You can create some pretty cool stylized fires with this technique, hope you enjoy it! Btw, it's now available in the Asset Store: assetstore.unity.com/packages/slug/207167?aid=1100l3Jhu Learn more about VFX Graph with this short course. Here's a voucher: www.udemy.com/course/unity-visual-effect-graph-beginner-to-intermediate/?couponCode=17.99_UNTIL_20-09
For those using Unity 2023 there are some changes you need to make to accomplish this. 1. 6:00 since Visual Effect is deprecated, use your render pipeline (Universal in my case), then scroll the graph inspector to the bottom and enable “Support VFX Graph” If you can’t see the shader in VFX graph you need to enable this. 2. 7:33 if your black background didn’t disappear, go to the VFX Graph, click on the Output Particle Quad and change the surface type to transparent. I also had to play around with the “Alpha Clip Threshold” in the shader so it wasn’t cutting off too much of each particle.
I wish you didn't skip over the floats you add last because a) You add more than you show in the video, such as FlamesVelocity where you don't show the additional values you adjust. b) This is very handy to be able to adjust in the inspector. c) I don't know why but for some reason when I try to mimic, the flames and the smoke becomes reversed and I have some sort of demonic implosion happening. Other than that, great video. I feel like the first caveman who discovered fire :D
Voronoi is very computationally intensive among all kinds of popular noise even by modern console standard. Only use real-time voronoi when you absolutely cannot find any alternative to achieve the similar result (most preferably by scrolling a noise texture as we all have been doing for decades. This good old practice is still a thing in 2021 3A titles).
when i used the voronoi it made black smugges on my texture rather than gaps. Do i need to ajust the alpha or something? my texture is just a png i made in aseprite.
I have a problem: At the 6:55 mark, I am not able to select the fire shader to use as the shader graph for the output particle quad. I have enabled experimental blocks in my preferences, but it not only won't show up when I click the circle, but I am unable to drag and drop from the inspector to link it. Edit: for those of you who come in the future and, like me, struggle with basic instructions. It was because I hadn't saved shader graph. You need to save it. I spent like 45 minutes on this before I made this comment, and then several more minutes of frustration before I noticed the damn save button, clicked it, and it worked.
I would Like to know the Post-Processing settings to get the fire to look that good, I managed the particle system but it just looks bland for me or is there another way to get it to look better? I am using URP
I wonder why games don't use these kind of effects. Even in realistic games. Usually the fire is a very plain bare orange with a lot of pale yellow done in round balls floating. Just adding the starch black would improve a lot. Some TF2 effect mods showcase how effective and beautiful it is.
I made the same things until 7:18 and the fire color is not bright as in the video (it simply remains its white color and if I change the color to yellow it becomes matt yellow).
Well, there is but it's available on Patreon. In case you are still interested, you will also get access to plenty of assets: www.patreon.com/posts/vfx-graph-fire-54743205
Love all your videos man! I would like to ask, what's the difference from using the particle system vs the VFX graph? I want to make the change towards VFX graph as I love the Shader graph and I think are both similar, obviously for different things
- Shuriken (the old particle system) works on the CPU. It features full physic interactions with the world, but a limited number of particles compared to VFX. - VFX works on the GPU. It allows much more particles than Shuriken and more complex effects, but their physic interactions are limited. Choose one or the other depending on your use cases.
for some reason, when I play my game, my fire turns very transparent and white - despite being bright orange in the Scene view, any ideas for what's causing this? I can't seem to fix it
@@GabrielAguiarProd I think I'd mainly want to be able to have particles dissolve with a color over lifetime to a 0 opacity. Would it work like that if the shader/material included the dissolve property as you have it set up?
I have question you help me . I built game in unity and it has video player, but after I exported it in WEBGL , I missed the video it didn't play/work??? how can I fix this problem??
Im trying to follow this tutorial but my particles don't automatically "glow" like in the video so my particles just look weird. Anyone have any ideas?
It's mostly because I've a Global Volume with Bloom in the scene. You can create one with right-click on your scene > Global Volume > New Profile > Add Bloom.
love the tute but i cannot get mine to work as it comes up with an error - Shader error in 'Hidden/VFX/VFXGraph_Fire/System/Output Particle Quad': redefinition of 'PackHeightmap' at project/Library/PackageCache/com.unity.render-pipelines.core@10.7.0/ShaderLibrary/Common.hlsl(1202) (on d3d11) i have all the packages u said, but i only have the choice of 2d core, 3d core or 3d core with URP or HDRP/ the RP ones dont have the VFX graph option in asset creation. the normal 3D or 2D do... ive googled with little help..
