Hello! Could you make a video about shader which blend mesh and terrain? It's very difficult to find good tutorial, but when you explain it makes very easy :) Thanks!
Is it possible to only show this effect around intersections with a object in a certain layer? Or any way to limit the amount of objects it works with?
heyhey! first off, great video, well explained and paced well enough that it's followable but not slow. this has been the closest I could find to getting what I want, but it's still only the edges - how could I go about having the glow effect at the edge of any intersecting object? basically, I have a large object where I want the edges of any objects inside of it to "glow" like the borders do here. it's to mimic the effect of a camera flash, where the areas being hit by the light from a specific point gets lit up. but I need to do it through an intersect shader, as I specifically want it to only happen to what's on screen - the flash should stay for some time during which the parts that weren't on screen during it don't get lit up even if they appear in view after. but with this shader, it only checks at the edge of the object that has the shader.. is there a way to make it render the effect over the entire intersected area?
Hi there, Nice tutorial as always! Would you be able to say how would you adjust it (or make it different if you wanted to apply a similar effect but to an opaque object with textures? Imagine you have a stone pillar inside lava, the stone pillar's edge near the water would be brighter because it's very hop and moulted (like iron getting out of the forge) Many thanks in advance.
This is great! I have a question though: is it possible to get a color from intersecting geometry? To get a nice blend between objects around the edges? I'm thinking rock on a green surface representing ground. Rock is using this effect, and the intersection on the rock is taking color from the ground?
Perhaps it's because you placed the last "Subtract" node into the "Ambient Occlusion" input instead of the "Alpha" input. If you can't find the "Alpha" input, you should navigate to the "Graph Settings" within the "Graph Inspector" located in the upper right corner. Here, you should modify the "Surface Type" to "Transparent." Hope this helps!
When you show the cubes sinking into the floor, I kept imagining some badass boss smirking with his arms crossed sinking into the floor after giving you some major burn. XD
Probably I have a demo up and running of some projectiles that use this exact same technique for impacts: gabrielaguiarprod.itch.io/unique-projectiles-vol-3
@@GabrielAguiarProd That was created in ShaderGraph? I'm tried to do this, but it's just not working no matter what. Results are... very weird. Even if i just trying to apply depth data as albedo map. =/
@0:56 in that you turned on 'Depth Texture' and 'Opaque Texture' in the render pipeline settings for URP... im currently making a project in HDRP but i cant find the same options for HDRP... any solutions please
Make Sure the reference of the MainTex is _MainTex. If there isn't a property named MainTex create a Texture2D, name it MainTex and double-check the reference is _MainTex
Nice tutorial, Gabriel. I have a problem regarding creating a rapier pierce effect. My effect needs to have a different color for the head and trail, even though they use the same mesh. I don't know how to achieve this. Thank you for your hard work.
You can create a gradient via shader. Here's two examples: Stylized Trails: ua-cam.com/video/wvK6MNlmCCE/v-deo.html 2D Gradients: ua-cam.com/video/O62Iio-Qvjs/v-deo.html
do morphers or shape keys work with vertex offset effects?. Let say a hand changing shape can u apply some kind of effect? or it will keep the original vertex pose of the mesh. Great tutorials !!!
Hi, I want to make blend transition, so I had my intersection shader which runs but just with opaque objects that can seen on camera. I want to make this effect with an object that doesnt seen on camera. How can I do that?
hi, I would like to make a shader to merge one or more 3D meshes when they intersect and unmerge them when they move away, similar to the metaball effect, do you have some tutorial or unity asset pack for this?
