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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

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Mirza Beig profil fotoğrafı
Mirza Beig3 yıl önce

In glorious, full screen 1080p. 🤩

Mirza Beig profil fotoğrafı
Mirza Beig3 yıl önce

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

Mirza Beig profil fotoğrafı
Mirza Beig3 yıl önce

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

Mirza Beig profil fotoğrafı
Mirza Beig3 yıl önce

How to create gradient masks and remap them.

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Mirza Beig3 yıl önce

Inspired by.

Mirza Beig profil fotoğrafı
Mirza Beig3 yıl önce

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 profil fotoğrafı
Mirza Beig3 yıl önce

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

Mirza Beig profil fotoğrafı
Mirza Beig3 yıl önce

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

Mirza Beig profil fotoğrafı
Mirza Beig3 yıl önce

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

yos ytomacedo profil fotoğrafı
yos ytomacedo3 yıl önce

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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