Hey I have a quick question/problem.
So whenever I try assigning the alpha like you did at 9:25 the object just goes completely invisible due to it. I'm using the exact nodes you are and it just wont appear.
Make sure you increase the Alpha value of the Color, if it's 0 it will be invisible. Hope this helps, good luck.
@@GabrielAguiarProd This was exactly my problem, thanks a lot :)
@@GabrielAguiarProd I'm using the exact same nodes and having the exact same problem with my alpha value set to 1.
When I apply a material create from Graphshader to my model, I only got the pink color. That color does not change even thought I update the color from shader.
Could you please give any advance?
Yes, please make sure you create a new project in Unity Hub with URP template selected. It will save you a lot of trouble. Good luck!
@@GabrielAguiarProd I got it, I have to convert the shader material to URP. Thanks.
Out of curiosity, do you ever run into problems using faces that have more sides than 4 or is it okay because you using the URP? Also is it possible to make the shield generate an impact animation? Like the tiles moving inwards causing a wave like effect around the shield from where the impact is?
Also is there any way to that that procedurally?
Randomly moving faces -> imgur.com/a/B99NSAV
My settings,
VertexAmount - 1, 1, 1
VertexFrequency - 5
Noise - 25
Scroll 0.5 , 0.5
Thank you so much!
@Realduffy Nice, but you have a "time_SG" node that doesn't exist, you made it up, then what's inside ?
Also what SG means to you, Sample Gradient or shader Graph, or something else ?
There are some faces moving at different speed, does it need another uv graph to control it?
Nope, it's not necessary you can make this by using the vertex normal as the input for the noise
Cool.. I love it
I. HAVE. BEEN. WAITING. FOR. THIS.
By the way, would it be possible to have the shield distort whats inside it when looked feom outside?
dude this is awesome! thanks for this! I got a question . heck maybe an idea for a video. but how would you use Vfx with a 2d game? i looked into this, but i see its supported, but no one got tutorial on how to make vfx with 2d games, maybe you can make one for us? I would love to use the tutorial you made with lighting effects but in 2d ^_^
how did u make that projectile noize?
Hi, how do you move faces independently like it's shown in the last part of the video?
With a scrolling noise texture influencing the Vertex Position/Offset.
@@GabrielAguiarProd If i do that the whole thing ends up distorting. By the way thankyou very much for the quick response and for all your videos
No problem. :)
Yes. You need to control it with a lerp node. The 'A' option is for no distortion (simply connect a Position node set to Object) and 'B' option full distortion. T value controls the amount of A or B. Normally small values for the T option does the trick.
hello! i try to make same but for a mesh, is it possible? if yes can you tell me what i have to change please :)
I'm pretty good at following instructions but I've been on this tutorial for 2hrs and I can't seem to get the shield to change any color at all it stays white no matter what I do to change things x__x, is there a setting I'm missing in Unity ? The Material Preview looks nice and I loaded it with the mesh on the Material Preview but after saving and viewing mesh in viewport its just white.
Have you tried to adjust the color of the *material* applied to your mesh?
@@GabrielAguiarProd The Material I currently have added is just the shader. I have, this is my tree in short " Model Texture--> HDR Colors Front/Back ->
RGBA->Front*A/Back*A*output-RGB=Alpha
Input Front=True/Input Back=False/Is Front Face B = Input Predicated = Output Base Color
Frensel Power -> Fesnel Effect * Fresnel Color = Output to Branch False/Multiply1 BackColor Output to True/ Is Front Face to Predicated = Emission
lol
@@anibalgonzalez179 Did you create a material out of the shader and assigned it to the model? You can right-click on your shader and create a material. Then assign the material to the model in the scene.
@@GabrielAguiarProd -__- YES THAT WAS IT!! IM SUBSCRIBING XD LOL omg
i have a problem in unity there is no shader graph there is only shader but which shader option do I choose
I would advise against telling people to use N-Gons. It's more costly for engines to render because they have to dynamically subdivide and draw their own triangles/quads arbitrarily in runtime.
Very cool
Hi, one question, how do I tell unity using VFX Graph when I want to remove the shield?
Thanks Gabriel, you are dominating the VFX tutorials on youtube !
I have a question: at the end of the video, each face seems to be displacing randomly and independently from the other faces, How can I achieve something like this ?
Yes, correct. It's done by adding random values to the normals. In this case I used a scrolling noise.
