Загрузка видео...

Не удалось загрузить видео

На главную

Happy #VFXFriday! 🎉📊 Here's how to EASILY create a procedural progress bar in #Unity3D's Shader Graph, with sliders to control the look and progress fill (percent complete as [0.0, 1.0]). Written breakdown + images in 🧵👇!! #madewithunity #unitytips #gamedev #indiedev #vfx

164,327 просмотров • 2 лет назад •via X (Twitter)

Комментарии: 10

Фото профиля Mirza Beig
Mirza Beig2 лет назад

A closer look in Shader Graph (URP unlit), testing every parameter. See the QT for @cmzw_'s original in #MaterialMaker. Capsule SDF in next tweet.

Фото профиля Mirza Beig
Mirza Beig2 лет назад

Capsule (Line Segment) SDF: float2 pa = p - a, ba = b-a; float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0); output = length(pa - ba * h); > Use a custom expression node and/or create a sub-graph for it to use in the main shader graph.

Фото профиля Mirza Beig
Mirza Beig2 лет назад

📸 for easy reference. // Shader Recipe // 🧾 1. Line SDF -> clip = 3x capsules. 2. 2x capsule: (largerCap - smallerCap) = shell. 3. Scrolling horizontal UV fract -> clip = bars. 4. 1x capsule: (bars * smallestCap) = masked bars. 5. Combine (add) -> saturate -> output as alpha.

Фото профиля Binary Lunar: Wishlist Nightmare Shift of Steam!
Binary Lunar: Wishlist Nightmare Shift of Steam!2 лет назад

Amazing, I even liked the background, do you have breakown for the background shader too ?

Фото профиля Mirza Beig
Mirza Beig2 лет назад

It's actually some particles on a separate camera with the "fire" shader. 😃 There's heavy depth of field bokeh on the background camera, which combined with particle morphing produces shimmer + blobs. There's also a background plane with evolving noise.

Фото профиля Brian Andrés
Brian Andrés2 лет назад

amazing. SDFs are def a game changer for any vfx artist. it really expands the possibilities.

Фото профиля Alberto Mastretta 🏁
Alberto Mastretta 🏁2 лет назад

Majestic!

Фото профиля Muhammad Masood Arain
Muhammad Masood Arain2 лет назад

I haven't done that much graph creation but is it resource intensive?

Фото профиля Mirza Beig
Mirza Beig2 лет назад

The core shader logic is all on screen. It's just those nodes!

Фото профиля Thomas LAURENT
Thomas LAURENT2 лет назад

Interesting to study but using it as is in a UI wouldn't be performant because proper efficient material handling would be a hassle (it needs per renderer properties set by a script handling material property blocks). If you have ideas on how to do the last bit I'm interested 👀

Похожие видео