Love how this one turned out, probably one of my favourite effects I've done! 😱😱😱 Now on the UAS: assetstore.unity.com/packages/vfx/vfx-graph-stylized-slashes-vol-1-250426?aid=1100l3Jhu Let me know if you wanna see more effects recreated from games!🔥🔥🔥 Btw check out this cool Stylized Explosion course: www.udemy.com/course/visual-effects-for-games-in-unity-stylized-explosion/?couponCode=17.99_UNTIL_20-09
Love your videos. I have a request. Can u do a Fractured Object effect tutorial using Shader Graph (URP)? like this one - ua-cam.com/video/hzYQgGFIAAc/v-deo.html
Mostly because it's easier to integrate with Shader Graph when compared to the Particle System (shuriken). VFX Graph will eventually work on mobile (and all low-end platforms via CPU), currently it's only supported on high-end mobiles with a good GPU.
Great job !! This one has a lot of view. Might bea good idea to keep doing LOL ultimates. They will be definitely appreciated by the community !! Amazing Gabi!
for anyone who cannot apply the shader graph to output, you need to enable some VFX settings in Edit > preferences > visual effects > Improved shader & experimental operators & experimental shader
Might not be useful for you but for future people, you have to uncheck the UV -> Constrain to Image Bounds then you can rotate it and then turn it back on.
Hello, I cannot add my "kassadinShader_tut" file into "shader graph" because I do not see the panel that says "support vfx graph". Can you help me please:'j -Minute 15:12
Good time of day. A wonderful instructional video understandable even to a beginner in vfx. Tell me where to get such a dark scene? The standard urp scene seems too light for effects
I love VFX but I just haven’t gotten the chance to practice them yet. One day I will dedicate a week or so to just learn how to create beautiful effects with VFX Graph using your tutorials as a guide. One thing I’d like to ask out of curiosity, at 18:58 you use G from the split not. Why though? What happens if you use the other ones?
With UVs, the Green channel goes from 0 to 1 vertically - take a look at the preview for the UV node: On the left side, the lowest pixel is black (R=0, G=0, B=0). As you go higher, it becomes green (0, 1, 0). Similarly, the Red channel can be used horizontally. Along the bottom it goes from black (0,0,0) to red (1,0,0). The top right pixel is yellow, which is (1,1,0). Very useful for shaders! In this case, the UV green channel is being added to the simple noise, so the result is simple noise that gets brighter from bottom to top. The result is white instead of green because instead of adding 3 values together (RGB), the Add node is only adding single values (Just "G", + the simple noise value) every pixel in a range from 0=black to 1=white. You can imagine that if you were to use the red channel, it would instead get brighter from left to right. A lot shader tricks involve doing math with the RGB channels ("vector3") in creative ways, and this is a great example of it
Great video, I'm using your channel to learn VFX and it's really helpful. I have a question that's been bothering me and I couldn't find its exact implementation anywhere. Let's say I've created Kassadin slash and integrated it into my character (let's say VFX is spawned when I press space), how can I calculate whether or not it hit an enemy when used? Should I place a hidden object and check for collisions, or use something like raycasting, what is the best practice? If you could explain it, I would appreciate you. Thanks
there's a few options you could use. an invisible object is probably the simplest approach. for my game using this i have an empty gameobject in front of my character that has a BoxCollider component on it that's about the same shape as the slash. when you use your ability, it applies damage to any entities in the trigger area. hope that helps you or anyone else seeing this later on!
Gabriel it is posible to work with morphers? like wings unfolding or a box bouncing like in crash bandicoot i never seen anything like that with vertex animation or how shaders or vfx would interact with that.
@@GabrielAguiarProd i had checked to no avail but a friend showed me i needed to swap the packes over to the "Unity Registry" not the project, and thats the step i had missed
I would very much like to see in your performance the implementation of the foam(Froth) flow, when the particles LAYER on top of each other, forming, for example, a wall.