@@GabrielAguiarProd Lovely! I will try it out
@@GabrielAguiarProd mmm, noise is making it noisy, is there a way to move based on the face normal instead of the vertex? because each vertex is moving separately and it's making some weird shapes
@@GabrielAguiarProd how to add random to normals unified to verts of the same face ? i'm a bit struggling there...
@@GabrielAguiarProd I'd love to have an answer for @Hassan_Khallouf. just adding noise isn't the answer. you would had to calculate which vertex belongs to a single face to add an equal noise value. therefore moving only a face.
May you elaborate on that?
is it possible to subdivide the mesh so that all the hexagons and pentagons are divided into triangles evenly?
its so i could use one tiled texture! would appreciate the help Thank you so much
Well if I remember correctly, in Blender, before converting into pentagons and hexagons it's all triangles, or at least it's at that point where you can do that.
@@GabrielAguiarProd what I ment was imagine slicing a single hexagon it will become 6 triangle a pentagon 5 due to how many sides these shapes have, in the shield vfx tutorial they are not triangles butane actually quads. I have been trying to find the correct option to successfully convert too triangles for easy texture tiling. I tried triangle and subdivide and went looking for more options but non of them make perfect triangles. Let me know if you find something 😉
I'm his follower
And I always watches videos and they're very cool
Hello, I love you tutorials, will 100% support on Patreon, just one question, how you make faces moving in different speed?
If you become a Patron, once you open the shader, you will discover that I used a noise texture to modify the normal vector. Instead of normal vector being constant, the idea is to randomize it.
@@GabrielAguiarProd Thank you! It works :)
@@moeocko hey men can you share your result?
@@aliceduarte1034 how?
@@moeocko google drive link?
Hello, I have a question, why is mu sample texture background white ? my PNG is fine, I did everything like you did but it's not working ;/ Please help.
Actually the one he created in the video has the same white background as yours (and mine). But then he uses a different one not created in this video.. Very frustrating.
nice
Awesome tutorial once again! Whilst I think VFX graph is awesome my project uses 2019 so I cant follow :(
You can still recreate the shader from this tutorial, use it with the Particle System and with Custom Vertex Streams: ruclips.net/video/zNC65seEadI/видео.html
A while back I made a similar tutorial but with the Particle System too: ruclips.net/video/hTJqo1HeEOs/видео.html
Good luck.
Hey gabriel, I also downloaded the version you are using, but I am getting a package manager error, any advice?
Not sure why. But I would recommend creating a new project from scratch with Unity Hub, select the URP as the template and then install Shader Graph and Visual Effect Graph.
Hey man can you make tutorial for fog of war with shader graph pls
I have a question ?
Vfx graph VS Shader graph
Which is more performance efficient and which is more easy to use
VFX Graph and Shader graph aren't really comparable in that way; they do different things.
In my Unity version (2021.3.10f1) inside Graphic Inspector, under Universal, there is no click box for Support VFX. What do I do in this case?
If I remember correctly on that version you can create a Visual Effect Shader Graph, which is basically the same as turning on "Support VFX" now a days. Hope this helps 👍
@@GabrielAguiarProd I have the same problem can you explain how to fix it?
I love you
Hey please make a tutorial about opencvsharp4 in unity.
at minute 14:00 when i create a visual effect and put in the shield shader, i see nothing in my scene.
OH WAIT IT IS SHOWING BUT ITS SOOO TINY. oh my god i just spent 2 hours researching and trying alot of things. it was just too small...... -___-
You can also increase the scale of the imported model, in the inspector. It's called Scale Factor, you can set it to 100 if it comes at for example 1.
好厉害
my brain died here
Keep it
Hey! I love your tutorials! ^^
Can I put you to the test? :)
(Spoiler alert! Do NOT continue reading if you haven't seen wandavision completely!)
I'd love to see a tutorial for any special effects in unity that replicate Scarlet Witch's chaos magic (WandaVision's are cool for example)
Do you think you could do it?
Thanks :D
aprecciated the spoiler alert
14:41
Hello, i have an issue with the ripples, when the ripples vfx is activated it shows the impact point AND the entire sphere. I want to only render the impact point.
Hi Gabrial, I've rewatched it multiple times, but for some reason my alpha channel isnt working, every exposure level is blowing out the entire mesh on all faces not just the white areas on the UV's any reason why?
It seems the front facing faces of the mesh arent being outlined, its only rendering the back faces glow
Have you been able to fix this?