Unity Shader Graph - Toxic Waterfall Effect Tutorial

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  • Опубликовано: 26 янв 2025

Комментарии • 114

  • @GabrielAguiarProd
    @GabrielAguiarProd  3 года назад +6

    There's nothing like some radioactive waste pumping in the streets of your game!
    ✅ Make sure to check out this awesome Stylized Explosion Course: www.udemy.com/course/visual-effects-for-games-in-unity-stylized-explosion/?couponCode=17.99_UNTIL_20-09

  • @shurtleff123ds
    @shurtleff123ds 3 года назад +25

    You're the best when it comes to shader and effects tutorials! Thank you for all you do!

  • @jaeyeonlee2294
    @jaeyeonlee2294 2 года назад +5

    14:47 for me, this makes the color near the edges more transparent but doesn't make the edge fade out; edge seam is still visible

    • @Oceanyax
      @Oceanyax Год назад

      moi aussi

    • @BuddhaTrixie
      @BuddhaTrixie Год назад

      Me as well, my UVs are correct as the textures are panning radially, but the alpha of the emission is not effected as it is in this video, only the underlying base color

    • @BuddhaTrixie
      @BuddhaTrixie Год назад

      Me as well, my UVs are correct as the textures are panning radially, but the alpha of the emission is not effected as it is in this video, only the underlying base color

    • @da_drood-digitalart
      @da_drood-digitalart Год назад

      same for me, have you found a solution by any chance?

  • @DaleplayUy
    @DaleplayUy 3 года назад +14

    Hi, great tutorial!
    To remove the seam you could in blender make the UV with a plannar projection from above, then you should probably change the texture animation for scaling the tile instead of the offset and get a similar effect but seamless.

  • @StellarMirage
    @StellarMirage 3 года назад +2

    Thanks I was searching for something like this. great tutorial

  • @KageBlink
    @KageBlink 2 года назад +1

    You are an absolute legend my dude. :) Thanks for making this tutorial!

  • @alakfrost829
    @alakfrost829 3 года назад +1

    Thanks a lot! This one was my second choice in the first poll.

    • @GabrielAguiarProd
      @GabrielAguiarProd  3 года назад +1

      Good choice! This one came out better than I expected. New poll soon.

  • @kwaminadawsonamoah7939
    @kwaminadawsonamoah7939 3 года назад +2

    great job man you understand one of my problems glad i subscribed

  • @senaust8586
    @senaust8586 2 года назад +2

    You are an amazing thank you so much for the tutorial. Like a hero :D

  • @technoviking9999
    @technoviking9999 3 года назад +1

    This is so golden quality content

  • @josimar8497
    @josimar8497 3 года назад +1

    you're legend! thanks for the tutorial

  • @PRodi_
    @PRodi_ 3 года назад +2

    Great video! - looking forward to URP Kamehameha tutorial

  • @isaacalonsovillegas3444
    @isaacalonsovillegas3444 Год назад +6

    A bit late, but the seam is due to voronoi tilling "x" value, if you keep it in integers, it would be fine

    • @Jack-hm8pu
      @Jack-hm8pu 5 месяцев назад

      But when you add speed the seam is still there.

  • @ameybhoyar4672
    @ameybhoyar4672 3 года назад +1

    Extremely amazing

  • @somni4516
    @somni4516 3 года назад +1

    Thanks for the video!

  • @patrickdasilva1581
    @patrickdasilva1581 3 года назад +3

    Very cool effect! You mentioned we could comment about the seam between the toxic flow and the puddle: I looked at some pictures of sewer outlets (ew) and it seems like the most natural thing to do would be to add a sort of white bubbly effect around the seam to make it look splashy. I don't think there's anything you can do with the two meshes you have or with the material that will make this look more realistic. But when it comes to a bubbly animation, having watched a few of your videos I'm sure you can come up with a better result than me!

  • @alexandrechiasera3178
    @alexandrechiasera3178 2 года назад +2

    I do not know if this is still relevant after almost one year, but one way to fix the seams would be to use the vertex/fragment X and Z position in object space as UV input for the Tiling and offset. Simply because two adjacent vertices/pixels will have similar coordinates whereas the UV of a fragment is not necessarily the same as its neighbor (depending on how we unwrap our mesh on the UV plane). We can then multiply those UVs (vector2) with a tiling/scale value that hereby does not need to be an integer (since we scale the UVs aka the coordinate system). And leaving the Tiling value on the Tiling and Offset node as a unit vector2.

    • @da_drood-digitalart
      @da_drood-digitalart Год назад

      i wish i was less ignorant and could better understand your solution in order to get rid of those seams *_+

  • @ham9592
    @ham9592 2 года назад +4

    Hi I don't have the option to categorise my vectors/floats/colours on the side. It's not a huge problem but would anyone know how to solve this? I'm using unity2021.1 universal pipeline. I'm somewhat new to unity so did it change names or something? I've tried looking at forums and googling, cannot find the answer.