You can do the following. Open Unity Hub, create a new project with the URP template selected, go to the package manager and install Visual Effect Graph and then you can go to preferences and turn on Experimental Operators in Visual Effects. Hope this helps.
Amplify user here. I am currently learning Shader Graph because VFX Graph and Amplify are incompatible (at least for now). I find that both shader editors share a lot of common concepts, I actually "translated" some of my ASE shaders to Shader Graph, which worked mostly fine. You'll need to work around some things of course, but in my oppinion, when you know how to use one, it's fairly easly to apply the concepts to the other.
Hey Gabriel, this channel is amazing! Thank you for introducing me to VFX Graph. I have a question regarding this specific graph, maybe someone will be able to give me an answer (hopefully you) I tried setting Smoke and Ambers to World space, however it seems my ambers won't render when I do so, Any idea why?
Thank you glad you enjoy this! Yes! You need at least a Set Position block in the Initialize Particle position. This block needs to be on Local mode (you can click the big L or W to switch it).
It is better to keep your path to Shape. You can maintain and to lots of easy modifications to your shape instead of a path, that is worthless after you fill it. Anyway. The VFX graph changed sinc ethen. Would be nice to see a new tutorial.
I'm going insane. This is the third tutorial I'm trying to follow, but I keep missing something. All of my particles when I get alpha like this gets a dark outline. It makes my flames have a darker outline than what your smoke has! When I then add the smoke on top, it turns almost solid black - and I can't do anythng about the alpha at all. What am I doing wrong with my alpha settings?! >.
ik this comment is a year old, but just in case anyone is scrolling thru with the same problem like i was: i fixed this by selecting the "Output Particle Unlit Quad" block in the VFX Graph, and on the lefthand Inspector menu, turning "Surface Type" to Transparent. for me it was set as Opaque by default.
Hi! I'm having a problem where I get some artifacts that look like ambers and ashes but are way to big and way to shiny. Does anyone know how to fix this?
Very cool! Question: Is there an advantage to attaching a particle system with lights vs directly adding a point light with a simple script to flicker?
Yes, absolutely. You can animate it. The particle system will allow you to control the fade of the light, the size too, color/gradient among other little things. Basically you have more control over the light with the particle system. Hope this helps.
So. Apparently That wont work with Unity 2021.2.4f1 (The Version i use). Even started with a new Project (URP as well as HDRP). I cant add the Shader to the VFX Asset. Guess i have to revert back to Unity 2020 then. -.-
@@GabrielAguiarProd As an update for future readers: this was the problem. i forgot it aswell and i could select shader after i turned it to true. Thanks!
Hi, great tutorial, but i have a problem. I cant select anything as a shader for the vfx graph. There is no shader box where i can select it. Do you know what the problem might be?
Can anyone tell me before I watch this video if he actually SHOWS THE ENTIRE PROCESS or just parts of it then asks you to pay for the rest? So fucking sick of creators using peoples wishes to find decent tutorials as a way to earn money.
You can create some pretty cool stylized fires with this technique, hope you enjoy it! Btw, it's now available in the Asset Store: assetstore.unity.com/packages/slug/207167?aid=1100l3Jhu
Learn more about VFX Graph with this short course. Here's a voucher: www.udemy.com/course/unity-visual-effect-graph-beginner-to-intermediate/?couponCode=17.99_UNTIL_20-09
For those using Unity 2023 there are some changes you need to make to accomplish this.
1. 6:00 since Visual Effect is deprecated, use your render pipeline (Universal in my case), then scroll the graph inspector to the bottom and enable “Support VFX Graph” If you can’t see the shader in VFX graph you need to enable this.
2. 7:33 if your black background didn’t disappear, go to the VFX Graph, click on the Output Particle Quad and change the surface type to transparent. I also had to play around with the “Alpha Clip Threshold” in the shader so it wasn’t cutting off too much of each particle.
Real hero. Thank you!
I love stylized looks. They are looking gorgeous Gabi !!
I wish you didn't skip over the floats you add last because
a) You add more than you show in the video, such as FlamesVelocity where you don't show the additional values you adjust.
b) This is very handy to be able to adjust in the inspector.
c) I don't know why but for some reason when I try to mimic, the flames and the smoke becomes reversed and I have some sort of demonic implosion happening.
