*NEW LIGHTNING TUTORIAL* : ua-cam.com/video/XPh0jiqf0iQ/v-deo.html Zeus would be proud of this Lightning, maybe? Anyway hope you like it guys. Btw it's available in the Asset Store: assetstore.unity.com/packages/vfx/particles/vfx-graph-lightning-effects-vol-1-206914?aid=1100l3Jhu *Learn more about VFX Graph* : www.udemy.com/course/unity-vfx-graph-thunderlord-magic-effects/?couponCode=29.99_UNTIL_20-09
Thank you for showing this material! Many people gatekeep for their Patreon subs. But you are so generous. I will make a note: VFX Graph 12.1.7 --to access the shader graph input on the Output Particle Mesh, I needed to go to Edit>Preferences>Visual Effects>Check box for "Experimental Operators/Blocks. And just for greater measure; I also checked "Experimental Shader Externalization."
Problem Fix For those of us using Unity 2020.3.30f1: When using Output Particle Mesh, you'll notice that when selecting the Plane mesh it is rotated. You can either play around with rotations and different pivot points, or you can instead use the Quad option within the mesh selector and it works in tandem with the tutorial.
Unfortunatley does not work with Unity 2022 .2.19 when choosing Quad it shows nothing on screen, only show something with plane but as you mentioned it is rotated :( , any way thank you
Hey, thanks for the tutorial. Everything worked properly up to 5:20, then I don't get any Lightning appearing when selecting the newly created VFX in the Output Particle Mesh. Note : I'm on Unity 2019.3.0f6 and the Plane Mesh does look a bit different than yours.
Two issues I have im using unity 2020(edit SOLVED. HERES DETAILS): 1. When I drag in my VFX graph to my scene and switch to Planes, the planes are flat to the Y axis and not upright to the Z axis like yours. Maybe a set rotation node would fix this but how do I do it by default? The answer to this first one as I saw some of you had this issue is that in 2020, for some reason “output particle mesh” is rotated weirdly, but if you use “output particle quad” it’s rotated correctly, AND has all of the same settings you need. Hell, going forward, I realize Gabriel uses an “output particle quad” later 2. Why is my lightning not as emissive as yours? It’s one solid blue color but not glowing brightly like yours. I’ve matched the settings but what could I have missed? The answer here is that the emission is a post processing effect. Use any video in URP or converting a standard project to URP because in those videos, they add an empty game object and add a component(only visible in URP or HDRP) called Volume(it shows as a C# script). Once that’s added, you have a setting for Bloom, which now allows your lightning to glow brightly. Everything else SHOULD work fine now :)
At 5:50 Why does your particle looks like it's glowing, but mine doesn't :| I followed your color var value, and mess around with it too but still it doesn't look as glow as yours
Because I'm using a Global Volume with Bloom. If you want one, you can press right-click in your hierarchy, go to Volume and then create a Global Volume. You can then create a new Profile and add Bloom or other post-processing effects. Hope this helps.
Hey, you don't need, if you want, use a mesh. I have this problem and i just make a OUTPUT Particule Quad, i put my shader, and i change some option in my Vfx graph for make this Lightning. If you want send me your discord, i Send you some screen.
Hello Gabriel! 5:16 My Shader Graph is working normally, but when I apply it to a Visual Effect Graph it remains static. This error appears in the Console: Shader error in 'Hidden / VFX / test / System (1) / Output Particle Mesh': Shaderpass should be defined at this stage. at line 525 (on d3d11). Can u help me?
Phenomenal tutorial, being easy to understand and manipulate to get the effect I need, but I was wondering if you could provide some insight. At 05:15, where you change the Shader Graph, my "up-to-date" Packages lacks the Shader Graph option, and restarting Unity and reinstalling the Packages has not resolved the issue. Is this a recent change in the last month that you can see on your end?
Found the solution and am posting it for others. To resolve the missing Shader Graph option, you NEED to tick on the Experimental Blocks on Edit>Preferences>Visual Effects and reopen the SFX Asset's Edit Window.
My lightnings are just static and not animating like in the shader graph preview...how can I fix that? Edit: Oh ok, they just don't animate when I'm not in playmode...
I know it was a year ago this was uploaded. I'm having issues with the height not adjusting to the value. I'm trying to have the lightning be longer but it doesn't seem to change at all if I input it in the output particle mesh
Hi, I think I have followed the tutorial, steo by step, but the lightning do not grow, it appear all at once. Also I need the effect to go bottom up and at 45 degrees. Is there a way to rotate it? Thanks
Wish I could say I had success with this tutorial as your end results look great, but at a certain point what was happening for me stopped matching what was happening for you. When you switch the Output Particle Mesh from cone to plane is where it goes wrong. The default plane is oriented differently and the lightning jus looks like it does in the rectangle node we made earlier. Tried creating a plane but result is tiny and looks nothing like the video. I'll try starting again from the beginning but I've done that twice already.