  • @Mikelica69
    @Mikelica69 3 года назад +2

    Good video Gabriel!!!!

  • @TheNei
    @TheNei 3 года назад +1

    Amazing!!
    Thanks!!

  • @serj_1264
    @serj_1264 3 года назад +2

    hi Gabriel! hope you are doing fine! nice video and for a great effect.
    sorry lately I'm not commenting your videos, I'm focused in some studies and it's being months since the last time I opened Unity
    great tutorial! thanks for sharing!

    • @GabrielAguiarProd
      @GabrielAguiarProd  3 года назад

      Welcome back! It's totally understandable, even if you come back months later, it's always great!
      Wish you the best, good luck with your studies Sergio!

  • @infinixs4600
    @infinixs4600 3 года назад +1

    Great Job THANKS

  • @PyubX
    @PyubX 10 часов назад

    Would you also make an animation for the waterfall with shapekeys for turning on/off?

  • @konrad2642
    @konrad2642 3 года назад +2

    to get rid of a seam you'd need a custom tileable noise texture instead of generating one
    Another solution is to unwrap the circle from view but you can't use scrolling at that point and find a solution to scroll the texture from center to the edge

    • @GabrielAguiarProd
      @GabrielAguiarProd  3 года назад

      Yeah I was hoping there would be a solution for procedurally generated noises, but it seems a bit more complicated. But thanks a lot for the info/comment.

  • @scientificthinking9257
    @scientificthinking9257 3 года назад

    looks good bro

  • @lunalarkgames2197
    @lunalarkgames2197 Год назад +1

    Thank you for this! Shader graph is confusing for me. I'll be using this method to make waterfalls.

    • @GabrielAguiarProd
      @GabrielAguiarProd  Год назад

      Glad I can help and make things a bit clearer. Good luck!

  • @koam2410
    @koam2410 3 года назад +1

    thank you bro

  • @Jack-hm8pu
    @Jack-hm8pu 5 месяцев назад +1

    At 00:13:52, how did you get rid of the seam?

  • @jud.su.5developer895
    @jud.su.5developer895 3 года назад +1

    Bro I love you so much 🥰🥰

  • @hajjex_9086
    @hajjex_9086 3 года назад +5

    Ay brother, great job!
    What about trying to make an extremely realistic black hole with it's plasma jets?
    I know you've done a black hole tutorial, but that was in a toony style.
    Blackholes look very amazing when made realistically, and teaches many cool Technics!
    It would be a fun challenge for such an expert!

  • @pixchel6275
    @pixchel6275 Год назад

    Hey, nice tutorial, I got the hards edge on the puddle, but in the center of the puddle too

    • @GabrielAguiarProd
      @GabrielAguiarProd  Год назад

      What is recommended to fix the hard edges is either a mask (something that fades to black) or a voronoi texture instead of the procedural one.

    • @pixchel6275
      @pixchel6275 Год назад

      @@GabrielAguiarProd oooh, ok i'll try but i'm noob 🤣 maybe you Can make something in tutorial based on what i seek 🤪

  • @TrueKibo-tn3hr
    @TrueKibo-tn3hr 9 месяцев назад

    i need help pls,why my shader is lagging but when i move no lag

  • @josimarfpsbrasil168
    @josimarfpsbrasil168 Год назад

    pode me ajudar, o meus esta ficando transparente, pq nao tem a opcao RENDE FACE

  • @doltramir
    @doltramir 3 года назад +1

    Looks nice, great results, you told everything we need to do. But you said nothing about WHY we need to do certain thing, exactly those values, and so on.

  • @tastefulfiction
    @tastefulfiction 10 месяцев назад

    Hi! Great looking VFX, will this somehow work on HDRP?

  • @kunkerkar
    @kunkerkar 3 года назад +1

    Hello!!! How can I create a volume in shadergraph because I want to create a ambient occlusion volume which will be placed inside rooms and darker areas to get rid of ambient light from the sky box....
    Any help will be greatly appreciated Thank u

  • @waiyipchoi2935
    @waiyipchoi2935 2 года назад

    How to avoid seams on Model when using noise in shadergraph?

  • @FatihTopuz
    @FatihTopuz 3 года назад

    I followed the tutorial beginning through 9:58, but my shader just shows pink. I do whatever you do precisely, any idea about why?

    • @GabrielAguiarProd
      @GabrielAguiarProd  3 года назад

      Make sure you start with a URP project. That sounds like there's no render pipeline assigned to your graphics settings in the project settings.

