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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

In glorious, full screen 1080p. 🤩

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

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

How to create gradient masks and remap them.

Inspired by.

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.

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

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

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

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