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#UnityTips: 🔥 Fluid 'simulation' trail shader. 🫧 Inspired by a #b3d node animation. [U]V gradient masks control the colour/alpha/width over trail. ✨ ('fluid' is 100% rendered in the shader) #unity3d #gamedev #indiedev #madewithunity #gameart #vfx #realtimevfx #proceduralart

157,152 просмотров • 3 лет назад •via X (Twitter)

Комментарии: 10

Фото профиля Mirza Beig
Mirza Beig3 лет назад

In glorious, full screen 1080p. 🤩

Фото профиля Mirza Beig
Mirza Beig3 лет назад

A still of the node graph. Have a look: 👀📊

Фото профиля Mirza Beig
Mirza Beig3 лет назад

Once you figure out what's [essentially] happening, it's a matter of converting the logic, either to code or nodes.

Фото профиля Mirza Beig
Mirza Beig3 лет назад

How to create gradient masks and remap them.

Фото профиля Mirza Beig
Mirza Beig3 лет назад

Inspired by.

Фото профиля Mirza Beig
Mirza Beig3 лет назад

Add gradient masks using the (U)V horizontal texture coordinate. Useful for colour, transparency, trail width, and so much more. You get a LOT of mileage from just remapping values.

Фото профиля Mirza Beig
Mirza Beig3 лет назад

Not currently in the shader, but time quantization can be used to produce a stylized look, like that of a traditional animation.

Фото профиля Mirza Beig
Mirza Beig3 лет назад

Don't worry if this looks complicated. The many exposed properties are mostly smoothstep + power remaps of gradient masks.

Фото профиля Mirza Beig
Mirza Beig3 лет назад

The results of using the shader with a simple particle system (trail material). Would make for a nice animated wallpaper. 💡

Фото профиля yos ytomacedo
yos ytomacedo3 лет назад

I admire you a lot, I started studying these topics years ago reviewing your vfx and taking them as a reference

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