    • @FatihTopuz
      @FatihTopuz 3 года назад

      @@GabrielAguiarProd I don't have just "URP" template like you, but I've opened a 3D Sample Scene (URP) template and removed all assets then started from scratch. Any idea?

    • @GabrielAguiarProd
      @GabrielAguiarProd  3 года назад

      When you open Unity Hub, if you wait a few seconds, URP template will appear, you can click it and it will install. Then you can create new project with URP.

    • @FatihTopuz
      @FatihTopuz 3 года назад

      @@GabrielAguiarProd I think it was all about Beta version of Unity Hub. Switched back to Production version of Hub, now it works as intended. Thank you for everything :)

  • @HJY4353
    @HJY4353 3 года назад

    Can't i get rid of the boundary where the material of the shader graph is divided into halves?

  • @Maurilustrador
    @Maurilustrador 3 года назад +1

    Awesome video man! How did you fixed the seam on the puddle mesh texture?

    • @GabrielAguiarProd
      @GabrielAguiarProd  3 года назад +1

      I didn't, It's hidden.
      But if you use a texture instead of a procedurally generated noise you can fix it. Probably you won't be able to use distortion, but the seam would be gone.

    • @DavySchuyt
      @DavySchuyt 3 года назад

      @@GabrielAguiarProd How did you hide it?

    • @djcarryout27
      @djcarryout27 3 месяца назад

      @@DavySchuyt Looks like he rotated the puddle so the seam was behind the waterfall

  • @dokr4584
    @dokr4584 Год назад

    hi wheere can i get the asset files of the textures

  • @gower1973
    @gower1973 3 года назад +1

    You can use the spin tool in Blender to extrude a mesh around an angle, would of saved you a bit of time than doing it manually, Is there any way to feather that hard edge between the two meshes, its the only thing that lets the effect down a bit

    • @GabrielAguiarProd
      @GabrielAguiarProd  3 года назад +1

      Thanks for the tip, that would have certainly helped.
      Yes there is. With "Soft Particles", quite hard to explain it here. Or with the alpha mask created around 13:55. But you would need to invert the UVs of the waterfall mesh. That way it would only fade the bottom part. Or, like I did: add particles on top until it's hidden :D

  • @HunterD006
    @HunterD006 2 года назад +1

    I'm not getting the wobble effect, for some reason the entire waterfall moves (excluding the puddle ofc) Any ideas?

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 года назад

      Mostly and probably because of the Unity version. I think I mentioned in the video that the wobble only works from Unity 2021 onwards (if my memory doesn't fail me)

    • @HunterD006
      @HunterD006 2 года назад

      @@GabrielAguiarProd Oh alright, that seems to be my problem then, I am using Unity 2020. Thank you.

    • @HunterD006
      @HunterD006 2 года назад

      @@GabrielAguiarProd I updated my project to version 2021.3 and it works properly now however, the wobble is completely vertical, the fall of the waterfall doesn't move at all. Is it possible to change the direction of the wobble effect?

    • @HunterD006
      @HunterD006 2 года назад

      Nevermind, fixed it modelling a new waterfall. However it seems this only works for one gameobject at a time.

  • @guig3000
    @guig3000 3 года назад +1

    About the UV issue, if you scale the X size of UV by 2x and select the cylinder "columns" outside and scale them by -1x and move them inside would it work?
    Also parabéns pelo vídeo, gostei bastante do efeito final! 😎

  • @piskabak7
    @piskabak7 2 года назад

    Hello Gabriel this is awsome tutorail. How can i fix UV issue, I couldn't fix it yet.

    • @GabrielAguiarProd
      @GabrielAguiarProd  2 года назад

      You could fix it by replacing the noises with a seamless/tileable texture.

  • @2PACBRB2014
    @2PACBRB2014 2 года назад +1

    How did you get the pipe?

  • @thomasvanderveer1453
    @thomasvanderveer1453 3 года назад +1

    I bookmarked your youtube channel

  • @MusicalGeniusBar
    @MusicalGeniusBar 3 года назад

    Can you make a video on how to get your channel sponsored?

  • @chaostellar
    @chaostellar 3 года назад +3

    Yessir

  • @daliabelharet6768
    @daliabelharet6768 Год назад

    Hello , please could you tell me from where did you bring the pipe?

    • @GabrielAguiarProd
      @GabrielAguiarProd  Год назад

      I modelled it in Blender, started with a Cylinder and extruded it until I had this. It's not much :)

  • @김진주-f2t
    @김진주-f2t 3 года назад

    I made an animation of the water stream after watching the lecture you posted before, but it doesn't move like the lecture above, but only moves left and right.
    Could you please tell me more about the water stream animation?

    • @GabrielAguiarProd
      @GabrielAguiarProd  3 года назад

      That's related to the UV's, try to rotate them in Blender.