Gabriel, I would gladly need some help 'cause when I put the shader in the output particle mesh, the lightning emits but does not move it's like if the "noiseSpeed" parameter is blocked on 0 even if I put the same values as you did. I would really need help even if I'm late.
7:24 in my the lightning itself move with whole :( edit: Oh okay i just changed 1 to 0.1 and fixed edit 2: Also yeah i found out for some reason i need to divide to 10 most of your numbers to make sense in my scale. I wonder is it about plane i was using edit 3: It also work on hdrp
@@GabrielAguiarProd also after i try to move it to different place i realsed that it actually stuck where it is and than i realise for some weird reason initialize particle was set to world and i just set them to local than it also fixed XD now i can move it anywhere i want XD Thanks man Btw this was my first time try to use this system(or more like first time i dedicated) XD it was scary
@@GabrielAguiarProd that is true :D after watch some of your videos i opened and made my own lava shader by clicking randomly everywhere like a monkey until it looks like cool XD Well it was more like educated guess though because i had idea about what i should look at already familiar with some nodes thanks to you ^^
Make sure you have Visual Effect Graph installed in the Package Manager. Also turn on Experimental Blocks/Operators in Edit>Preferences>Visual Effects.
When I add the Shader Graph to my Output Particle Mesh all I see is grey planes? Why do I not see the lightning I created? When I change it to quad my particle isn't even visible...
I've followed your tutorial from the start and rewatched a few times but I'm comming across the same issue the lightning will start at the transform but slowly fall downwards like yours but as the animation goes on it falls slightly any idea why? edit: changing the pivot from 1 to 0.5 works better
1) The Pivot plays an important role. 2) Make sure there's no velocity or any kind of movement. 3) Length of the Rectangle in the shader should be higher then 2 or 3. 4) You can create an Offset vector3 in the Shader to adjust the position of Lightning in the mesh. Hope this helps, good luck.
Why at the first, your VFX lighting texture illuminates ? I made VFX in 2D 2021.2.8f but the texture does not emit any light, it's simple like the shader graph made in previous step. Anyone have idea?
Oh... I "fixed it" by changing the mesh, instead of a plane, use a cylinder, and then at the Gameobject, change the Z scale to 0. Now its a plane and you can even see the lightning from "both sides" =)
another solution i haven't seen yet. If you use Blender, make a plane and rotate it 90 deg. on the X axis. Ctrl + A and hit Appy Rotation. Go into edit mode and select the top two vertices. Hit Cursor to Selected, then go back to Object mode and hit Origin to 3D Cursor. Export that plane as an fbx and import it to unity. This way the plane will be oriented correctly, and even the pivot point will be set so you won't need that block.
Other solution, don't use a mesh. I had this problem and i just make a OUTPUT Particule Quad, i put my shader, and i change some option in my Vfx graph for make this Lightning.
At around 7:25 my lightning goes down but also shifts down as well. So the lightning gets longer down but also moves down too. How can I make my like yours where the origin stays the same?
thanks for the great tutorial! I thought everything was working perfectly, but my lightning is 2D, and only viewable from the front angle. I checked in wirebox mode and no mesh deformation seems to be happening either. any help would be greatly appreciated!
I was having tha same issue, since i wanted to use it for a projectile, the solution i found was switching from Output Particle mesh to Output particle Quad(you will need to play with the shader values to get it to look good again) then adding a Orient: Fixed Axis in your Orient Particle Quad. Depending on the orientation of your lighting you may change where is "Up" in the XYZ values. (mine is horizontal so Y is Up or 1
When i get to the step of creating the vfx Graph and swapping the mesh to planes, the planes spawn sideways. any idea how to fix this. I mean they are spawning flat
Firstly, thank you for making tutorials on these amazing vfx it really is appreciated! Just one question as I am new to vfx, would this lightning be easy to code/change values by code in order to make it so that I can create a chain lightning effect using basically what you already have here?
I’m trying to see if I can do something like this with just particle effects and trails. So.. I need to draw I guess? lol I have never found an answer to the question (IF I can manage to learn the shader graph stuff, is it usable in VRChat avatars?)
Can the lightning bend or does it have to come straight down. What I’m trying to ask is if the lightning can come from any point like from a tree to a house or does it have to come straight down
Great video! Could you please do one for Dash Effects. It should be close to the weapon trail effects. A 2D one would be awesome since there is literally nothing that I know about. It would be great for the people who do not use Blender and therefore cannot use a mesh.
This looks cool, but actual lighting strikes fork and get all jagged. This is one single (mostly) straight bolt. Any cool tricks for making jagged lightning?
