How can we make this VR-compatible? Currently, when viewed in VR, there's an unwanted vignette effect visible between the eyes, which shouldn't be happening.
The VFX overdose that takes up your monitor... No, we're not talking about the simply responsive indicators that your CollisionObject, the "Hitbox", is breached by another object. We're speaking of buffs, debuffs, and the sick power VFX. How many people are overdosed on VFX? Because I'm obsessed with drawing them.
if you add a renderer feature but the default invert colors effect is not working check that edit > project settings > quality > rendering > render pipeline asset is set to the same as in graphics settings. Unity prioritizes the asset in the quality settings to determine the active pipeline.
is there a way to make black overlay color not transparent? because if I set the color to black it became transparent - I guess because black is being read as an alpha, any solution to create a black overlay color? wanted to create souls-like death screen effect
Hello brother can you please start a series of UI Shaders, like in Tekken the Health bar is so beautifully animated, AAA Games Menu highlights etc. You already did so much for us. thank you
thanks for the tutorial, i want to make something like water drop shader, i need to move the ripple effect move from the center to the outside. is it possible to move the UV from center to outside instead of moving in x and y axis? dou you know how to achieve that?
Nope. You'll need to make few textures with paths for those waterdrops and with math trickery get the mask of waterdrops following those paths. I've done something similar with waterdrops moving horizontally. You'll need multiple samples in umbrella pattern I think (like umbrella corp logo). Might work. Will be messy. Also you do a cone UV coordinates around the screen center.
I'm more interested in RenderGraph. How to make passes for it. How to make multiple blits or whatever in single pass, what should I know while doing this. Rendering to global texture, to RTHandle passing them between passes. There is an old tutorial on outlines LMqio9NsqmM but it was made for old API that isn't even supported now. I tried to update it, and then move to RenderGraph, but I can't figure things out. Not much on tutorials, only some primitive stuff. Only digging into sources of official effects that are spaghetti of legacy api.
Why not use the voronoi node, it can create it internally and and animate it however you want? Since its only calculated once per pixel on the screen its not that much overhead shader wise, now if you were using it on a particle system and it had to calculate it many hundreds or thousands of times per pixel then yeah…. But for this use case i dont think there is much benefit to having to store and load an external image.
@@josephwoodrell9922 Sure go ahead. Material Maker gives VFX Artists and Tech Artist a lot more tools to play with, it’s a powerful tool to get familiar with.
Great tutorial as always. Also, I can't wait for your game, Rabbit's Tale, to come out.
How can we make this VR-compatible? Currently, when viewed in VR, there's an unwanted vignette effect visible between the eyes, which shouldn't be happening.
The VFX overdose that takes up your monitor... No, we're not talking about the simply responsive indicators that your CollisionObject, the "Hitbox", is breached by another object.
We're speaking of buffs, debuffs, and the sick power VFX.
How many people are overdosed on VFX? Because I'm obsessed with drawing them.
if you add a renderer feature but the default invert colors effect is not working check that edit > project settings > quality > rendering > render pipeline asset is set to the same as in graphics settings. Unity prioritizes the asset in the quality settings to determine the active pipeline.
is there a way to make black overlay color not transparent? because if I set the color to black it became transparent - I guess because black is being read as an alpha, any solution to create a black overlay color? wanted to create souls-like death screen effect
Hello brother can you please start a series of UI Shaders, like in Tekken the Health bar is so beautifully animated, AAA Games Menu highlights etc. You already did so much for us. thank you
thanks for the tutorial, i want to make something like water drop shader, i need to move the ripple effect move from the center to the outside. is it possible to move the UV from center to outside instead of moving in x and y axis? dou you know how to achieve that?
Nope. You'll need to make few textures with paths for those waterdrops and with math trickery get the mask of waterdrops following those paths. I've done something similar with waterdrops moving horizontally. You'll need multiple samples in umbrella pattern I think (like umbrella corp logo). Might work. Will be messy. Also you do a cone UV coordinates around the screen center.
can you please use this and like make a tutorial on how to make comic shaders for full screen please??
I'm more interested in RenderGraph. How to make passes for it. How to make multiple blits or whatever in single pass, what should I know while doing this. Rendering to global texture, to RTHandle passing them between passes. There is an old tutorial on outlines LMqio9NsqmM but it was made for old API that isn't even supported now. I tried to update it, and then move to RenderGraph, but I can't figure things out. Not much on tutorials, only some primitive stuff. Only digging into sources of official effects that are spaghetti of legacy api.
Does this adapt to the screen's resolution/aspect ratio?
Unity can generate all sorts of noise textures using the terrain tools package. No need for material maker.
@@zolptjs For VFX Artist, Material Maker can be much more powerful, that’s why I’m pushing it.
supeer
Why not use the voronoi node, it can create it internally and and animate it however you want? Since its only calculated once per pixel on the screen its not that much overhead shader wise, now if you were using it on a particle system and it had to calculate it many hundreds or thousands of times per pixel then yeah…. But for this use case i dont think there is much benefit to having to store and load an external image.
@@josephwoodrell9922 Sure go ahead. Material Maker gives VFX Artists and Tech Artist a lot more tools to play with, it’s a powerful tool to get familiar with.