  • @remix1239
    @remix1239 2 года назад +1

    nice

  • @artemg9753
    @artemg9753 3 года назад

    The question is always bothering me: what about performance of this kind of shaders?
    Something in comparecense with texture size of basic diffuse shader for example?

    • @GabrielAguiarProd
      @GabrielAguiarProd  3 года назад

      In comparison, this is a bit heavier. Depending on the platform it would require some adjustments. For pc its fine but for lower end platforms (mobiles) it may need some downgrade (ex remove vertex animation).
      It also depends on the quantity of objects in the scene and material count.

    • @artemg9753
      @artemg9753 3 года назад

      @@GabrielAguiarProd So, there is no more accurate price for each procedural shader generation node.
      Only the price of the final texture, plus some generation costs.
      Ok.
      Thank You.

  • @riftsalty7562
    @riftsalty7562 2 года назад

    0:06 sipping on patron?

  • @Hyphen3372
    @Hyphen3372 3 года назад

    Can you make an updated cloud shader tutorial?

    • @GabrielAguiarProd
      @GabrielAguiarProd  3 года назад +1

      Sure. Here you go: ruclips.net/video/xxhvUyvIH6s/видео.html

  • @thomascrozelon1648
    @thomascrozelon1648 3 года назад

    In the graph Settings, under Universal, I can't find the depth write option. I have not as many options as you have (probably because i'm using UNITY 2020.3 with shader graph 10.7). Do you have any ideas how to fix the weird glitch when moving the camera?

    • @GabrielAguiarProd
      @GabrielAguiarProd  3 года назад +2

      Try this. Select the Toxic Waterfall material (not the shader) and set the render queue to an higher value like 3001

    • @thomascrozelon1648
      @thomascrozelon1648 3 года назад +2

      @@GabrielAguiarProd It seems to work. Thanks a lot!

  • @abraiyan7984
    @abraiyan7984 5 месяцев назад

    If your alpha is not working properly (alpha is not working on the voronoi), make sure you to turn of the option called "Preserve Specular Lighting" in the shader setting in Shader Graph. Spend hours to fix this :v

  • @bosschopper9441
    @bosschopper9441 3 года назад

    I may be nitpicking, but as a newcomer to Unity, its hard to keep up with everything you do as the editing makes things go by a lot quicker. Do you have any videos without as much editing, so I can have a slower pace? Thank you for the video.

    • @GabrielAguiarProd
      @GabrielAguiarProd  3 года назад

      I totally understand you perspective, as a beginner it must be hard to follow such advanced topic. You can always slow-down the videos, but that's it.
      If you are here to copy n paste then go ahead, but if you really wanna learn the art of visual effects or get better, I recommend this courses, specially the beginner ones: www.udemy.com/user/gabriel-aguiar-3/

  • @aidenfarmer3959
    @aidenfarmer3959 3 года назад

    I do not have an option for blank shader graph?

    • @GabrielAguiarProd
      @GabrielAguiarProd  3 года назад

      Then start with a Lit Shader Graph. In most recent versions there's only blank shader graph, and then we select if it's Lit or Unlit.

    • @aidenfarmer3959
      @aidenfarmer3959 3 года назад +1

      @@GabrielAguiarProd Perfect it worked thank you!

  • @BLGamesChannel
    @BLGamesChannel 3 года назад

    Please HDRP Effect Tutorial !

    • @GabrielAguiarProd
      @GabrielAguiarProd  3 года назад +1

      You can apply this to HDRP. The techniques used here are the same.

  • @cekconi1773
    @cekconi1773 Год назад +1

    👍👍👍

  • @QuietSnake-xs5vx
    @QuietSnake-xs5vx 3 года назад

    we can achieve world peace with voronoi noise

  • @impheris
    @impheris 3 года назад

    mmm looks cool but also heavy on performance, thanks anyway

    • @GabrielAguiarProd
      @GabrielAguiarProd  3 года назад

      Honestly this isn't much heavy.
      For example, for pc a few tweeks on the shader would be enough,. For mobiles, cut down vertex count and get rid of the vertex offset and it should be okish.

  • @batnikelam-mavzer443
    @batnikelam-mavzer443 3 года назад

    yes

  • @zZ-Wipeout-Zz
    @zZ-Wipeout-Zz 3 года назад

    cool video but shame its in unity and not in UE :(

  • @legice
    @legice 3 года назад

    Please, slow down. You are saying one thing, explaining it, while already doing another. Its a great tutorial, but please finish your sentence on the subject at hand and then move to the next one, as it gets really confusing=)

    • @GabrielAguiarProd
      @GabrielAguiarProd  3 года назад +1

      Yeah this was a complicated subject considering the time mark I was trying to hit.

  • @PyubX
    @PyubX 10 часов назад

    I love you but the blender stuff is incredibly amateur lmaooo