You can use the scale of it to choose the direction (like when 0, 1, 0 made it go up you could do 1,-1,0 to make it go left and down) and play the effects after the first lightning strikes
I have a little problem, the texture on the noise node is pixelated for some reason. That causes the lightning to look like there is a glitch shader on top of it or something. Pretty cool but not what I'm looking for. Are you familiar with this issue?
Not sure why. But try to use another noise. There are three procedural noises in shader graph. Simple Noise, Gradient Noise and Voronoi. Also make sure the scale is not tinny.
I'm getting an error when I get to about 5:30 that says Shader error in 'Hidden/VFX/NewVFX/System/Output Particle Mesh': Shaderpass should be defined at this stage. at line 524 (on d3d11) does anyone know how to fix this.
Set scale seems to just move the whole thing instead of making it grow for me and my plane seems to be rotated so that when it does move it just floats the whole thing up...
That's because of the pivot of the mesh. I believe you can offset the pivot directly in VFX Graph with a Set Pivot block in the Output Particle before the Set Scale. Otherwise you can use blender to adjust the pivot.
Hi Gabriel, can I somehow use this Lightning shader outside the URP environment? I started my project in 3D rendering mode and upgrading into URP just ruins my whole terrain.. :/
Namely, the trees turned pink (although I upgraded all project materials to URP materials) and there is this weird stretching effect to my assets when I rotate the scene
I'm trying to get this to work but when I set the output mesh to a plane, the plane points to Y axis and I can't change the pivot either. Rotating it didn't work...
Hi, I'm on unity 2020. 3.1 and I followed the tutorial but I'm stuck here, when I put setpivot, the plan does an animation where it moves away but it doesn't do like in the tutorial, does anyone know why it doesn't do like in the tutorial?
Please help Gabriel When i'm adding the shader to the Shader graph field for the Particle Mesh 5:15 I get an error: Shader error in Output Particle Mesh': redefinition of 'IsGammaSpace' at shadergraph@7.3.1/ShaderGraphLibrary/Functions.hlsl(9) (on d3d11) Any idea? I've tried on Unity 2020 and Unity 2019.
I think you need hdpr or urp and then create and select a pipeline before the graphics are changed and this is possible To do it go to package manager (as shown in this video) download urp or hdrp then rightclick in the folder (while in unity) and then create render pipeline then go to project settings via edit (top left) and go to graphics and change it from none to the one you created I hope this help and good luck
I added bloom effect, and I'm seeing the effect in the scene view. However, the in game view, nothing I do seems to have an effect. Even if I turn off bloom in global volume, it isn't changing. It seems that only scene view is getting affected by the bloom. Please help!
Yes but not recommended buggy and relative expensive try using shuriken which is CPU based gpu is very limited in phones even in flagships except for very few
Does anybody know a solution how to properly tile the lightning effect if I want different lengths of lightning? As far as I understodd the Rectangle node on Shader Graph does only accept values 0-1, so setting those to value greater than 1 has no effect. I tinkered with Set Scale on VFX Graph but this only streches the effect and not tile it.
You could try to use a tiling and offset node somewhere in Shader Graph (can't remember very well the full graph) or maybe multiply it or use a floor node and then multiply the floor node. Just brainstorming here.
@@GabrielAguiarProd Just realized there is already a Tiling Node that can be used for Y value. So I normalized the lightning for 1 unit legth and then set the length for Tiling Node Y value and the Y value of the Output particle Scale.
So I heard that sometimes you'll need a camera in your scene for time nodes to work. I had one in my scene but all I needed to do to make it work was to press play and then things started to animate.
*NEW LIGHTNING TUTORIAL* : ua-cam.com/video/XPh0jiqf0iQ/v-deo.html
Zeus would be proud of this Lightning, maybe? Anyway hope you like it guys. Btw it's available in the Asset Store: assetstore.unity.com/packages/vfx/particles/vfx-graph-lightning-effects-vol-1-206914?aid=1100l3Jhu
*Learn more about VFX Graph* : www.udemy.com/course/unity-vfx-graph-thunderlord-magic-effects/?couponCode=29.99_UNTIL_20-09
Thank you for showing this material! Many people gatekeep for their Patreon subs. But you are so generous. I will make a note: VFX Graph 12.1.7 --to access the shader graph input on the Output Particle Mesh, I needed to go to Edit>Preferences>Visual Effects>Check box for "Experimental Operators/Blocks. And just for greater measure; I also checked "Experimental Shader Externalization."
Thanks, was stuck on this part!
Thank you
Thank you
Really cool tutorial, thanks.
If someone cares: you can add an emission node in the shader to add an illumination effect. Works great.
I was so scared to use shader graph and vfx graph but after like 4 videos of yours I'm off having so much fun playing with effects. Thanks so much!