How many times do I say "depth"? 🤔 Here's what can be done with this, a Terrain Scanner: ua-cam.com/video/9DshpqhKDz0/v-deo.html Here's some resources I collected while doing this video: Scene Depth: docs.unity3d.com/Packages/com.unity.shadergraph@6.9/manual/Scene-Depth-Node.html Screen Position: docs.unity3d.com/Packages/com.unity.shadergraph@6.9/manual/Screen-Position-Node.html Eye Space: forum.unity.com/threads/what-is-eye-space-in-unity-shaders-nb-its-not-view-space.797775/ Scene Depth Explanation: www.reddit.com/r/Unity3D/comments/jqpvx4/an_explanation_of_the_scene_depth_node/
i'm a bit confused on how to use this effect on a fbx with it's own material. Since the shader graph uses transparency how could you have your object with its own texture and this effect on top ?
hi, i want to ask about your course on udemy,. I'm confused to choose which one 1. visual effects for game unity 2. unity vfx graph I am very beginner, which of your two courses should I choose first?
i tried to use this in my project and after folowing every single step my result is not even close. its just not working. i have a massive bloom effect and thats it. also i dont understand what the hell, my screen position has to do with this effect.
not shure why noone mention it. but after the moment he is using remap to "invert" nothing works annymore. i thought from the first moment thats a strange idea to invert the effect. but why its working for him?
Appreciate the extra visualizations. Your tutorials are very intuitive!
Just the effect I wanted to learn more about for a current project, thanks! Keep up the awesome, easy to follow tutorials.
Thanks, perfect! Glad I can help 👍
You are the VFX GOAT. You're helping make my game jam project come to life! tysm
Gabriel, your content is so so so good man
Thank you ❤️
Loved your tutorial. Simple and straightforward.
congrats on getting publisher of the week!
Thank you! ❤️
Thank you very much it's what I was looking for!
Glad I could help!
Muito obrigado pelo conteúdo, amigo.
Hello! Could you make a video about shader which blend mesh and terrain? It's very difficult to find good tutorial, but when you explain it makes very easy :) Thanks!
thank you !
Very smart, ty man ❤
I just find it so satisfying when something is that easy to do in shader graph. Unlike custom shadows, what a pain in the ass.
Is it possible to only show this effect around intersections with a object in a certain layer? Or any way to limit the amount of objects it works with?
❤❤ now in Unreal please :D
A sacanagem é ter um dos maiores mestres dos Shader da Unity com tutoriais que valem ouro, só falando em inglês kkkkk
Ainda bem que sabemos inglês
@@usercontent2112 The Book is on the Table Matter!!
heyhey!
first off, great video, well explained and paced well enough that it's followable but not slow.
this has been the closest I could find to getting what I want, but it's still only the edges - how could I go about having the glow effect at the edge of any intersecting object?
basically, I have a large object where I want the edges of any objects inside of it to "glow" like the borders do here. it's to mimic the effect of a camera flash, where the areas being hit by the light from a specific point gets lit up. but I need to do it through an intersect shader, as I specifically want it to only happen to what's on screen - the flash should stay for some time during which the parts that weren't on screen during it don't get lit up even if they appear in view after. but with this shader, it only checks at the edge of the object that has the shader.. is there a way to make it render the effect over the entire intersected area?
Do you know how you could make this work when using an orthographic camera? It just disappears for me.
Wooooooow!!! Thank you so much!!
5:00 got something else... no glow effect on top, no emission like that, after finishing whole graph still nothing looks like that
Hi there, Nice tutorial as always!
Would you be able to say how would you adjust it (or make it different if you wanted to apply a similar effect but to an opaque object with textures?
Imagine you have a stone pillar inside lava, the stone pillar's edge near the water would be brighter because it's very hop and moulted (like iron getting out of the forge)
Many thanks in advance.
This is great! I have a question though: is it possible to get a color from intersecting geometry? To get a nice blend between objects around the edges? I'm thinking rock on a green surface representing ground. Rock is using this effect, and the intersection on the rock is taking color from the ground?
Hello! Amazing video 🙂 Very inspiring! Does this work in VR for standalone VR headsets?
the effect didnt work for me !! even at [4:26] why ??
Perhaps it's because you placed the last "Subtract" node into the "Ambient Occlusion" input instead of the "Alpha" input. If you can't find the "Alpha" input, you should navigate to the "Graph Settings" within the "Graph Inspector" located in the upper right corner. Here, you should modify the "Surface Type" to "Transparent." Hope this helps!
When you show the cubes sinking into the floor, I kept imagining some badass boss smirking with his arms crossed sinking into the floor after giving you some major burn. XD
Hi, very insightful!
