Now you can create some awesome Sword Slashes for your game! Hope you guys like it! Made available in the Asset Store: assetstore.unity.com/packages/slug/222901?aid=1100l3Jhu Btw we have been developing a Metroidvania game called Rabbit's Tale and it's finally available for wishlist on Steam, go check it out: store.steampowered.com/app/1763860/Rabbits_Tale/
Gabriel, question for ya man if you can spare the time.... This slash visual effect is most circumferential, if you look at it top down most of the graphics cover the entire 360 degrees. How could I apply a mask in the shader so that most of the graphics are only displayed in the forward direction?
Is it completely cool that, using this tutorial, I adapt this to the characters' weapons? Not every character will be using a simple sword or whatever, but some will be using weapons like the Blades of Chaos from God of War for more reach. I might have to fiddle around making the effects meshes to make that last one work.
Good to note that when you get to the edit key to 25 in the curve editor to hit F to zoom out. Thanks for the amazing tutorial! I'm liking VFX Graph more now.
I used the pixel slash effect that I made with reference to this video in the explanation video of my combo action. Thank you for your always polite commentary videos. Translated by Google Translate
I might also try this tutorial with weapons similar to Wolverine's claws. Obviously, three slash meshes, each instantiated as a separate thing in the VFX graph.
If anybody is not seeing the slash animate the voronoi noise check the "always refresh" option under the "skybox, fog and various other effects" menu in the scene view
Dude!! This is an absolutely phenomenal tutorial. Even though I’m in Unreal Engine, this has given me a great idea about how to do the same in unreal.. I have been looking for a sword slash tutorial like this for ages. All tutorials are usually using weapon trails, which is a horrible and ugly way of doing it.. I have made my own system for sword slashes, but it is far from optimal.. This video is fantastic 👌 For the best weapon slash effects in any game, look up Genshin Impact, absolutely brilliant weapon slashes in that game.. Oh and one last thing.. Is it possible you create the same setup in unreal and make a video on that too? 😁 I’m not sure if you work in unreal too.. Anyways, thank you very much for this ❤️
Thank you! Glad you like it! Yeah Genshin Impact has some great VFX true. Well I work in Unreal from time to time, but currently I'm not making content. Only Unity for now. I guess at least you can still extrapolate ideas from this tutorials to Unreal, hope it helps :)
And then developers will look in which frame out of 100 animations there the event is not correctly forwarded to script (if it was not indicated in the dock if it exists at all: D)
@@Pahan75D1 Why 100 animations? This is a slash effect which most likely will only be used for slashes. You only have to go into your attack animations that have a slash and check there which would be around 5 animations probably. No game has 100 slash animations.
great tutorial however when you try to preview your work so far it works, yet for me when i click play on the visual effect graph nothing happens? any help?
around 4:30, on my end, nothing is showing up. I was using an older version of unity and it was a pink ring. I updated and now nothing at all shows up.
Using the Split node with the Color makes everything invisible for me, been watching a few times to make sure i followed the same steps, no luck. Is it possible because I am using URP?
I'm actually making a complete overhaul of the Devil May Cry games, I'm still in the planning stage though, but I'll give this tutorial a whirl for the effects of Dante and Vergil swinging their swords. Vergil will have two distinct slash effects, a navy blue and black swoosh effect for the scabbard, and a neon blue slash effect for the katana itself. Dante will just have red slashing effects through and through. Using VFX Graph, I'll put together the multiatab effects for Trillion Stabs.
In addition, Dante will have some fire effects when swinging his sword while Devil Trigger is active. As for Vergil, he will have some electricity effects.
Just for the implementation in code you can use Animation Events and then set the vfx as direct child of a weapon and then activate/deactivate with that. Way more simple then your solution. Either way good job
great work as always, sadly using an animated voronoi is not performance friendly for mobile, but there might be some other alternatives around to try to get a similar effect, anyway thanks for everything
Love the tutorial, but I've run into a problem: I made a Color variable in the VFX Graph so I could change the color in the inspector, but when I connect it to color in the shader's Color field in the Bright Slash Output, the particle completely disappears. It's only when the color node is connected, however: disconnecting it brings the particle back, but with whatever the color set in the field is.
