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Shaded Technology
Приєднався 24 сер 2018
[WIP] Car Windshield Rain Shader in Unity (Inspired by DriveClub)
This is my work-in-progress attempt to create a dynamic windshield rain shader in Unity, similar to the great rain effect in DriveClub.
I plan to release this as a Unity Asset in the future.
I plan to release this as a Unity Asset in the future.
Переглядів: 103
Відео
Realistic Sniper Scope Shader: Unity Shader Graph Tutorial
Переглядів 730Місяць тому
Make realistic Sniper Scope for your game and learn how to make shaders in Shader Graph! Link to the GitHub repository: github.com/ShadedTechnology/SniperShootingTutorial/tree/Tutorial_3 Free sniper model asset used in tutorial: assetstore.unity.com/packages/3d/props/guns/affordable-assets-sniper-rifle-69654 ♥ You can buy me a coffee: www.buymeacoffee.com/shaded.tech ● Reddit: www.reddit.com/us...
Realistic Sniper Shooting: Ricochet, Decals & Wall Penetration - Unity Tutorial #3
Переглядів 7845 місяців тому
Third part of the tutorial on creating realistic parabola sniper rifle shooting mechanic for Unity game engine. Make your own game with shooting mechanic like in Battlefield, Sniper Ghost Warrior or Sniper Elite games with bullet ricochet, decals and wall penetration. Link to the GitHub repository (branch Tutorial_3): github.com/ShadedTechnology/SniperShootingTutorial/tree/Tutorial_3 ♥ You can ...
Realistic Sniper Shooting: Wind - Unity Tutorial #2
Переглядів 4,7 тис.3 роки тому
Second part of the tutorial on creating realistic parabola sniper rifle shooting mechanic for Unity game engine. Make your own game with shooting mechanic like in Battlefield, Sniper Ghost Warrior or Sniper Elite games with bullet drop and wind that affects projectile flight path. Link to the GitHub repository (branch Tutorial_2): github.com/ShadedTechnology/SniperShootingTutorial/tree/Tutorial...
Realistic Sniper Shooting: Bullet Drop - Unity Tutorial #1
Переглядів 27 тис.4 роки тому
Tutorial on creating realistic parabola sniper rifle shooting mechanic for Unity game engine. Make your own game with shooting mechanic like in Battlefield, Sniper Ghost Warrior or Sniper Elite games with bullet drop. Link to the GitHub repository: github.com/ShadedTechnology/SniperShootingTutorial ♥ You can buy me a coffee: www.buymeacoffee.com/shaded.tech ● Reddit: www.reddit.com/user/shaded_...
Grass Physics Asset - Unity URP Setup Tutorial
Переглядів 2 тис.4 роки тому
Video shows how to setup Grass Physics Asset for Universal Render Pipeline in your Unity project. Check out on AssetStore: assetstore.unity.com/packages/slug/125101 More Info in Documentation: shadedtechnology.github.io/GrassPhysicsAssetDocumentation/ Used music: Friends Forever by FSM Team feat. Dvideoguy | www.free-stock-music.com/artist.fsm-team.html Music promoted by www.free-stock-music.co...
Grass Physics Asset - Trailer
Переглядів 1,8 тис.4 роки тому
Trailer of Grass Physics Asset Check out on AssetStore: assetstore.unity.com/packages/slug/125101 Documentation: shadedtechnology.github.io/GrassPhysicsAssetDocumentation/ Used music: Springtime by Vlad Gluschenko | soundcloud.com/vgl9 Music promoted by www.free-stock-music.com Creative Commons Attribution 3.0 Unported License creativecommons.org/licenses/by/3.0/deed.en_US Assets used in traile...
Grass Physics Asset - Setup Tutorial
Переглядів 2,9 тис.4 роки тому
Video shows how to setup Grass Physics Asset in your project. Check out on AssetStore: assetstore.unity.com/packages/slug/125101 More Info in Documentation: shadedtechnology.github.io/GrassPhysicsAssetDocumentation/ Used music: Friends Forever by FSM Team feat. Dvideoguy | www.free-stock-music.com/artist.fsm-team.html Music promoted by www.free-stock-music.com Attribution 4.0 International (CC ...