Would it be hard to make objects with this shader to intersect with themselves?
I can't find a way.
im trying to do this too since the zwrite on fix for transparent shaders doesnt work in 2022
Will it work in WEBGL builds?
Probably I have a demo up and running of some projectiles that use this exact same technique for impacts: gabrielaguiarprod.itch.io/unique-projectiles-vol-3
@@GabrielAguiarProd That was created in ShaderGraph? I'm tried to do this, but it's just not working no matter what. Results are... very weird. Even if i just trying to apply depth data as albedo map. =/
@0:56 in that you turned on 'Depth Texture' and 'Opaque Texture' in the render pipeline settings for URP... im currently making a project in HDRP but i cant find the same options for HDRP... any solutions please
I'm really appreciate your video. I want to run it in webgl. but when I build to web, the shader doesn't work😢. Do you know why?
Make Sure the reference of the MainTex is _MainTex. If there isn't a property named MainTex create a Texture2D, name it MainTex and double-check the reference is _MainTex
You should use more color in your example scene. Right now everything is gray and it's hard to see what's going on.
so, is there a way to get this to work in the source engine?
Nice tutorial, Gabriel. I have a problem regarding creating a rapier pierce effect. My effect needs to have a different color for the head and trail, even though they use the same mesh. I don't know how to achieve this. Thank you for your hard work.
You can create a gradient via shader. Here's two examples:
Stylized Trails: ua-cam.com/video/wvK6MNlmCCE/v-deo.html
2D Gradients: ua-cam.com/video/O62Iio-Qvjs/v-deo.html
@@GabrielAguiarProd Thank you very much. You have helped me a lot.
do morphers or shape keys work with vertex offset effects?. Let say a hand changing shape can u apply some kind of effect? or it will keep the original vertex pose of the mesh. Great tutorials !!!
Hi,
I want to make blend transition, so I had my intersection shader which runs but just with opaque objects that can seen on camera. I want to make this effect with an object that doesnt seen on camera. How can I do that?
hi, I would like to make a shader to merge one or more 3D meshes when they intersect and unmerge them when they move away, similar to the metaball effect, do you have some tutorial or unity asset pack for this?
man, you super. ı love you.
How many times do I say "depth"? 🤔
Here's what can be done with this, a Terrain Scanner: ua-cam.com/video/9DshpqhKDz0/v-deo.html
Here's some resources I collected while doing this video:
Scene Depth: docs.unity3d.com/Packages/com.unity.shadergraph@6.9/manual/Scene-Depth-Node.html
Screen Position: docs.unity3d.com/Packages/com.unity.shadergraph@6.9/manual/Screen-Position-Node.html
Eye Space: forum.unity.com/threads/what-is-eye-space-in-unity-shaders-nb-its-not-view-space.797775/
Scene Depth Explanation: www.reddit.com/r/Unity3D/comments/jqpvx4/an_explanation_of_the_scene_depth_node/
hi! if it possible to do seamless shader for the orthographic camera?
Hi could you make a tutorial on stand energy effect from jojo?
i'm a bit confused on how to use this effect on a fbx with it's own material. Since the shader graph uses transparency how could you have your object with its own texture and this effect on top ?
Use the alpha value from the transparency in the shader as a blend between two different shaders or between two different effects
You seem to fundamentally misunderstand how shaders work.
hi, i want to ask about your course on udemy,. I'm confused to choose which one
1. visual effects for game unity
2. unity vfx graph
I am very beginner, which of your two courses should I choose first?
I would go for the first one as it is a but more suitable for beginners and you get really nice results
i tried to use this in my project and after folowing every single step my result is not even close. its just not working. i have a massive bloom effect and thats it.
also i dont understand what the hell, my screen position has to do with this effect.
not shure why noone mention it. but after the moment he is using remap to "invert" nothing works annymore.
i thought from the first moment thats a strange idea to invert the effect.
but why its working for him?
Can someone explain me how to do this in blender? 😅
please, we want interactive grass
i really like effects from quantum break watch?v=KRNJ_XNSHP4 i like how the distortion changes the environment hope to see something like it