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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

10 Comments

Mirza Beig's profile picture
Mirza Beig3 years ago

In glorious, full screen 1080p. 🤩

Mirza Beig's profile picture
Mirza Beig3 years ago

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

Mirza Beig's profile picture
Mirza Beig3 years ago

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

Mirza Beig's profile picture
Mirza Beig3 years ago

How to create gradient masks and remap them.

Mirza Beig's profile picture
Mirza Beig3 years ago

Inspired by.

Mirza Beig's profile picture
Mirza Beig3 years ago

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.

Mirza Beig's profile picture
Mirza Beig3 years ago

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

Mirza Beig's profile picture
Mirza Beig3 years ago

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

Mirza Beig's profile picture
Mirza Beig3 years ago

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

yos ytomacedo's profile picture
yos ytomacedo3 years ago

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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