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
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! =)
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.
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?
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!
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.
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.
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.
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.
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! :)
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”.
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.
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 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..
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?
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
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!
Searched Earlier today for something like this and here you are 5 hrs later=)
Hell yeah, I saw it on The pathless, Searched for a lot and finally 🎉🎉🎉🎉🎉😊😊
The most useful channel for vfx by far. Thank you man!
Happy to help fellow game devs! :)
Top-notch vfx as usually. Thank you for your contribution to teaching!
It's a brilliant idea. Why didn't I think of this.....Thank you!!!!!
It’s like the HV effect from BO3. I love it and will find a way to implement this
Thank you very much this was so helpful, also thanks for making it for URP
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! =)
Aw thanks man, that's super nice of you! 🙌 You are amazing too!
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 😊
omg i was looking for this effect for so long
Awesome tutorial!
This is really cool.
Thank You!
Thank you too!
tremendo gabriel!!!!
Woooooow, thank you Gabriel!!
My pleasure!
will defenitely buy your course on udemy
Awesome
Nice trick! But it left me wondering what the "complex" method is like.
you did great thanks a lot.
Day one of waiting for JoJo Stand effect
Also really cool
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.
Yep, there's always a cost when it comes to such effects!
@@GabrielAguiarProd It could probably be done as a render feature in URP or Custom Pass in HDRP
In ghostwire tokyo too
Is there a way to change the texture of the ground in this effect?
Great video Gabriel! Was there any specific reason why you used the Particle System rather than the Visual Effect Graph?
Not really. Was a bit more handy perhaps.
谢谢
Lovely ❤
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?
My terrain asset is turning pink when I change the graphic in the project. How to fix it? Please help.
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
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!
Not sure why but make sure the transform are all 0, 0, 0. In the prefab. Check out if the firepoint is centered.
genial!
Niceee
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.
You may want to look into point cloud tutorials maybe ? Not sure if it's what you're looking for.
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.
Could you show how to use the sphere to trigger some event?
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.
😍
Would be amazing if you used Built In and see what can be made there. Is that possible though?
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.
Can you make an HDRP version?
is that for URP?
Yes it is.
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?
Strange. Have you turned on Depth and Opaque textures in your URP asset btw?
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! :)
I was making an asset for Unity assets store that does exactly this but I guess it's now useless 😂 Thanks!
Why do we subtract these things from scene depth
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”.
Do you only have unity tutorials😔
For now.
@@GabrielAguiarProd 😔
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.
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.
Perhaps there's an easier method, but you need a new sphere. Instead of being hollow, you would need a solid sphere.
@@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..
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?