You are very welcome, glad to help you overcome that fear, vfx can be quite daunting at first, but once you are in, it's awesome!
If you cant change the Shader Graph in the VFX try enabling experimental under preferences -> Visual Effects
Thanks so much!
THANK YOU
Thank youuuuuuuu
thank you bro
Dude this helped me so much! Thank you!
This lightning is illuminating my learning journey, thanks!
Thanks again for this great video. I come back to watch it every time I want to add a lightning effect to whatever I'm working on at the time.
Glad to help!
Problem Fix For those of us using Unity 2020.3.30f1:
When using Output Particle Mesh, you'll notice that when selecting the Plane mesh it is rotated. You can either play around with rotations and different pivot points, or you can instead use the Quad option within the mesh selector and it works in tandem with the tutorial.
Thanks for sharing this awesome tip!
Thank you so much, I was searching about this problem.
Doing God's work, sir - many thanks.
Unfortunatley does not work with Unity 2022 .2.19 when choosing Quad it shows nothing on screen, only show something with plane but as you mentioned it is rotated :( , any way thank you
@@hernans10 Works on 2022 for me - I think I’m on 2022.3.x
This is honestly some next level stuff. Thank you so much :)
If some of you can't change the color in the VFX shader graph, try clicking the color while holding shift or ctrl. Ctrl worked for me.
5:10 i dont have that shader graph field T.T
Yep. You need to turn on Experimental Blocks in the Preferences > Visual Effects > Experimental Operators/Blocks
@@GabrielAguiarProd Thank you!
Hey, thanks for the tutorial. Everything worked properly up to 5:20, then I don't get any Lightning appearing when selecting the newly created VFX in the Output Particle Mesh. Note : I'm on Unity 2019.3.0f6 and the Plane Mesh does look a bit different than yours.
Yes the mesh is rotated and no slot apears for the shasder graph, did you find a way to fix it so far?
ok you need to enable experimenatal blocks on edit ->preferences->visual effects
Figured it out guys , you need to have Blender installed on your computer for it to work properly and to have the Plane Mesh available.
@@philippeb.4637 another way you could fix it is by using the set angle block in vfx graph and rotate on the x axis by 90 degrees
@@alexchatziagapis2351 cheers, this fixed it for me
I was looking for an unreal tutorial but I think this is similar enough for me to make it there. Thank you.
For someone with a bit of experience in the material editor and with niagara it shouldn't be that hard, hope it helps! Good luck.
Two issues I have im using unity 2020(edit SOLVED. HERES DETAILS):
1. When I drag in my VFX graph to my scene and switch to Planes, the planes are flat to the Y axis and not upright to the Z axis like yours. Maybe a set rotation node would fix this but how do I do it by default?
The answer to this first one as I saw some of you had this issue is that in 2020, for some reason “output particle mesh” is rotated weirdly, but if you use “output particle quad” it’s rotated correctly, AND has all of the same settings you need. Hell, going forward, I realize Gabriel uses an “output particle quad” later
2. Why is my lightning not as emissive as yours? It’s one solid blue color but not glowing brightly like yours. I’ve matched the settings but what could I have missed?
The answer here is that the emission is a post processing effect. Use any video in URP or converting a standard project to URP because in those videos, they add an empty game object and add a component(only visible in URP or HDRP) called Volume(it shows as a C# script). Once that’s added, you have a setting for Bloom, which now allows your lightning to glow brightly.
Everything else SHOULD work fine now :)
You saved me on 1. Thanks :D
Amazing! Absolutely love this. More vfx graph videos please 😁🙏🏼. Thank u so much
I used this video to make the vfk that play when you ascend to godhood in the game I just made about 2 Cubes Humping. Thanks, my guy!
Not what I needed but youve shown me this flipbook concept. Thank you! Hard to find things when you dont know the question
At 5:50
Why does your particle looks like it's glowing, but mine doesn't :|
I followed your color var value, and mess around with it too but still it doesn't look as glow as yours
Because I'm using a Global Volume with Bloom. If you want one, you can press right-click in your hierarchy, go to Volume and then create a Global Volume. You can then create a new Profile and add Bloom or other post-processing effects. Hope this helps.
@@GabrielAguiarProd Thanks, it helps achieving that glow effect
Greate toturial
it helped me a lot in animating my new game..
Thanks a lot 🙏
I actually made a death ray with this lightning 🌩 and made it rapid fire 🔥
A fantastic tutorial! I'll be adding in lightning now thanks to this!