@@GabrielAguiarProd I found out my problem ! The mesh was in Unity and I could use it, simply Unity had renamed it "Cylinder" so I mistook it for a default Unity Mesh
I was going to ask that as well. Especially since its not set to be double sided, the bottom side of the mesh is being culled completely. The only thing I can imagine is that having the front end round down, it looks better than being clipped by the mesh. But I would prefer another soft mask to multiply the alpha around the mesh anyway, since the textures hit the edge of the mesh and get clipped
Bilgilendirme için teşekkürler. Harika bir video olmuş. Yakında çizim tableti satın alıp kurslara başlayacağım. Şimdiden sabırsızlanıyorum... ^^ Son olarak ''Genshin Impact'' tarzı görsel efekt yapar mısın?
Hello, I love your tutorials!! Is it possible to make VFX in unity and then use them inside of Blender? I have never found tutorials as easy to follow as yours on the Blender side!
Yea dont get that. Why does his Unity look totally different to mine. At 6:30 he already has the full set up for a project and im sitting here with nothing. Holy. Makes me so angry.
What setup? A Plane for the ground and a Cube? The only implied thing you need is Visual Effect Graph from the Package Manager, but that is explicit in the title. The rest is all there my friend, just breath in, this is some advanced sh*t, so go easy on you.
Amazing work Gabriel! 1 Advice for a thumbnail (I M O) is to place the League Of Legends Logo. Just to make it a bit more funky :) It will result in more CTR I think. GOOD JOB and keep up the good work . Amazing!
Love how this one turned out, probably one of my favourite effects I've done! 😱😱😱 Now on the UAS: assetstore.unity.com/packages/vfx/vfx-graph-stylized-slashes-vol-1-250426?aid=1100l3Jhu
Let me know if you wanna see more effects recreated from games!🔥🔥🔥
Btw check out this cool Stylized Explosion course: www.udemy.com/course/visual-effects-for-games-in-unity-stylized-explosion/?couponCode=17.99_UNTIL_20-09
Love your videos. I have a request.
Can u do a Fractured Object effect tutorial using Shader Graph (URP)?
like this one - ua-cam.com/video/hzYQgGFIAAc/v-deo.html
Pls answer us why you make them all in VFX graph , it is impossible to use it in mobile right ? It is possible to use only in PC games yes ?
Mostly because it's easier to integrate with Shader Graph when compared to the Particle System (shuriken).
VFX Graph will eventually work on mobile (and all low-end platforms via CPU), currently it's only supported on high-end mobiles with a good GPU.
Oh yeah I see, pretty cool idea.
@@GabrielAguiarProd Maybe you know when? Is it official information?
Amazing how much work goes into making one ability. Insanely cool!
I'm starting in VFX for videogames and your channel is truly helpful. Thanks for the good content!
Hope you can get a cool job as a VFX Artist (they are on high demand)! Good luck!
Great job !!
This one has a lot of view. Might bea good idea to keep doing LOL ultimates. They will be definitely appreciated by the community !! Amazing Gabi!
wow ..the best effect i seen for UNITY .. very good..
More League of Legends style VFX plz, these are in high demand!
I would love to see you have a go at one of the Lost Ark Ultimate ability VFX, they are very impressive
Just bought your Kassadin Slash asset on Unity. It is wonderful it saved me a lot of time :) Though I hate taxes in India XD
for anyone who cannot apply the shader graph to output, you need to enable some VFX settings in Edit > preferences > visual effects > Improved shader & experimental operators & experimental shader
been a while since I used Unity, and after watching this I won't be going back into it. Making a game is just too complicated for me 😂😂
Not graphic designer but daymn bro thats hot. super cool shit
Hello! I'm having trouble at 3:00 - my UVs will not rotate at all. Any idea what I might be doing wrong?
Might not be useful for you but for future people, you have to uncheck the UV -> Constrain to Image Bounds then you can rotate it and then turn it back on.
Awesome effect 😮🤩 Thank you for sharing!
such a good content. ım really enjoyed while watch
Hello, I cannot add my "kassadinShader_tut" file into "shader graph" because I do not see the panel that says "support vfx graph". Can you help me please:'j -Minute 15:12
Good time of day. A wonderful instructional video understandable even to a beginner in vfx. Tell me where to get such a dark scene? The standard urp scene seems too light for effects
dude your videos are the best.
