Embers Shader (No Sprite Sheets) | ShaderGraph Unity Tutorial

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  • Опубліковано 6 лип 2024
  • Learn how to create an Embers shader that doesn't require a sprite sheet or external texture! We'll be using automatically generated tri-mapped noise to create this effect.
    This is a more advanced shader. If you were struggling to keep up, you may consider my ShaderGraph course: 🌟www.gamedev.tv/p/unity-shader... where I cover all of these nodes in more detail and with more examples.
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    👨‍💻 As always, all code from this video is available on GitHub: github.com/llamacademy/shader...
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    Chapters:
    00:00 Quick Overview & Package Versions
    00:45 Create the Shader
    01:15 Initial Variables & Graph Settings
    02:00 Scrolling Noise 1 & Color
    04:45 Scrolling Noise 2 & 3
    07:05 Pulsing Flame Intensity
    08:22 Refine the Pulsing
    08:53 Try Out Other Shapes
    11:00 Final Demo, Closing Thoughts, & How You Can Support LlamAcademy

КОМЕНТАРІ • 4

  • @dertobbe1176
    @dertobbe1176 8 місяців тому +2

    For an easy and neat effect just draw a white flame in paint or whatever. Connect time to offset and let it uv a simple noise in about 20 scale. Take the output and uv it in a sample texture. If you dont want to, uv it just in some shape and. Connect alpha (clipping). From here in add what ever colors you want. For example make 3 different layers ik yellow, Orange and red. Connect to emission and so on. It's easy to make and looks awesome

    • @LlamAcademy
      @LlamAcademy  8 місяців тому +1

      Cool idea, thanks for sharing!

  • @chanukyamahidhar1685
    @chanukyamahidhar1685 8 місяців тому

    Hey @LlamAcademy.There arent enough tutorials on applying physics(like applying for when collided) to the AI Agents.Its great if you make effort to give some solutions to this.

    • @LlamAcademy
      @LlamAcademy  7 місяців тому

      I have a topic in the backlog of videos to cover something like adding knockback to a NavMeshAgent. Generally, the process is just to disable the NavMeshAgent, apply whatever physics you would like, delay for some time, do NavMeshAgent.Warp() to their current position, and re enable the NavMeshAgent.