Great stuff, yet again. Thanks, Gabriel.
that video help me a lot, thank you so much ❤
You're welcome 😊
Hi! I just checked your chanel, and noted you do a notable job! :) subscribed. :)
in minute 5:05 when i put the plane as a mesh it shows horizontal in the particles. I cant change the orientation of the mesh. Can someone help pls:(
Hey, you don't need, if you want, use a mesh. I have this problem and i just make a OUTPUT Particule Quad, i put my shader, and i change some option in my Vfx graph for make this Lightning. If you want send me your discord, i Send you some screen.
Boom-kada-boom!! This is amazing! Thank you
Hello Gabriel!
5:16
My Shader Graph is working normally, but when I apply it to a Visual Effect Graph it remains static. This error appears in the Console:
Shader error in 'Hidden / VFX / test / System (1) / Output Particle Mesh': Shaderpass should be defined at this stage. at line 525 (on d3d11). Can u help me?
I get the same error. :C
has anyone figured out a solution to this? I am getting it now too...
Very nice tutorial !!! Good job Gabriel ! :)
hey, can you help me out? when I select plane as a mesh in output particle mesh, nothing new pops up, I cant add shader to it, any ideas?
Under Edit->VisualFX->Rebuild...
This is what worked for me
Phenomenal tutorial, being easy to understand and manipulate to get the effect I need, but I was wondering if you could provide some insight. At 05:15, where you change the Shader Graph, my "up-to-date" Packages lacks the Shader Graph option, and restarting Unity and reinstalling the Packages has not resolved the issue. Is this a recent change in the last month that you can see on your end?
Found the solution and am posting it for others.
To resolve the missing Shader Graph option, you NEED to tick on the Experimental Blocks on Edit>Preferences>Visual Effects and reopen the SFX Asset's Edit Window.
@@Muninn_Crow Thank you so much!
@@Muninn_Crow THANKS!!!
A “VFX” shadergraph is just a shader graph that has its target set to VFX instead of Universal. This can be changed in the graph settings inspector
Hi, I have a problem. When i animate my lightning, It doesn't start the beam from the point. the beam also moves itself down.
I had to change the pivot y value to 0.5 instead of 1.0 to keep the bolt in place.
Boom Kadaboom. :)
Obrigado pelo tutorial, porreiro como sempre.
Great tutorial, thank you for sharing.
You’re welcome 😊
My lightnings are just static and not animating like in the shader graph preview...how can I fix that?
Edit: Oh ok, they just don't animate when I'm not in playmode...
do you know why I can't add the Shader in Output Particle Mesh? I use 2019.4.1f1 version
You can go to Preferences's Visual Effects and enable the "Experimental Operators/Blocks"
@@張竣皓-d9b thanks
@@張竣皓-d9b Thanks
Ah shoot, I know what I'm doing today.
I got problem since 5:03, I dont have plane mesh with vertical, and My Lighting graph doesn't have emission effect,
Is anyone meet these problems too?
yes no vertical plane how to fix dis?? please help
I know it was a year ago this was uploaded.
I'm having issues with the height not adjusting to the value.
I'm trying to have the lightning be longer but it doesn't seem to change at all if I input it in the output particle mesh
Hi, I think I have followed the tutorial, steo by step, but the lightning do not grow, it appear all at once. Also I need the effect to go bottom up and at 45 degrees. Is there a way to rotate it? Thanks
Great tutorial. I am stuck at 4:50 though as my Output Particle Mesh node has no Shader Graph property?
Yeah you need to turn on Experimental Blocks on Edit>Preferences>Visual Effects. Enjoy the rest.
Experimental Operators/Blocks needs to be ticked in Preferences/Visual Effects
Wish I could say I had success with this tutorial as your end results look great, but at a certain point what was happening for me stopped matching what was happening for you. When you switch the Output Particle Mesh from cone to plane is where it goes wrong. The default plane is oriented differently and the lightning jus looks like it does in the rectangle node we made earlier. Tried creating a plane but result is tiny and looks nothing like the video. I'll try starting again from the beginning but I've done that twice already.
@@jglasshalfpool4640 same problem.... Did you solve this??
if you use this shader and set the vfx to a sphere, you can make some really cool orbs and stuff
Gabriel, I would gladly need some help 'cause when I put the shader in the output particle mesh, the lightning emits but does not move it's like if the "noiseSpeed" parameter is blocked on 0 even if I put the same values as you did. I would really need help even if I'm late.
@JOELIO9 it works when you actually run the game
i can't find shader graph in output particle mesh
Make sure you tune on Experimental Blocks/Operators in Edit>Preferences>Visual Effect
In Output Particle Mesh I don't see the section to select a shading graph, what should I do?
I see the animation of noise on geometry only when I start the game, and in the window the scene animation does not lose. What could be the problem?
The sample curve for the width isn't working for me. It stays the same width the whole way through.