Grass Physics Asset - Mobile Demo
Переглядів 1,1 тис.4 роки тому
Mobile demo of Grass Physics Asset Check out on AssetStore: assetstore.unity.com/packages/slug/125101 More Info in Documentation: shadedtechnology.github.io/GrassPhysicsAssetDocumentation/
Demo scene for Grass Physics Asset
Переглядів 1,1 тис.4 роки тому
Demo scene for Grass Physics Asset Asset available now on AssetStore: assetstore.unity.com/packages/vfx/shaders/grass-physics-asset-125101
[WIP] Unity - Snow Tesselation Shader
Переглядів 2,5 тис.5 років тому
Test of tessalation shader that works with Grass Physics System. Asset available now on AssetStore: assetstore.unity.com/packages/vfx/shaders/grass-physics-asset-125101 For more info visit the forum: forum.unity.com/threads/grass-physics-shader.546807/
[WIP] Grass Physics custom mesh material
Переглядів 2,8 тис.5 років тому
Custom material setup with grass physics shader. Asset available now on AssetStore: assetstore.unity.com/packages/vfx/shaders/grass-physics-asset-125101 For more info visit the forum: forum.unity.com/threads/grass-physics-shader.546807/
[WIP] Unity - Grass Physics Shader Test
Переглядів 8 тис.5 років тому
[WIP] Unity - Grass Physics Shader Test
Awesome! Are you selling this? Would like to buy!
Epic! Will you do a tutorial too?
amazing and useful tutorial!
Better Than All Of My Games Lol
Looks great 😍
Assets please
Awesome!
Thanks for video. <3
Great! Adding bullet mass to the trajectory calculation will make the script more modular so using it with pistols and assault rifles will produce realistic results, cause AR15's and sniper rifles almost got the same muzzle velocity but hella different trajectories. great tutorials by the way.
Thanks, I think mass alone doesn't affect the bullet trajectory, but can affect it when taking air resistance into account. This would get a bit complicated to calculate. Similar effect you can achieve modifying the bullet speed.
Nice tutorial, great work
Thanks a lot!
Thank for free assets I'm like bro
Good Job, looking clean af🔥
Thanks!
I'm way more interested in that bullet trail, looks amazing!
Here you can find how to make that: ua-cam.com/video/4f6Az3Sp99w/v-deo.html
Sniper Scope Shader Tutorial: ua-cam.com/video/y7Yn0vhtPLQ/v-deo.html Full Sniper Tutorial Playlist: ua-cam.com/video/4f6Az3Sp99w/v-deo.html
Thx will u ever add a breath-hold to stop swaying like in real life
It has been 3 years since part 2, hope everything go well, and welcome back
You need to adjust sensitivity when in scope mode.
It is adjusted in the SniperRifleManager script: github.com/ShadedTechnology/SniperShootingTutorial/blob/master/Assets/Tutorial_1/Scripts/SniperRifleManager.cs#L23
I am honored to one of the sub -500 subscribers! Your videos are great and I'm learning a lot. Also the part where the guy flys out into space was great 🤣
I wonder if it would be possible to cast a mathmatical graphing formula instead of a ray? With a graphing calculator, we could set yaw to match the player's rotation, roll to 0, and pitch could be expressed using the formula z = h + xtan(α) - gx²/2V₀²cos²(α), with z being height, x being distance, h being the hight the bullet was initially fired from, g being gravity, and a being the pitch angle. Theoretically, this method should allow the entire bullet path to be calculated instantly, while creating the illusion that the bullet is affected by physics.
Fir this to work you would have to integrate it to unity physics system or build your own, ray casting in unity is pretty optimised, so I think casting rays allong this precalculated parabola is a good compromise ;)
Thank you bro. I plan to use the same logic in this video and apply it to UE5 as well. Thank you so much!
Where were you bro? I've been waiting for 3 years
I had this episode almost ready a long time ago on a portable drive that broke. Later I moved on to other projects, studies, work and private life, but then I decided to record this episode again. I didn't even notice that three years had already passed, time flies very quickly. 😅
Wow, great tutorial🤩
Amazing🤩
If you want to learn how to make a game with realistic sniper shooting mechanic: bullet richochet, wind and shooting through the glass. You can now watch my tutorial series: ua-cam.com/play/PLWnY2SZHurbUVCozA-l-YxqTeFoG7bnu9.html
Nice to see you back.
YOOOOOOOOOOOOOOOOOOOOOO I WAITING THAT, thank you
Lmao I thought you were joking when you said you were returning today. Awesome!
Returning when?
Tomorrow 😊
The projecitle goes through walls if i set the speed to 400 and shoot close objects. How could i fix that?
Hi, without looking to your project and debugging I can't tell for sure, but maybe your shooting start point clips through the wall and the raycast starts inside the wall.
Thank you for the lesson! I'm looking forward to the next part! :)
I still come back to these videos sometimes, but I guess Shaded has moved on to bigger and better things, somebody is lucky to have him!
Hi, I know I'm a bit late to the party, however when the bullet prefab is spawned, the next point goes up instead of down, thanks
Just realised what I did - I set the gravity scale to -9.8f, but since the vector used is Vector3.down, short for: new Vector3(0,-1,0) when you times a negative by a negative it equals a positive, so simply by switching from -9.8f, to 9.8f this fixed my problem!