I had an issue with the shader graph not being visible in the drop down of available. Instead of creating a "blank shader graph" I had to "create URP shader graph -> Unlit". Just incase anyone else is having the same issue. Thanks for these walk through's GAP.
Great tutorials, thanks for all of them. But when I create Visual Effect it throws this error: "VFX Rendering requires compute shaders and compute buffer inputs at vertex stage (maxComputeBufferInputsVertex). No rendering will occur". I've searched about it but found nothing. HELP PLEASE! OS: Linux Editor version: 2022.2.20 Shader Graph, Visual Effect Graph and Universal RP installed and imported
I managed to create an amazing slash effect thanks to this tutorial. But the vfx stays at position 0,0,0 . Even changing it's own gameobject's position doesn't move it. What am I doing wrong? need help
Do you know how to create a cyber effect or a digital effect? If you could do this, would you tell me how to create the effects through meshes or only a particle system?
Hey. I have a question. The lighting (bloom), emissive doesn't work like intended, do you have any ideas why? It feels like it doesn't have any bloom at all, just flat color when it's over 1 value, should I enable PPV?
I'm at a bit of a loss. I dunno if it's too obvious or not. When did you actually tell the the script to instantiate the object in the proper position and rotation? Even when copy pasting what you did here, the visual effect is parented to the character, but it's not actually taking it's rotation or relative position of the character into account? ;S
English is not my mother language but I still love watching your video with some translation tools,I need to use blender and I wonder if I can import what I made in Unity into the blender.If I cant use blender to edit my VFX,it would be a problem for me:(
UV Mapping is super important, but if you follow the exact same steps i did in Blender you shouldn't have any problems. Basically the idea is that the UVs look like a square once you are in the Cylinder phase and select Nothing for Cap Fill Type.
@@GabrielAguiarProd Oh I see. I did not follow the exact steps in Blender and made my slash mesh with an extruded circle instead. I had to manually remap my UV to try and achieve the same results. Since my UV is a circle, I had to invert the colors in my shader graph such that the bright area are at the outer circumference, but it still works quite well.
Another great tutorial :) having problems with the voronoi, gone back over your video in different areas multiple times but for some reason the voronoi isn't displaying in the scene. thanks though love these videos and will be attempting the black hole one soon :D
Anyone else is having trouble loading characters into Mixamo? They come out so small or misaligned. Tried everything in blender and zbrush but just wouldn't work.
@@GabrielAguiarProd Hmmmm... I created an awesome character but now i need to rig it. I don't have money for fancy maya. Would you say Unity is good enough to make the skeleton in?
Your work is amazing! But what prevents me from buying your assets is that they don't support the built-in render pipeline. Hope you will optimize for it, or have versions for it. Aside from that, your effects are great looking!
For some reason the effect just isn't being created. Set up the graph as listed but throughout the whole creation process it's just not creating the damned effect.
This is awesome. I want something like this for my RPG game but from what i read online is that the performance for vfx graph isn’t as good as the particle system.
It's kinda the opposite. VFX Graph is faster compared to the Particle System. But it also depends if you are considering other platforms like mobiles. If you are then stick with the particle system since most mobiles doesn't support vfx graph.
I've tried to take this graph & model as base and tweak it for my needs and almost gone insane. Finally I understood that my primary issue (apart from being low-skill in shaders and particles/vfx) is default "Cylinder's" UV. Fuck this shit. Then I went to my 3D software and changed it to just a circular shape - from bottom to top - and now finally my torture is gone and I can do all fancy things I've wanted!
I am trying to get this to work in Unity 6 but everything is so different. The dark part of the slash is barely visible. I can't change the blendmode because the Shadergraph Mesh node doesn't have that field at all....