I love VFX but I just haven’t gotten the chance to practice them yet. One day I will dedicate a week or so to just learn how to create beautiful effects with VFX Graph using your tutorials as a guide. One thing I’d like to ask out of curiosity, at 18:58 you use G from the split not. Why though? What happens if you use the other ones?
With UVs, the Green channel goes from 0 to 1 vertically - take a look at the preview for the UV node: On the left side, the lowest pixel is black (R=0, G=0, B=0). As you go higher, it becomes green (0, 1, 0). Similarly, the Red channel can be used horizontally. Along the bottom it goes from black (0,0,0) to red (1,0,0). The top right pixel is yellow, which is (1,1,0). Very useful for shaders!
In this case, the UV green channel is being added to the simple noise, so the result is simple noise that gets brighter from bottom to top. The result is white instead of green because instead of adding 3 values together (RGB), the Add node is only adding single values (Just "G", + the simple noise value) every pixel in a range from 0=black to 1=white. You can imagine that if you were to use the red channel, it would instead get brighter from left to right. A lot shader tricks involve doing math with the RGB channels ("vector3") in creative ways, and this is a great example of it
@@pufflesrock09 oh it is like a vector 2
Very well explained @pufflesrock09 👏👏
Estes vídeos são incriveis!!!
Continua o bom o trabalho!
Obrigado! 💙
good video, do you have another video to make the particles at the end? ty ^^
I have a question🙋❓
Which is light weight (according to memory usage) to use in game, texture vs procedural nodes ?
It's textures, definitely, They have a predetermined size that doesn't require any additional computation elements while the procedural one does.
14:46 in shader window, when i put in the "Split" between "Multiply" and "Frament", than Main Preview will be unable to display, why ?🤔
Could be a bug, could be normal depending on all the properties values and textures.
@@GabrielAguiarProd thanks i will try
😇
15:48 u can set clamp in shader graph.
You are right, forgot about it. Thanks for the tip!
I was going to sleep but I guess I have to postpone it for the next 24 minutes
Me too bro
Me too tf
Great video, I'm using your channel to learn VFX and it's really helpful. I have a question that's been bothering me and I couldn't find its exact implementation anywhere. Let's say I've created Kassadin slash and integrated it into my character (let's say VFX is spawned when I press space), how can I calculate whether or not it hit an enemy when used? Should I place a hidden object and check for collisions, or use something like raycasting, what is the best practice? If you could explain it, I would appreciate you. Thanks
there's a few options you could use. an invisible object is probably the simplest approach.
for my game using this i have an empty gameobject in front of my character that has a BoxCollider component on it that's about the same shape as the slash. when you use your ability, it applies damage to any entities in the trigger area. hope that helps you or anyone else seeing this later on!
Parabéns pelo trabalho! ta brutal
When I make a Vissual effect Graph I dont see any particles when i drag the VFX in the Hierarchy
Gabriel it is posible to work with morphers? like wings unfolding or a box bouncing like in crash bandicoot i never seen anything like that with vertex animation or how shaders or vfx would interact with that.
good work.
When I import texture in texture 2D still its showing blank white in sample texture how to I fix it?
Incredible work, and excellent video to boot. Subbed!
Thanks and welcome!
i love how helpful these SEEM
Bu tmy units does not that the "visual Effects" option in the create menu
Make sure you install it in the Package Manager.
@@GabrielAguiarProd i had checked to no avail but a friend showed me i needed to swap the packes over to the "Unity Registry" not the project, and thats the step i had missed
15:12 'de benim Output Particle Mesh'te Shader Graph parametrem yok nasıl çözebilirim ?
Turn on Experimental Operators/Blocks in Edit>Preferences>Visual Effects
@@GabrielAguiarProd thank you so much, this tutorial is amazing
You are fcking amazing, this is exactly What I was looking for!
Glad I could help!