7:24 in my the lightning itself move with whole :(
edit: Oh okay i just changed 1 to 0.1 and fixed
edit 2: Also yeah i found out for some reason i need to divide to 10 most of your numbers to make sense in my scale. I wonder is it about plane i was using
edit 3: It also work on hdrp
Yes the scale is important. You got it right ;)
@@GabrielAguiarProd also after i try to move it to different place i realsed that it actually stuck where it is and than i realise for some weird reason initialize particle was set to world and i just set them to local than it also fixed XD now i can move it anywhere i want XD Thanks man
Btw this was my first time try to use this system(or more like first time i dedicated) XD it was scary
VFX Graph is scary in the beginning. But once you start understanding it , a world of possibilities opens up.
@@GabrielAguiarProd that is true :D after watch some of your videos i opened and made my own lava shader by clicking randomly everywhere like a monkey until it looks like cool XD Well it was more like educated guess though because i had idea about what i should look at already familiar with some nodes thanks to you ^^
4:30 VFX EFFECT NOT FOUND UNITY 20194.24 F1 WHERE IS VFX EFFECT???
Make sure you have Visual Effect Graph installed in the Package Manager.
Also turn on Experimental Blocks/Operators in Edit>Preferences>Visual Effects.
Awesome as always!
When I add the Shader Graph to my Output Particle Mesh all I see is grey planes? Why do I not see the lightning I created? When I change it to quad my particle isn't even visible...
I've followed your tutorial from the start and rewatched a few times but I'm comming across the same issue the lightning will start at the transform but slowly fall downwards like yours but as the animation goes on it falls slightly any idea why?
edit: changing the pivot from 1 to 0.5 works better
1) The Pivot plays an important role.
2) Make sure there's no velocity or any kind of movement.
3) Length of the Rectangle in the shader should be higher then 2 or 3.
4) You can create an Offset vector3 in the Shader to adjust the position of Lightning in the mesh.
Hope this helps, good luck.
@@GabrielAguiarProd i've tried all of these the only thing i don't know how to do is the offset in the mesh
@@GabrielAguiarProd it turns out changing the pivot from 1 to 0.5 fixes the issue and i have no idea why
@@kurtisgibson2929 I had the same issue and your fix helped me. Thanks
@@alexisd5410 glad to help
can i ask you how you made the lightning glow?
Sure. It was hand-painted frame by frame.
@@GabrielAguiarProdohh cool!
Why at the first, your VFX lighting texture illuminates ? I made VFX in 2D 2021.2.8f but the texture does not emit any light, it's simple like the shader graph made in previous step. Anyone have idea?
Hello, I have the same problem, do you know how to solve it now?
for some reason mine is oriented length wise along the Z plane, is there an easy fix to make it orient along the y plane? or is this a non issue
Did you fix it?? I'm with the same problem =(
Oh... I "fixed it" by changing the mesh, instead of a plane, use a cylinder, and then at the Gameobject, change the Z scale to 0. Now its a plane and you can even see the lightning from "both sides" =)
another solution i haven't seen yet. If you use Blender, make a plane and rotate it 90 deg. on the X axis. Ctrl + A and hit Appy Rotation. Go into edit mode and select the top two vertices. Hit Cursor to Selected, then go back to Object mode and hit Origin to 3D Cursor. Export that plane as an fbx and import it to unity. This way the plane will be oriented correctly, and even the pivot point will be set so you won't need that block.
Other solution, don't use a mesh. I had this problem and i just make a OUTPUT Particule Quad, i put my shader, and i change some option in my Vfx graph for make this Lightning.
Thanks mate
At around 7:25 my lightning goes down but also shifts down as well. So the lightning gets longer down but also moves down too. How can I make my like yours where the origin stays the same?
Maybe you have to remove "set velocity" from your lightning?
and for those who are necroing this video, you can instead create a shader graph then ticking support VFX graph in the graph properties
True story, necromancer 🙌
I do not see an option for the shader graph in the out put particle mesh, also, whenever I can't even see the little particles themselves! Any ideas?
Make sure to turn On Experimental Operators/Blocks in Preferences > Visual Effects.
thanks for the great tutorial! I thought everything was working perfectly, but my lightning is 2D, and only viewable from the front angle. I checked in wirebox mode and no mesh deformation seems to be happening either. any help would be greatly appreciated!
Hey maybe rotate it? If not then remove the orient block in the output particle quad, and then try rotating
I was having tha same issue, since i wanted to use it for a projectile, the solution i found was switching from Output Particle mesh to Output particle Quad(you will need to play with the shader values to get it to look good again) then adding a Orient: Fixed Axis in your Orient Particle Quad. Depending on the orientation of your lighting you may change where is "Up" in the XYZ values. (mine is horizontal so Y is Up or 1
Great tutorial! Tho the emission doesn't work for me in HDRP. Any known fixes?
@JOELIO9 Do you also use 2019.4 LTS ?