Now you can create some awesome Sword Slashes for your game! Hope you guys like it! Made available in the Asset Store: assetstore.unity.com/packages/slug/222901?aid=1100l3Jhu
Btw we have been developing a Metroidvania game called Rabbit's Tale and it's finally available for wishlist on Steam, go check it out: store.steampowered.com/app/1763860/Rabbits_Tale/
Gabriel, question for ya man if you can spare the time.... This slash visual effect is most circumferential, if you look at it top down most of the graphics cover the entire 360 degrees. How could I apply a mask in the shader so that most of the graphics are only displayed in the forward direction?
Is it completely cool that, using this tutorial, I adapt this to the characters' weapons? Not every character will be using a simple sword or whatever, but some will be using weapons like the Blades of Chaos from God of War for more reach. I might have to fiddle around making the effects meshes to make that last one work.
Okay never mind, jinx that. I'm going to work on trail effects for that.
Good to note that when you get to the edit key to 25 in the curve editor to hit F to zoom out. Thanks for the amazing tutorial! I'm liking VFX Graph more now.
Yes sometimes I mention that in some videos, thanks for pointing that out, may help someone!
Glad you are enjoying!
Thank u this saved me
I've been trying to create an effect exactly like this for the 2-3 days now you're the goat
I used the pixel slash effect that I made with reference to this video in the explanation video of my combo action.
Thank you for your always polite commentary videos.
Translated by Google Translate
Glad to help! :)
Why are you always making the tutorials I need.
hehe need anything else?
Really appreciate how you explain/show the commands and inputs you're using to do everything you're doing. Thanks!
You're very welcome! Glad it was helpful!
Thank you grabiel!
If we compare this tutorial with your older sword slash video, it is obvious that you got extremely better! congrats
Thanks!
For both side render: Make target URP(or build in) then sellect bothside in rendertype. And check support virtual graph checkbox.
Kendimi çok şanslı hissediyorum. İyi ki seninle tanışmışım. Ne kadar teşekkür etsem azdır. İyi ki varsın Gabriel kardeşim. ^^
Used google translate, you are very welcome brother! 💪
Glad my videos are being helpful. Stay well!
@@GabrielAguiarProd Thanks
This is exactly what I needed. Working on a DMC type game.
Oh then you are going to need a bunch of this :D
Love DMC
Sounds legit awesome. I intend to use the Weapon Trail tutorial for something similar to God of War.
I might also try this tutorial with weapons similar to Wolverine's claws. Obviously, three slash meshes, each instantiated as a separate thing in the VFX graph.
Obviously I'll have to scale the trail effects relative to each section of the chains of a Blades of Chaos or a Claws of Hades type weapon.
The comment above was a continuation of my first reply.
Thank you for your video lecture, for this video i can make VFX in my Skill and understand how it's work.
Glad to hear that!
I’ve been waiting for this! Thank you so much!!
Hope you like it!
If anybody is not seeing the slash animate the voronoi noise check the "always refresh" option under the "skybox, fog and various other effects" menu in the scene view
God bless you!
Dude!! This is an absolutely phenomenal tutorial. Even though I’m in Unreal Engine, this has given me a great idea about how to do the same in unreal..
I have been looking for a sword slash tutorial like this for ages. All tutorials are usually using weapon trails, which is a horrible and ugly way of doing it.. I have made my own system for sword slashes, but it is far from optimal.. This video is fantastic 👌
For the best weapon slash effects in any game, look up Genshin Impact, absolutely brilliant weapon slashes in that game..
Oh and one last thing.. Is it possible you create the same setup in unreal and make a video on that too? 😁 I’m not sure if you work in unreal too..
Anyways, thank you very much for this ❤️
Thank you! Glad you like it! Yeah Genshin Impact has some great VFX true.
