Unity Shader Graph - Terrain Scanner Effect Tutorial

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  • Опубліковано 27 лис 2024

КОМЕНТАРІ • 65

  • @GabrielAguiarProd
    @GabrielAguiarProd  Рік тому +4

    Terrain Scanner overload! Pretty cool trick right?
    Make sure you don't forget to turn on Depth Texture on your URP asset AND that you learn more about the Intersection Shader: ua-cam.com/video/Uyw5yBFEoXo/v-deo.html

  • @RapidFire69
    @RapidFire69 Рік тому +16

    You are one of the few UA-camr chads still stick around and make quality Unity content for us plebs. Hats off to you sir!

  • @tinvandulm5765
    @tinvandulm5765 Рік тому +1

    Searched Earlier today for something like this and here you are 5 hrs later=)

  • @sakbiulalom5849
    @sakbiulalom5849 Рік тому +1

    Hell yeah, I saw it on The pathless, Searched for a lot and finally 🎉🎉🎉🎉🎉😊😊

  • @l101lVFX
    @l101lVFX Рік тому +3

    The most useful channel for vfx by far. Thank you man!

  • @hellothxsorry
    @hellothxsorry Рік тому +3

    Top-notch vfx as usually. Thank you for your contribution to teaching!

  • @VraveNewWorld
    @VraveNewWorld 10 місяців тому +1

    It's a brilliant idea. Why didn't I think of this.....Thank you!!!!!

  • @radishmouse22
    @radishmouse22 Рік тому +1

    It’s like the HV effect from BO3. I love it and will find a way to implement this

  • @dhroovsharma4074
    @dhroovsharma4074 6 місяців тому +1

    Thank you very much this was so helpful, also thanks for making it for URP

  • @jonascarvalhodearaujo8038
    @jonascarvalhodearaujo8038 Рік тому +2

    Something that I find really cool about some of your videos is the creativity to make the effects. Some effects aren't extreme hard technically, but turn out to have pretty nice results! :) this one for example has the intersection that might be a bit more complicated but all the rest is pretty basic, nevertheless the effect is super cool and professional haha
    Congratulations on one more amazing video Gabriel! =)

    • @GabrielAguiarProd
      @GabrielAguiarProd  Рік тому +1

      Aw thanks man, that's super nice of you! 🙌 You are amazing too!

  • @kooky74
    @kooky74 3 місяці тому +1

    Hello. I was asking myself "but why using a particle system instead of controlling the sphere manually in a script?". Good tutorial you convinced me 😊

  • @javiersanfelix5263
    @javiersanfelix5263 Рік тому +1

    omg i was looking for this effect for so long

  • @niltian9492
    @niltian9492 4 місяці тому +1

    Awesome tutorial!

  • @alec_almartson
    @alec_almartson Рік тому +1

    This is really cool.
    Thank You!

  • @bataraza2
    @bataraza2 Рік тому +1

    tremendo gabriel!!!!

  • @usercontent2112
    @usercontent2112 Рік тому +1

    Woooooow, thank you Gabriel!!

  • @dhroovsharma4074
    @dhroovsharma4074 6 місяців тому +1

    will defenitely buy your course on udemy

  • @faltatchannel4373
    @faltatchannel4373 Місяць тому +1

    Awesome

  • @_g_r_m_
    @_g_r_m_ Рік тому +2

    Nice trick! But it left me wondering what the "complex" method is like.

  • @mhdnaderlabbad5887
    @mhdnaderlabbad5887 7 місяців тому

    you did great thanks a lot.

  • @rusluck6620
    @rusluck6620 Рік тому

    Day one of waiting for JoJo Stand effect
    Also really cool

  • @Chris-jo1zr
    @Chris-jo1zr Рік тому +2

    You could recreate this entirely in a shader without the need for scene depth, you would however need it in every shader/material you wanted the effect to be on. Pros and Con's to each but at least for Mobile VR you'd not need to use costly scene depth.

    • @GabrielAguiarProd
      @GabrielAguiarProd  Рік тому +1

      Yep, there's always a cost when it comes to such effects!

    • @Draxi_1
      @Draxi_1 Рік тому

      @@GabrielAguiarProd It could probably be done as a render feature in URP or Custom Pass in HDRP

  • @ShinichiKudoQatnip
    @ShinichiKudoQatnip Рік тому +2

    In ghostwire tokyo too
    Is there a way to change the texture of the ground in this effect?

  • @simonjkendrew
    @simonjkendrew Рік тому

    Great video Gabriel! Was there any specific reason why you used the Particle System rather than the Visual Effect Graph?

  • @kioly_ah
    @kioly_ah Рік тому +1

    谢谢

  • @AnandMishere
    @AnandMishere Рік тому +1

    Lovely ❤

  • @gamedevinspire
    @gamedevinspire 8 місяців тому

    hey great video , i tried to recreate this in birp , from where we try to make this transparent the whole effect goes transparent and dosnt work , is there any workaround for it to use this in birp?

  • @hyde3704
    @hyde3704 2 місяці тому

    My terrain asset is turning pink when I change the graphic in the project. How to fix it? Please help.

  • @nerliYaleks
    @nerliYaleks 11 місяців тому

    great tutorial! but what if I wanted to make the intersection wider? so the contact surface is not just a thin layer but like a flat thick ring

  • @Aurora-NV
    @Aurora-NV Рік тому +1

    Amazing tutorial, thank you! I think I followed it to the tee but for some reason, the sphere always appears off-center... Even when I apply the script to other objects, so it's not something wrong with the player or camera, but with the script or particle system. What could I have missed? Thank you in advance for your help!

