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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 条评论

Mirza Beig 的头像
Mirza Beig3 年前

In glorious, full screen 1080p. 🤩

Mirza Beig 的头像
Mirza Beig3 年前

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

Mirza Beig 的头像
Mirza Beig3 年前

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

Mirza Beig 的头像
Mirza Beig3 年前

How to create gradient masks and remap them.

Mirza Beig 的头像
Mirza Beig3 年前

Inspired by.

Mirza Beig 的头像
Mirza Beig3 年前

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 的头像
Mirza Beig3 年前

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

Mirza Beig 的头像
Mirza Beig3 年前

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

Mirza Beig 的头像
Mirza Beig3 年前

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

yos ytomacedo 的头像
yos ytomacedo3 年前

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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