Well I work in Unreal from time to time, but currently I'm not making content. Only Unity for now. I guess at least you can still extrapolate ideas from this tutorials to Unreal, hope it helps :)
@@GabrielAguiarProd yeah, the material concepts are the same in both programs it looks like.. I should be able to figure it out.. Thank you again 🙂
You got this! :)
thank you so much, for all your tutorials and time dedicated to this! I just love VFX and particle effects
You're very welcome! VFX is one of the best modern artforms, love it too :)
Really nice guide, thanks a lot
Great Video like always. Also you could leverage Animation Events instead of fiddling with delays.
Thanks, cool idea!
And then developers will look in which frame out of 100 animations there the event is not correctly forwarded to script (if it was not indicated in the dock if it exists at all: D)
@@Pahan75D1 Why 100 animations? This is a slash effect which most likely will only be used for slashes. You only have to go into your attack animations that have a slash and check there which would be around 5 animations probably. No game has 100 slash animations.
Daaang, that looks beautiful!
Thank you!
That is a nice slash effect. Good lesson.👍
Thank you! Cheers!
great tutorial however when you try to preview your work so far it works, yet for me when i click play on the visual effect graph nothing happens? any help?
i too am encountering this and would like help
did u had any answer?
Great technique, thanks! I was using something very similar, but 2D and without circlular mask. Time to upgrade. :)
why when I try look from the bottom side it's not the same as from the top??
around 4:30, on my end, nothing is showing up. I was using an older version of unity and it was a pink ring. I updated and now nothing at all shows up.
Using the Split node with the Color makes everything invisible for me, been watching a few times to make sure i followed the same steps, no luck. Is it possible because I am using URP?
Same thing happened to me. any luck so far?
I'm actually making a complete overhaul of the Devil May Cry games, I'm still in the planning stage though, but I'll give this tutorial a whirl for the effects of Dante and Vergil swinging their swords. Vergil will have two distinct slash effects, a navy blue and black swoosh effect for the scabbard, and a neon blue slash effect for the katana itself. Dante will just have red slashing effects through and through. Using VFX Graph, I'll put together the multiatab effects for Trillion Stabs.
In addition, Dante will have some fire effects when swinging his sword while Devil Trigger is active. As for Vergil, he will have some electricity effects.
*multistab
Me and my flippin typos...
Vergil's Mirage Blades will actually be a bigger issue. I need to work out how they should fade in and fly off a split second after they appear.
And since I'll only have fixed camera angles, there will be dedicated dodge controls
14:00 if I clicked at the bone, character is reset to t pose, how do I freeze the character?
13:43 my slash's position & scale won't move at all when I transform it
Like the judgment cut dmc3se gr8 i love it that's exactly what i want
Awesome, enjoy!
Dont know it it's mentioned in the comments but in newer verisions of blender the serch with space bar is replaced by F3
Just for the implementation in code you can use Animation Events and then set the vfx as direct child of a weapon and then activate/deactivate with that. Way more simple then your solution. Either way good job
Thanks for the tip!
great work as always, sadly using an animated voronoi is not performance friendly for mobile, but there might be some other alternatives around to try to get a similar effect, anyway thanks for everything
You are totally right. There's another way to avoid the Voronoi. You can use a texture and avoid the mask and voronoi at the same time, for example.
Love the tutorial, but I've run into a problem: I made a Color variable in the VFX Graph so I could change the color in the inspector, but when I connect it to color in the shader's Color field in the Bright Slash Output, the particle completely disappears. It's only when the color node is connected, however: disconnecting it brings the particle back, but with whatever the color set in the field is.
Hey bud, 'Add Angle' isn't in the VFX Graph anymore. What do I use instead?
Add Angle should be there, if not, search for the Angle keyword and see which one gest you the effect.
sorry to ask, is this method is the general approach to make a slash effect?,i. am new to it
Yep, pretty much.