Yep not working with unity 2021..
So after watching and implementing this.. why are u using raycast, the point of them in a FPS type game is so when u are shooting, the crosshair which is at the centre of ur screen is always where the bullet shoots from, and calculates if a viable target is within the centre of the screen via the raycast. what u have managed to do, is a more complicated version of a projectile bullet system, similar to games like Escape from tarkov etc. where it is shooting a rigidbody bullet from the tip of the barrel roughly to the centre of the screen, but sightly more off if u arent ADS'ing. if ur not wanting to use on collision / trigger enter for a projectile bullet then fair point, they can be buggy at times and not trigger. so why didn't u just use say a ray sphere cast that emits from the projectile bullet that u are already sending out. whilst I am impressed with this method, I'm confused on weather u are trying to demonstrate projectile shooting with raycast, or attempting to use hitscan but end up using a frankenstien version of the both. not even common hyrbid like what some of the Halo games use
Hi, I explained it in 0:50, basically rigidbody phisics with colliders is not consistent with such speed and in most cases bullets would fly through the walls. I think games like Escape from Tarkov also uses simillar techniques (ray casting).
The reason hitscan is commonly used for bullets is because it's easy to calculate. This is especially important for multiplayer games where you have to deal with lag compensation, something projectiles can't do. Also a bullet-sized projectile traveling at the speed of a bullet would probably pass through hitboxes too fast for the game to register collision.
Hey man is this a game on steam? Im looking for range shooting games with bullet drop like this one.
Hi, no I don't plan to release this as a game yet, just a side project. If you want to play with it, you can download the project from github and open in unity :)
Hey but so does the bullets follow a perfect parabolic trajectory or what?
Underrated
Hello, I want to bend and destroy grass at the same time. I mean is there any chance to use simle and full physics at the same time ? In full physics mode destroys grasses immidiately. Bu I want to destroy with bend effect. For Example : ua-cam.com/video/QlE3oN3XNCk/v-deo.html&ab_channel=noreply
how do you script scope adjustment ? like if i press "n" than scope will be set to 200 meters.
is it good for mobile VR?
If I want the bullet not to make a parabola, I just have to remove the gravityVec line?
Yes, or just set gravity force to 0 :)
We need the next video!! Great stuff!
love the assets but i am having a problems, when importing my own custom grass meshes , and use the material the grass doesn't stand grounded when using wind its moving the hole mesh and not just the grass now m i doing it wrong if yes can you make a tutorial on how to set up custom meshes, like yours are if i go to Model folder you dont have a normal fbx mesh imported its just renderer can this be the problems if yes pls make a video on how you achieve this, i would love to make my own grass meshes and use them thanks great assets
Still waiting for the next part of this tutorial
Hi, i traied your script, works fine, but i'm trying to make different tipe of projectile now like: shotgun buckshots, rockets, full metal jacket, ecc; so i trayied to make your bullet script a base class and to make some subclassed scrip using virtual void and overrid; but i don't know why i can't pass the raycasthit from the parent script to the child script, please could you tell me a way to subclass a RaycastHit?
Code dabbler here! Perhaps instead of a subclass, try making a "spawner" entity that executes the raycasthit script with various modifiers, eg the shotgun spawner class executes the script multiple times with random adjustments to the pitch and yaw. Buckshot is a subclass Rockets I've never seen use raycasting in the first place; every rocket launcher I've seen uses the physics engine. It's the only way due to rockets being significantly larger than bullets.
I have the same issue as ItsCazz. The bullet prefab will spawn, but literally nothing else happens. It just doesn't move, and that doesn't really make sense. Edit: Never mind, I fixed it. I did not set the isInitialized bool to true.
Im having trouble with my code. when i go to playtest the game and try shooting, the bullet prefab spawns, but it is off center and doesn't move. I have assigned the parabolic bullet script to the prefab and i have assigned the shoot point to be an empty object that i have at the end of the barrel. Any help would be appreciated.
so i fixed the bullet be off center when it spawns, but it still wont move. and i have assigned the parabolic bullet script to it.
I had the same issue. Did you set the isInitialized bool to true?
Will there be future parts of this tutorial?
I did it differently. I made a script for the gun where places the prefab of the bullet on the barrel of the gun and rotate this center to the center of the camera. The bullet, then, I put a rigidbody with the real weight of the bullet calculating that 1 gram = 0.01 of weight in Unity, and in the script I made an AddForce to forward, with a public speed variable, in which I put the actual bullet velocity * 10
You are a god among men...