Other than that, great video. I feel like the first caveman who discovered fire :D
Voronoi is very computationally intensive among all kinds of popular noise even by modern console standard. Only use real-time voronoi when you absolutely cannot find any alternative to achieve the similar result (most preferably by scrolling a noise texture as we all have been doing for decades. This good old practice is still a thing in 2021 3A titles).
Totally agree with you. But for a tutorial, the voronoi is super handy.
when i used the voronoi it made black smugges on my texture rather than gaps. Do i need to ajust the alpha or something? my texture is just a png i made in aseprite.
You're the man Gabriel. Thanks for sharing with the world. Keep up the great work!
I have a problem:
At the 6:55 mark, I am not able to select the fire shader to use as the shader graph for the output particle quad. I have enabled experimental blocks in my preferences, but it not only won't show up when I click the circle, but I am unable to drag and drop from the inspector to link it.
Edit: for those of you who come in the future and, like me, struggle with basic instructions. It was because I hadn't saved shader graph. You need to save it. I spent like 45 minutes on this before I made this comment, and then several more minutes of frustration before I noticed the damn save button, clicked it, and it worked.
Thank You so much!
This channel alone has inspired me to make Unity VFX
Really cool content!
Just recently discovered this channel, loving it.
Great job, as always :)
Its legendary sir
Just purchased this course, very noice :)
Glad you like it!
I would Like to know the Post-Processing settings to get the fire to look that good, I managed the particle system but it just looks bland for me or is there another way to get it to look better? I am using URP
I wonder why games don't use these kind of effects. Even in realistic games.
Usually the fire is a very plain bare orange with a lot of pale yellow done in round balls floating.
Just adding the starch black would improve a lot. Some TF2 effect mods showcase how effective and beautiful it is.
WOW nice tutorial
Thank you! Cheers!
Awesome 👌
Pelo nome deve ser br, kkkkk, ficou incrível. Que canal top, cada tutorial sensacional, parabéns!!
Portugal! PT-PT
Mas valeu, brigado!
Hi, I was wondering on how I would be able to slowly turn off the fire without instantly destroying the prefab!
All steps followed exactly, at 6:58 I cannot add the "FireShader" to the Shader Graph. What gives?
Dude, your content have so much quality! Thanks for making this awesome videos!
I made the same things until 7:18 and the fire color is not bright as in the video (it simply remains its white color and if I change the color to yellow it becomes matt yellow).
Hi, great tutorial. Is it possible to download the fire settings you had in the end and the fire texture? would be really great.
Well, there is but it's available on Patreon. In case you are still interested, you will also get access to plenty of assets: www.patreon.com/posts/vfx-graph-fire-54743205
Love all your videos man!
I would like to ask, what's the difference from using the particle system vs the VFX graph? I want to make the change towards VFX graph as I love the Shader graph and I think are both similar, obviously for different things
- Shuriken (the old particle system) works on the CPU. It features full physic interactions with the world, but a limited number of particles compared to VFX.
- VFX works on the GPU. It allows much more particles than Shuriken and more complex effects, but their physic interactions are limited.
Choose one or the other depending on your use cases.
@@GiraPrimal many thanks!
Are both suitable for mobile?
VFX Graph isn't supported on most mobiles, yet.
for some reason, when I play my game, my fire turns very transparent and white - despite being bright orange in the Scene view, any ideas for what's causing this? I can't seem to fix it
Hi,
I have a problem, at 11:15, each flamme act as if there were no time. So they arent animated
I copied the same as your video, but I can't see the round particles that come out from 2:00. What is the reason?
Is this possible to achieve with the shuriken particle system as well?
Yes. But not the customization or part or the easily accessible shader properties.
@@GabrielAguiarProd I think I'd mainly want to be able to have particles dissolve with a color over lifetime to a 0 opacity. Would it work like that if the shader/material included the dissolve property as you have it set up?
I have question you help me . I built game in unity and it has video player, but after I exported it in WEBGL , I missed the video it didn't play/work??? how can I fix this problem??
Im trying to follow this tutorial but my particles don't automatically "glow" like in the video so my particles just look weird. Anyone have any ideas?