When i get to the step of creating the vfx Graph and swapping the mesh to planes, the planes spawn sideways. any idea how to fix this. I mean they are spawning flat
Also when swapping the shader graph out with the lightning one it comes out as a dull blue color instead of bright and glowy like yours
@@Bradfordgavin yes i am stuck wid the same problem did yu solve it???
Firstly, thank you for making tutorials on these amazing vfx it really is appreciated! Just one question as I am new to vfx, would this lightning be easy to code/change values by code in order to make it so that I can create a chain lightning effect using basically what you already have here?
Yes you can right click on one of the inputs and set it to public you can then modify it through animation and or code
@@kurtisgibson2929 Okay thank you!
@@oliverscott6913 no problem if you need help with code just ask 😊
Have any way to rotate this lightning ? I need to rotate it
im trying to do it pbut is not showing
I’m trying to see if I can do something like this with just particle effects and trails. So.. I need to draw I guess? lol I have never found an answer to the question (IF I can manage to learn the shader graph stuff, is it usable in VRChat avatars?)
It took me over an hour the one time I followed a tutorial.. just to get to the right window!
I have an issue where the lightning bolt does not animate, but great tutorial
I cannot make it work with the regular unlit version since the rectangle's UV doesn't accep the out value of the simple noise.
Can the lightning bend or does it have to come straight down. What I’m trying to ask is if the lightning can come from any point like from a tree to a house or does it have to come straight down
With plane with several subdivisions (faces) and with vertex offset you can get it to bend.
Great video! Could you please do one for Dash Effects. It should be close to the weapon trail effects. A 2D one would be awesome since there is literally nothing that I know about. It would be great for the people who do not use Blender and therefore cannot use a mesh.
Amazing!
its also possible to use a particle strip, but its a bit more complicated
This looks cool, but actual lighting strikes fork and get all jagged. This is one single (mostly) straight bolt. Any cool tricks for making jagged lightning?
Vertex Displacement on a mesh with a few more polygons then usual. But, Vertex Displacement is yet to be supported in VFX Shader Graph.
You can use the scale of it to choose the direction (like when 0, 1, 0 made it go up you could do 1,-1,0 to make it go left and down) and play the effects after the first lightning strikes
I have a little problem, the texture on the noise node is pixelated for some reason. That causes the lightning to look like there is a glitch shader on top of it or something. Pretty cool but not what I'm looking for. Are you familiar with this issue?
Not sure why. But try to use another noise. There are three procedural noises in shader graph. Simple Noise, Gradient Noise and Voronoi. Also make sure the scale is not tinny.
The electricity shader is necessary for this tutorial ? I try to reply this tutorial it's work but my lightning doesn't have the electric aspect
My lightning juste have 1 color not have the gradient between my colour and white
I'm getting an error when I get to about 5:30 that says Shader error in 'Hidden/VFX/NewVFX/System/Output Particle Mesh': Shaderpass should be defined at this stage. at line 524 (on d3d11) does anyone know how to fix this.
Set scale seems to just move the whole thing instead of making it grow for me and my plane seems to be rotated so that when it does move it just floats the whole thing up...
That's because of the pivot of the mesh. I believe you can offset the pivot directly in VFX Graph with a Set Pivot block in the Output Particle before the Set Scale. Otherwise you can use blender to adjust the pivot.
Hi Gabriel, can I somehow use this Lightning shader outside the URP environment? I started my project in 3D rendering mode and upgrading into URP just ruins my whole terrain.. :/
Namely, the trees turned pink (although I upgraded all project materials to URP materials) and there is this weird stretching effect to my assets when I rotate the scene
performance-wise, is this good for mobile game?
Hmmm VFX Graph doesn't work on most mobiles, only on high-end ones with a GPU capable of compute shaders.
I'm trying to get this to work but when I set the output mesh to a plane, the plane points to Y axis and I can't change the pivot either. Rotating it didn't work...
Use a Set Pivot in the Output, see if that helps.
@@GabrielAguiarProd You saved me, now it works! I'll probably go and get your course, my friend.
Hi, I'm on unity 2020.
3.1 and I followed the tutorial but I'm stuck here, when I put setpivot, the plan does an animation where it moves away but it doesn't do like in the tutorial, does anyone know why it doesn't do like in the tutorial?
how can i make this into a 3D VFX ? currently it's 2D and can only be seen from one side, thanks in advance
You could a mesh, a 3d object. But the UVs need to be mapped properly and you need a similar lightning shape.
@@GabrielAguiarProd any chance you could do a video on this ?
why my plane won't face the camera
Did you find out ?
