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
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
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
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.
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!
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.
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.
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!
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!
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
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.
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!
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.
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
@@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?
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.
@@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 :)
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.
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
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
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)
@@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?
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! 😎
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?
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?
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.
@@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.
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?
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
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.
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/
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.
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=)
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
You're the best when it comes to shader and effects tutorials! Thank you for all you do!
Glad you like them!
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
moi aussi
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
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
same for me, have you found a solution by any chance?
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.
Thanks I was searching for something like this. great tutorial
Glad you liked it!
You are an absolute legend my dude. :) Thanks for making this tutorial!
Happy to help!
Thanks a lot! This one was my second choice in the first poll.
Good choice! This one came out better than I expected. New poll soon.
great job man you understand one of my problems glad i subscribed
thx to this video i was able to solve it
You are an amazing thank you so much for the tutorial. Like a hero :D
You're very welcome, thanks for the kind words!
This is so golden quality content
you're legend! thanks for the tutorial
Great video! - looking forward to URP Kamehameha tutorial
A bit late, but the seam is due to voronoi tilling "x" value, if you keep it in integers, it would be fine
But when you add speed the seam is still there.
Extremely amazing
Thanks for the video!
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!
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.
i wish i was less ignorant and could better understand your solution in order to get rid of those seams *_+
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.
Good video Gabriel!!!!
Amazing!!
Thanks!!
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!
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!
Great Job THANKS
Would you also make an animation for the waterfall with shapekeys for turning on/off?
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
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.
looks good bro
Thank you for this! Shader graph is confusing for me. I'll be using this method to make waterfalls.
Glad I can help and make things a bit clearer. Good luck!
thank you bro
At 00:13:52, how did you get rid of the seam?
Bro I love you so much 🥰🥰
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!
Hey, nice tutorial, I got the hards edge on the puddle, but in the center of the puddle too
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.
@@GabrielAguiarProd oooh, ok i'll try but i'm noob 🤣 maybe you Can make something in tutorial based on what i seek 🤪
i need help pls,why my shader is lagging but when i move no lag
pode me ajudar, o meus esta ficando transparente, pq nao tem a opcao RENDE FACE
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.
Hi! Great looking VFX, will this somehow work on HDRP?
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
How to avoid seams on Model when using noise in shadergraph?
I followed the tutorial beginning through 9:58, but my shader just shows pink. I do whatever you do precisely, any idea about why?
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.
@@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?
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.
@@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 :)
Can't i get rid of the boundary where the material of the shader graph is divided into halves?
Awesome video man! How did you fixed the seam on the puddle mesh texture?
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.
@@GabrielAguiarProd How did you hide it?
@@DavySchuyt Looks like he rotated the puddle so the seam was behind the waterfall
hi wheere can i get the asset files of the textures
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
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
I'm not getting the wobble effect, for some reason the entire waterfall moves (excluding the puddle ofc) Any ideas?
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)
@@GabrielAguiarProd Oh alright, that seems to be my problem then, I am using Unity 2020. Thank you.
@@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?
Nevermind, fixed it modelling a new waterfall. However it seems this only works for one gameobject at a time.
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! 😎
Hello Gabriel this is awsome tutorail. How can i fix UV issue, I couldn't fix it yet.
You could fix it by replacing the noises with a seamless/tileable texture.
How did you get the pipe?
I modelled it in Blender :D
I bookmarked your youtube channel
Can you make a video on how to get your channel sponsored?
Yessir
Hello , please could you tell me from where did you bring the pipe?
I modelled it in Blender, started with a Cylinder and extruded it until I had this. It's not much :)
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?
That's related to the UV's, try to rotate them in Blender.
nice
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?
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.
@@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.
0:06 sipping on patron?
An artist has got to live somehow.
Can you make an updated cloud shader tutorial?
Sure. Here you go: ruclips.net/video/xxhvUyvIH6s/видео.html
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?
Try this. Select the Toxic Waterfall material (not the shader) and set the render queue to an higher value like 3001
@@GabrielAguiarProd It seems to work. Thanks a lot!
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
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.
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/
I do not have an option for blank shader graph?
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.
@@GabrielAguiarProd Perfect it worked thank you!
Please HDRP Effect Tutorial !
You can apply this to HDRP. The techniques used here are the same.
👍👍👍
we can achieve world peace with voronoi noise
yes
world
piece
mmm looks cool but also heavy on performance, thanks anyway
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.
yes
cool video but shame its in unity and not in UE :(
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=)
Yeah this was a complicated subject considering the time mark I was trying to hit.
I love you but the blender stuff is incredibly amateur lmaooo