I had an issue with the shader graph not being visible in the drop down of available. Instead of creating a "blank shader graph" I had to "create URP shader graph -> Unlit". Just incase anyone else is having the same issue. Thanks for these walk through's GAP.
You are more then welcome! Thanks for sharing a solution 👍
Great tutorials, thanks for all of them. But when I create Visual Effect it throws this error:
"VFX Rendering requires compute shaders and compute buffer inputs at vertex stage (maxComputeBufferInputsVertex). No rendering will occur". I've searched about it but found nothing.
HELP PLEASE!
OS: Linux
Editor version: 2022.2.20
Shader Graph, Visual Effect Graph and Universal RP installed and imported
You can simply apply shader smooth by right clicking the mesh in object mode
Oh thanks for the tip!
Looks really nice
Hello,I really enjoy your tutorial but I have a question bothered me.Can I import these VFX I made into the Blender?
@@Lancerphantom-g3y Glad you enjoyed. Nope. As far as I know you can’t import from Unity to Blender.
I managed to create an amazing slash effect thanks to this tutorial. But the vfx stays at position 0,0,0 . Even changing it's own gameobject's position doesn't move it. What am I doing wrong? need help
Hello! Can you please explain how to make this Slash appear only when the character is swinging the sword?
Can you make a tutorial how to make a wave projectile cause im confused how to make one or how it is being summoned
Great video as always
**Waiting for stab effect*
Noted!
Good lesson! Thanks!
But I don't understand, can I use this technique for mobile games?
Do you know how to create a cyber effect or a digital effect?
If you could do this, would you tell me how to create the effects through meshes or only a particle system?
Hey. I have a question. The lighting (bloom), emissive doesn't work like intended, do you have any ideas why? It feels like it doesn't have any bloom at all, just flat color when it's over 1 value, should I enable PPV?
Awesome! Keep it up.
Thanks! Will do!
Caceite! És tuga! XD good content videos! Keep up :)
Apanhaste-me!! Obrigado!
how to make a little bit particle after slash sir
Might consider using this soon as the tutorial is clean.
As soon as the tutorial clean?
@@GabrielAguiarProd Sorry, I meant the tutorial is easy to understand, I might try this out. I mostly just use sprites as effects for convenience
Oh I see :D
Yeah sometimes sprites are a quicker way to do things. Well hope it's useful! Have a great day!
I'm at a bit of a loss. I dunno if it's too obvious or not. When did you actually tell the the script to instantiate the object in the proper position and rotation? Even when copy pasting what you did here, the visual effect is parented to the character, but it's not actually taking it's rotation or relative position of the character into account? ;S
English is not my mother language but I still love watching your video with some translation tools,I need to use blender and I wonder if I can import what I made in Unity into the blender.If I cant use blender to edit my VFX,it would be a problem for me:(
Does UV mapping for the slash mesh affect how the shader looks? Any guide on how the UV mapping should be handled?
UV Mapping is super important, but if you follow the exact same steps i did in Blender you shouldn't have any problems. Basically the idea is that the UVs look like a square once you are in the Cylinder phase and select Nothing for Cap Fill Type.
@@GabrielAguiarProd Oh I see. I did not follow the exact steps in Blender and made my slash mesh with an extruded circle instead. I had to manually remap my UV to try and achieve the same results. Since my UV is a circle, I had to invert the colors in my shader graph such that the bright area are at the outer circumference, but it still works quite well.
A question - will I get access to all your vfx game assets if I support you on Patreon?
Depends on the tier, top tier will give you access to everything yes. The Level 3 tier will give you access to all the tutorials projects for example.
Thank you.
adding colro to the Output Particle MEsh isnt effecting the end result for me
Finally, can we change this work to build-in and use it?
It probably should work in the built-in render pipeline, as long as you can access Shader Graph OR code HLSL shaders.
Thank you for your quick response@@GabrielAguiarProd
Good vfx
The effect looks really good, but is kind of invisible when looking from behind. not sure how to fix that.
