MGS Stealth Camo in Unity Shader Graph
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- Опубліковано 25 бер 2024
- In the Metal Gear Solid series, you can get a stealth camouflage item through a series of increasingly bewildering challenges (mash triangle, shake booty, shoot toy frogs, buy from a guy with a pet monkey in a diaper etc). It renders Snake/Raiden completely invisible to the enemy, but completely jelly-like to the player for some reason. In this tutorial, we'll recreate the translucent, refractive stealth camo in Unity Shader Graph.
I'm using Unity 2022.3.0f1, although these steps should look similar in previous and subsequent Unity versions.
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Brilliant, great content. Always look forward to your videos and learning so much! Think I'll use this for my invisibility function I'm creating. Many thanks.
Dude u are a master !!! - This Shadder stuff is a pandora box for me and always have to try another stuff with c#... Thanks a lot man. U need more viewers-
Underrated channel
Awesome tutorial
NICE
Hi Daniel I've been following you for a while you make it all look better! Do you know if one can implement film grain through shader graph in hdrp?
I think it would look better if you factored the normal of the surface into the UV modification… maybe based on fresnel?
I have a question. Often while making shader effects tutorials show how to make the effect. How would you go about toggling or blending between an effect and a basic PBR shader? Like say you use a teleporting effect to blend in an item?
Something like that would probably require a fair bit of work! You could duplicate the object and assign the effect material to one and the basic PBR material to the other, and then fade one in while fading the other out.
Or, you could add basic PBR features to the 'effect' shader, and then use something like a lerp function and a 'blend' float property to blend between the 'effect' and 'PBR' outputs, if that makes sense.
Unfortunately it's kind of difficult to blend between any two arbitrary shaders.
boosting algorithms
Can you make an Interactive reaction diffusion shader with shader graph..?
Just asking do you do screen effect shadergraph like making fake highlight screen effect like in Zelda games
It's easier than I think