I would very much like to see in your performance the implementation of the foam(Froth) flow, when the particles LAYER on top of each other, forming, for example, a wall.
Shader Graph doesn't appear in the Output Particle Mesh for me, but everything else works fine.
Make sure to turn Experimental Operators/Blocks in Edit>Preferences>Visual Effects.
My mesh is not visible to select output particle mesh, what should i do ?
Yeah same :/
Make sure you export has an fbx file to your unity project. Then set the scale factor to 100.
@@GabrielAguiarProd I found out my problem ! The mesh was in Unity and I could use it, simply Unity had renamed it "Cylinder" so I mistook it for a default Unity Mesh
what is the purpose of the mesh wrapping around completely?
I was going to ask that as well. Especially since its not set to be double sided, the bottom side of the mesh is being culled completely. The only thing I can imagine is that having the front end round down, it looks better than being clipped by the mesh. But I would prefer another soft mask to multiply the alpha around the mesh anyway, since the textures hit the edge of the mesh and get clipped
this video was really well explained, but how did you add the spark effects? I think they added a very nice touch
hello thank you for this tutorial its very nice. could you make a tutorial on how to make muzzle flash for weapons?
Thank you! Sure I actually already have one done: ua-cam.com/video/sgBbnF3r60U/v-deo.html
Bilgilendirme için teşekkürler. Harika bir video olmuş. Yakında çizim tableti satın alıp kurslara başlayacağım. Şimdiden sabırsızlanıyorum... ^^
Son olarak ''Genshin Impact'' tarzı görsel efekt yapar mısın?
Thank you! Yes 'Genshin Impact has a very interesting collection of Visual Effects, I have to find one that stands out and recreate it here.
@@GabrielAguiarProd Teşekkürler. I'm waiting impatiently. ^^ 🙂
Hello, I love your tutorials!! Is it possible to make VFX in unity and then use them inside of Blender? I have never found tutorials as easy to follow as yours on the Blender side!
Its not possible, you have to re-create on blender
Why do you use this cylinder thing for your mesh? Wouldn't a pizza slice mesh be mush more efficient?
Because it's easier to setup the UVs and explain them in a short video.
Nice
how to install vfx control that you use in this video?
You can install VFX Graph by going to Window>Package Manager>Unity Registry and install Visual Effect Graph.
@@GabrielAguiarProd Thanks
it's like sven great cleave from dota
22:50
Bautiful
Good video!!!!!
Thanks!
Muito bom mano, você é brasileiro?
Português eu acho
Sim português! 👍
how to make glow?I cannot make glow like that
Try addin a Global Volume with Bloom!
please make sett w vfx
His Ultimate is also pretty sick 😍
Gostei bastante do video, so percebi no fim que eras pt ahah
Riot need you
Can you do all these vfx tutorials but for blender please ? At least a paid course ....
Probably not, this is mostly focused on Unity. But who knows in the future. Thanks for the suggestion anyway.
SUPRAAAAAAAAAAAAAAAAAAAAAAAAAA
ong the kardashian slash
😂😂😂
hdrp?
URP, but the process is pretty much the same in HDRP.
If u give it fire colors then it is look like annie w
:3
Yesss it does haha
Yea dont get that. Why does his Unity look totally different to mine. At 6:30 he already has the full set up for a project and im sitting here with nothing. Holy. Makes me so angry.
What setup? A Plane for the ground and a Cube? The only implied thing you need is Visual Effect Graph from the Package Manager, but that is explicit in the title. The rest is all there my friend, just breath in, this is some advanced sh*t, so go easy on you.
Amazing work Gabriel!
1 Advice for a thumbnail (I M O) is to place the League Of Legends Logo. Just to make it a bit more funky :) It will result in more CTR I think. GOOD JOB and keep up the good work . Amazing!
Thanks for the idea!
I was really angry when I worked with Blender part. All this mesh manipulations are terrible. Nevertheless, this video lessons are very useful.
what did i just watch?
create morde ult
that is probably more complicated because is like a post process effect that affect all the camera view with different tint and particles.