@@philippeb.4637 not yet
this is super late but in output particle mesh add orient: face campera plane and it should work
Please help Gabriel
When i'm adding the shader to the Shader graph field for the Particle Mesh 5:15
I get an error:
Shader error in Output Particle Mesh': redefinition of 'IsGammaSpace' at shadergraph@7.3.1/ShaderGraphLibrary/Functions.hlsl(9) (on d3d11)
Any idea? I've tried on Unity 2020 and Unity 2019.
I think you need hdpr or urp and then create and select a pipeline before the graphics are changed and this is possible
To do it go to package manager (as shown in this video) download urp or hdrp then rightclick in the folder (while in unity) and then create render pipeline then go to project settings via edit (top left) and go to graphics and change it from none to the one you created
I hope this help and good luck
Try changing Color Space to Linear in Player Settings.
In case you still have problems, try to create a new project but with Unity Hub and with URP selected.
@@GabrielAguiarProd Hey that seems to do the trick! Thank you so much
@@GabrielAguiarProd if you use urp you can reimport standard shaders to the new format with the reimport button
I added bloom effect, and I'm seeing the effect in the scene view. However, the in game view, nothing I do seems to have an effect. Even if I turn off bloom in global volume, it isn't changing. It seems that only scene view is getting affected by the bloom. Please help!
Select your camera and turn on post-processing
Even if hdrp is installed, the light doesn't come out bright. What should I do?
In URP I used a Global Volume with Bloom for the glow.
The lightning is too small even though i increased its heights and doesn’t even seem real.
Você é brasileiro ou português? Por que seu curso na udemy não tem a legenda em português?
Não tem legendas em Português porque o Udemy não as gera automaticamente do Inglês para PT, infelizmente.
Delay before loop isn't a thing anymore, how to work around?
What's the Unity version you are using btw?
@@GabrielAguiarProd 2021.3.17f1
Still exists even in 2022. If you select the Spawn block and look at the inspector you should see the Loop Duration, Loop Count and Delay Mode.
@@GabrielAguiarProd i must be braindamaged, because I looked at that and thought "it isn't there!". Thanks, dude
when i add the plane in its not facing upright how do i fix that?
You can use a Set Angle in the Initialize Particle and then find the correct rotation, probably -90 in the X.
@@GabrielAguiarProd or they can use a quad
You can use a quad
VFX graph works on urp?
Yes it works. This tutorial was made in URP for example.
Vfx Graph works also in Android project now?
I thought it always did it was just the shaders that weren't supported but please let me know if I'm wrong I'm not too certain myself to be honest
Yes but not recommended buggy and relative expensive try using shuriken which is CPU based gpu is very limited in phones even in flagships except for very few
@@shirosurfer8864 useful info
unfortunately not working with vfx 12 , outputparticlemesh doesnt contains shadergraph property anymore :( :(
You just have to turn on Experimental Operators/Blocks in Edit>Preferences>Visual Effects.
After adding the Lightning shader graph in the "Shader Graph" field in the vfx graph, it still renders just a plane. Not sure what I am doing wrong?
Play with the settings or simply rotate the camera until you see where your lightning is. Once you find it apply the desired rotation.
I had the same problem and I realized that I did not clicked on "save asset". I hope it helped and that I'm not too late
@@Ced190 Thank you thank you thank you thank you!!!
work with amplify shader editor?
Probably. The idea for the shader is the same. But I don't think amplify works with VFX Graph, yet.
I am following tutorial but my colour is not Glowing in VFX Shader Graph, anyone can help me with that plz?
How's the performance for mobile?
It works fine on my phone
Does anybody know a solution how to properly tile the lightning effect if I want different lengths of lightning? As far as I understodd the Rectangle node on Shader Graph does only accept values 0-1, so setting those to value greater than 1 has no effect. I tinkered with Set Scale on VFX Graph but this only streches the effect and not tile it.
You could try to use a tiling and offset node somewhere in Shader Graph (can't remember very well the full graph) or maybe multiply it or use a floor node and then multiply the floor node. Just brainstorming here.
@@GabrielAguiarProd Just realized there is already a Tiling Node that can be used for Y value. So I normalized the lightning for 1 unit legth and then set the length for Tiling Node Y value and the Y value of the Output particle Scale.
лайк поставлен, комментарий оставлен.
I don’t have “Shader graph” in Output particle mesh
can someone tell me how can i fix 😢
Im sooo new of this btw 😂
Make sure you turn On Experimental Operators/Blocks in Edit>Preferences>Visual Effects.
@@GabrielAguiarProd thanks, I can fix it :>
I'm not getting my VFX Shader Graph nodes to animate so I'm going blind. Anyone got an idea how to make your nodes animate?
So I heard that sometimes you'll need a camera in your scene for time nodes to work. I had one in my scene but all I needed to do to make it work was to press play and then things started to animate.
"if you like the tutorial hit the like button and subscribe"...
Done.. and done!