It's mostly because I've a Global Volume with Bloom in the scene. You can create one with right-click on your scene > Global Volume > New Profile > Add Bloom.
love the tute but i cannot get mine to work as it comes up with an error - Shader error in 'Hidden/VFX/VFXGraph_Fire/System/Output Particle Quad': redefinition of 'PackHeightmap' at project/Library/PackageCache/com.unity.render-pipelines.core@10.7.0/ShaderLibrary/Common.hlsl(1202) (on d3d11)
i have all the packages u said, but i only have the choice of 2d core, 3d core or 3d core with URP or HDRP/ the RP ones dont have the VFX graph option in asset creation. the normal 3D or 2D do... ive googled with little help..
You can do the following. Open Unity Hub, create a new project with the URP template selected, go to the package manager and install Visual Effect Graph and then you can go to preferences and turn on Experimental Operators in Visual Effects.
Hope this helps.
Why does this look way better in the scene editor than in game view?
Make sure that in your camera you have Post-Processing turned on! Let me know if it helps.
Hi Gabriel! I have seen your work pop up often and i love it! I have a question, can your shader tutorials also be applied to Amplify Shader?
Amplify user here. I am currently learning Shader Graph because VFX Graph and Amplify are incompatible (at least for now). I find that both shader editors share a lot of common concepts, I actually "translated" some of my ASE shaders to Shader Graph, which worked mostly fine. You'll need to work around some things of course, but in my oppinion, when you know how to use one, it's fairly easly to apply the concepts to the other.
Hey Gabriel, this channel is amazing! Thank you for introducing me to VFX Graph.
I have a question regarding this specific graph, maybe someone will be able to give me an answer (hopefully you)
I tried setting Smoke and Ambers to World space, however it seems my ambers won't render when I do so, Any idea why?
Thank you glad you enjoy this!
Yes! You need at least a Set Position block in the Initialize Particle position. This block needs to be on Local mode (you can click the big L or W to switch it).
It is better to keep your path to Shape. You can maintain and to lots of easy modifications to your shape instead of a path, that is worthless after you fill it. Anyway. The VFX graph changed sinc ethen. Would be nice to see a new tutorial.
Hi
I cant choose float like in 10:25 and i dont know why :/ I dont have float on this list
Oh I see, different Unity version, use a Vector1 then :)
I'm going insane. This is the third tutorial I'm trying to follow, but I keep missing something.
All of my particles when I get alpha like this gets a dark outline.
It makes my flames have a darker outline than what your smoke has!
When I then add the smoke on top, it turns almost solid black - and I can't do anythng about the alpha at all. What am I doing wrong with my alpha settings?! >.
ik this comment is a year old, but just in case anyone is scrolling thru with the same problem like i was: i fixed this by selecting the "Output Particle Unlit Quad" block in the VFX Graph, and on the lefthand Inspector menu, turning "Surface Type" to Transparent. for me it was set as Opaque by default.
Hi! I'm having a problem where I get some artifacts that look like ambers and ashes but are way to big and way to shiny. Does anyone know how to fix this?
A bit late, but try to use a clamp node before connecting to the Fragment part in shader graph.
@@GabrielAguiarProd thanks a lot, gonna try it out later today
Very cool! Question: Is there an advantage to attaching a particle system with lights vs directly adding a point light with a simple script to flicker?
Yes, absolutely. You can animate it. The particle system will allow you to control the fade of the light, the size too, color/gradient among other little things. Basically you have more control over the light with the particle system. Hope this helps.
There are many cases in which nodes are omitted in the middle.Can't you show me everything?
Nothing is omitted, everything is shown. Just follow the tutorial, don't skip parts and you should be fine.
So. Apparently That wont work with Unity 2021.2.4f1 (The Version i use). Even started with a new Project (URP as well as HDRP). I cant add the Shader to the VFX Asset.
Guess i have to revert back to Unity 2020 then. -.-
Have you tried to go to preferences and in visual effects turn on experimental operators/blocks? As mentioned around 1:04
@@GabrielAguiarProd As an update for future readers: this was the problem. i forgot it aswell and i could select shader after i turned it to true. Thanks!
Wow! Could u make brimstones flame strike effect from valorant? The one that looks like a giant pillar of flame?
How can ш remove links between blocks? like here 8:32
Hi, great tutorial, but i have a problem. I cant select anything as a shader for the vfx graph. There is no shader box where i can select it. Do you know what the problem might be?
You sound like mario with low pitch
Can anyone tell me before I watch this video if he actually SHOWS THE ENTIRE PROCESS or just parts of it then asks you to pay for the rest? So fucking sick of creators using peoples wishes to find decent tutorials as a way to earn money.