Oh make sure to select the Output Particle Mesh and set the Cull Mode to Off, so it renders both faces of the mesh.
how can I exactly do that? I see no option of setting Cull mode off
@@GabrielAguiarProd
Another great tutorial :) having problems with the voronoi, gone back over your video in different areas multiple times but for some reason the voronoi isn't displaying in the scene. thanks though love these videos and will be attempting the black hole one soon :D
Same problem. Did you figure it out? I am using URP, everything was working until I added the color
@@ultravires385 Na sorry bud, Im using HDRP though, so im certain thats where my problems are. (Cant change because its for a group project)
Do you have any swords clash effects (sparks)?
why my slash mesh with shader not moving?
+how in shader
very good video and explanation and graphics and physics and code and tutorial. had to subscribe..
Awesome, thank you!
Would like to see a video tutorial about yellow monsters eyes smoking or trails as elden ring.
Anyone else is having trouble loading characters into Mixamo? They come out so small or misaligned. Tried everything in blender and zbrush but just wouldn't work.
It happened to me too when creating this video. Thought it was my character. You are not alone! lol
@@GabrielAguiarProd Hmmmm... I created an awesome character but now i need to rig it. I don't have money for fancy maya. Would you say Unity is good enough to make the skeleton in?
Is it possible to add this to a vrchat avatar
muito legal gabriel . da ate medo de tentar XD
Força tu consegues!
Your work is amazing! But what prevents me from buying your assets is that they don't support the built-in render pipeline. Hope you will optimize for it, or have versions for it.
Aside from that, your effects are great looking!
Totally understandable. Maybe in a not so far future, I will try to adapt some of the best VFX to the built-in render pipeline :)
@@GabrielAguiarProd Looking forward to that! I'll be one of the very first buyers!
To be fair, I don't think VFX Graph fully supports the Built-in RP
that is epic but how do u make it follow the animation timing
You can watch the "end" of the tutorial, where I give an overview of how you can properly time it with the animations.
@@GabrielAguiarProd thank you
i can't find the graph inspector, what i do? :c
What's the unity version you are using? There should be a button inside Shader Graph on the top-right corner.
Thank you for tutor, you prove voronoi is better.
did you make it in Unity free or pro version?
You can follow this and do stuff like this in any Unity version btw. I don't recall which one I used at the time, but it's doable in all versions.
For some reason the effect just isn't being created. Set up the graph as listed but throughout the whole creation process it's just not creating the damned effect.
Do not use Maya, for some reason I get a full cylinder render instead of a slash.
aaaaaa back when unity was free 🙂
... it is free?
I wish this tutorial was made in UE5 :(
It will be available for UE5 too :)
@@GabrielAguiarProd Thank you^^
Water Splash pls
Yeah maybe in a near future, thanks for the suggestion.
@@GabrielAguiarProd thanks 🙏
This is awesome. I want something like this for my RPG game but from what i read online is that the performance for vfx graph isn’t as good as the particle system.
It's kinda the opposite. VFX Graph is faster compared to the Particle System. But it also depends if you are considering other platforms like mobiles. If you are then stick with the particle system since most mobiles doesn't support vfx graph.
@@GabrielAguiarProd ok. Thank you for explaining
👍
👍
Work for me for free
I've tried to take this graph & model as base and tweak it for my needs and almost gone insane.
Finally I understood that my primary issue (apart from being low-skill in shaders and particles/vfx) is default "Cylinder's" UV. Fuck this shit. Then I went to my 3D software and changed it to just a circular shape - from bottom to top - and now finally my torture is gone and I can do all fancy things I've wanted!
Why are you always making the tutorials I need.
I dont get the Shader Graph field in the Output Mesh node, even after enabling the experimental stuff in the preferences. Please help :(
I am trying to get this to work in Unity 6 but everything is so different. The dark part of the slash is barely visible. I can't change the blendmode because the Shadergraph Mesh node doesn't have that field at all....