    • @GabrielAguiarProd
      @GabrielAguiarProd  Рік тому +1

      Not sure why but make sure the transform are all 0, 0, 0. In the prefab. Check out if the firepoint is centered.

  • @llegeixo7244
    @llegeixo7244 7 місяців тому +1

    genial!

  • @chhammad8665
    @chhammad8665 Рік тому +2

    Niceee

  • @baitposter
    @baitposter Рік тому

    Could you do a tutorial for how to create a LIDAR scanner effect? Paints/Covers the terrain in dots, and is generally employed as a gimmick where the player is blind without it.
    The dots linger in most instances and accumulate without impacting performance.

    • @Kikimacia
      @Kikimacia Рік тому +1

      You may want to look into point cloud tutorials maybe ? Not sure if it's what you're looking for.

  • @dhroovsharma4074
    @dhroovsharma4074 6 місяців тому

    Just one Problem i am facing is that, it plays perfectly in the editor view but doesn't play in the play mode while game is playing. I even tried changing from unlit to lit too as on the internet it said that camera sometimes face problem to render in unlit.
    I am using URP and it's an AR game. Will be really grateful if you can help me out.

  • @meatpuppet5036
    @meatpuppet5036 Рік тому +1

    Could you show how to use the sphere to trigger some event?

    • @GabrielAguiarProd
      @GabrielAguiarProd  Рік тому

      You practically animate a Sphere Collider with stuff like DoTween, iTween or FEEL so it follows along with the terrain scanner sphere. And then, detect collisions via script.

  • @ShinichiKudoQatnip
    @ShinichiKudoQatnip Рік тому +1

    😍

  • @Koda-VR
    @Koda-VR Рік тому

    Would be amazing if you used Built In and see what can be made there. Is that possible though?

    • @GabrielAguiarProd
      @GabrielAguiarProd  Рік тому

      I think it is. Shader Graph was "recently" added to the BIRP (built in render pipeline), so it should work. Probably the way you turn on Scene Depth is a bit different, but nothing google can't help with.

  • @TubantiStudios
    @TubantiStudios 9 місяців тому

    Can you make an HDRP version?

  • @pushingpandas6479
    @pushingpandas6479 11 місяців тому +1

    is that for URP?

  • @Sandiles
    @Sandiles Рік тому

    The effect doesn't seem to work on Unity Terrain objects for some reason. Do you have any idea how I could get it to work?

    • @GabrielAguiarProd
      @GabrielAguiarProd  Рік тому

      Strange. Have you turned on Depth and Opaque textures in your URP asset btw?

    • @Sandiles
      @Sandiles Рік тому

      I think it was due to me not using the default Unity Terrain. I was using a third party asset which probably handled meshes differently. It worked on all other objects in the scene except for the custom terrain.
      Thanks for your response! :)

  • @jihadrouani5525
    @jihadrouani5525 Рік тому +1

    I was making an asset for Unity assets store that does exactly this but I guess it's now useless 😂 Thanks!

  • @RivenbladeS
    @RivenbladeS 10 місяців тому

    Why do we subtract these things from scene depth

    • @szhlopp
      @szhlopp 7 місяців тому

      It took me a while to understand this too. Basically think about the difference between the sphere ray depth to camera, versus what the object depth at that screen position to the camera. If the depth is not the same, it means the object is being occluded. Again, the trick is “object ray to camera depth” versus “screen point to camera depth”.

  • @danielzareil2079
    @danielzareil2079 Рік тому +1

    Do you only have unity tutorials😔

  • @MrAkumaRex
    @MrAkumaRex Рік тому +1

    This is an interesting and creative solution however in terms of optimization it is really bad. Transparent and masked materials are expensive from a rendering standpoint. Areas that are black in the opacity are still calculated. Because the renderer needs to figure out what to actually display the more transparent objects overlap the worse it gets in terms of performance. Look into the topic of quad overdraw.
    In this particular effect you do a lot of unnecessary calculations for relatively little gain. For all the pixels that are calculated of a huge sphere, only the thin band near the the intersection are valuable. So you waste about 90%.
    If the scene has any foliage, which will likely still use cards for the leaves, the overdraw would become a lot more relevant very quickly. Especially trees already have a lot innate overdraw which is unavoidable as long as cards are used.
    I am not experienced with Unity but you can test what I'm saying in Unreal by recreating the intersection shader, apply it to a sphere and then go to view-> optimization-> quad overdraw. Then duplicated and scale some more spheres. The color will change to more and more red/white.

  • @Happy-go-luckyTV
    @Happy-go-luckyTV Рік тому

    Whatabout instead of intersection within entire mesh? Im trying to do something like this: ua-cam.com/video/ZhIODmbX0OE/v-deo.html but that effect doesn't feel as procedural as this effect.

    • @GabrielAguiarProd
      @GabrielAguiarProd  Рік тому +1

      Perhaps there's an easier method, but you need a new sphere. Instead of being hollow, you would need a solid sphere.

    • @Happy-go-luckyTV
      @Happy-go-luckyTV Рік тому +1

      @@GabrielAguiarProd Much appreciated if you could demonstrate how to generate that effect that I've linked, but a practical method that you could apply to a game, like an open world, or MMO, etc..

  • @rusluck6620
    @rusluck6620 Рік тому

    yo i found this unity visual effect can you analyze it?
    ua-cam.com/video/F8ck26La2FY/v-deo.html
    what noise textures are ideal for this?
    also does it involve depth buffer? and how?