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#UnityTips: Progress Bar (Shader Graph) [v2] ✨ (+WebGL and GitHub Download 👇🧵) Here's an animated progress bar made entirely in Shader Graph. Use this for loading screens, player health, etc. Adding colours is just a matter of isolating the individual elements as masks. It's helpful to think of the...

61,248 görüntüleme • 2 yıl önce •via X (Twitter)

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Mirza Beig profil fotoğrafı
Mirza Beig2 yıl önce

Shader Graph. 💊

Mirza Beig profil fotoğrafı
Mirza Beig2 yıl önce

📸+ Shader Recipe.

Mirza Beig profil fotoğrafı
Mirza Beig2 yıl önce

GitHub:

Chris profil fotoğrafı
Chris2 yıl önce

i gotta start joining in on this vfx friday. i love working in shaders now just tinkering. you give me a lot of inspiration

Filoki'nin Patisi profil fotoğrafı
Filoki'nin Patisi2 yıl önce

I saw your videos from 5 years ago, you did really good work 🙏

Joe Theis | Wishlist Infiniwar! profil fotoğrafı
Joe Theis | Wishlist Infiniwar!2 yıl önce

This is awesome! Now if only UIToolkit could use Shadergraph....

Binary Lunar: Wishlist Nightmare Shift of Steam! profil fotoğrafı
Binary Lunar: Wishlist Nightmare Shift of Steam!2 yıl önce

Amazing , thanks for sharing 🙏

CuddlySalmon | nptacek.eth profil fotoğrafı
CuddlySalmon | nptacek.eth2 yıl önce

dammmmmn i implemented one of these by hand back in ~2014 and it was an insane pain in the ass to get right, this is amazing! i love the progress of technology

codedreamer profil fotoğrafı
codedreamer2 yıl önce

cool~

Benzer Videolar

Great question! 🤔 How do you simulate *multiple* layers of glass/refraction in video games? In the last breakdown, I discussed how to create a glass shader in Unity URP. In essence, we were taking the render of the scene from the camera without any transparent objects. This is available in URP as the global _CameraOpaqueTexture. This is good enough for most use-cases, and more or less the classic way of doing it. 🔍 What is _CameraOpaqueTexture? As the name implies, there are no transparent objects rendered into this texture, so it's not possible by default to have something like a transparent-type ocean material/shader rendered through a refractive glass shader (which samples and distorts this texture to render on its surface, as if it's transparent). ⚠️ Why it’s tricky: It's much easier to sort without much further setup if you don't have refraction, and only a transparent material, because in that case you're not simulating the transparency yourself via sampling the rendered scene texture. But for refraction, it's required-- unless you want to go down the ray/path tracing route. You could simulate accurate, real dispersion... and that's about as expensive as it sounds, and it requires a rework of your entire rendering. --> 🚫 It's not a viable suggestion to offer. 📚 There are well-known terms regarding transparency sorting you can search up, but as you've specifically asked for refractive boxes, I'll discuss briefly about that. 🧱 Simulating layers of refraction: For this kind of rendering, you need some way to render the backfaces before rendering the front. And the backfaces that are rendered may contain whatever data you'd like for additional processing in the layer front-facing mesh render. 🧪 Examples: You could render the back face as a glass shader of its own, as an intermediate step after _CameraOpaqueTexture. Then you sample this texture instead and you end up with multi-layered refraction, "just like that". You can also render the back normals only, via a fully opaque shader, and use that to manually account for that during the front render. You could even bake in data needed for thickness in realtime. 🛠️ Without making it complicated for yourself, the most straightforward method is via render textures, and you can easily set some fractional resolution. Cameras in Unity have an open slot for target textures to render to. You can use custom render textures to process _SelfTexture2D. ⏱️ It's great to do low-resolution processing for more complex tasks, like blurring and caustics. You can get massive performance boosts, considering the square law and number of pixels/fragments that need calculations (quadratic scaling). 🚧 I've not fully exploited the possibilities myself, but research/development with PRISM is ongoing!

Mirza Beig

61,468 görüntüleme • 1 yıl önce

🧑‍🏫 How to make a glass/refraction shader: 🍷 Refraction will ultimately have the effect that whatever is behind your mesh should appear distorted by the surface of the mesh itself. We're not going for external caustics projection, just modelling glass-like, distorting "transparency". 🌆 In Unity, you can sample the *global* _CameraOpaqueTexture (make sure it's enabled in your URP asset settings), which is what your scene looks like rendered without any transparent objects. In Shader Graph, you can simply use the Scene Colour node. 🔢 The UVs required for this texture are the normalized screen coordinates, so if we offset/warp/distort these coordinates and sample the texture, we ultimately produce a distorted image. We can offset the UVs by some normal map, as well as a refraction vector based on the direction from the camera -> the vertex/fragment (flip viewDir, which is otherwise vertex/fragment -> camera) and normals of the object. 📸 Input the (reversed) world space view direction and normal into HLSL refract. **Convert the refraction direction vector to tangent space before adding it to the screen UV.** Use the result to sample _CameraOpaqueTexture. refract(-worldViewDirection, worldNormal, eta); eta -> refraction ratio (from_IOR / to_IOR), > for air, 1.0 / indexOfRefraction (IOR). IOR of water = 1.33, glass = 1.54... 💡 You can also do naive "looks about right" hacks: fresnel -> normal from grayscale, which can be used for distortion. Or distort it any other way (without even specifically using refract at all), really... 🧠 Thus, even if your object is rendered as a transparent type (and vanilla Unity URP will require that it is), it is fully 'opaque' (max alpha), but it renders on its surface what is behind it, using the screen UV. If you distort those UVs by the camera view and normals of the surface it will be rendered on, it then appears like refractive glass on that surface. > Transparent render queue, but alpha = 1.0.

Mirza Beig

125,253 görüntüleme • 1 yıl önce

🚨JUST NOW: Marco Rubio: Well, first of all, Rustem it's great to see all of you here, it is great to be back with you again. We continue this very important work, building off what's been achieved, not just in Geneva, the progress we made there, but the progress throughout the week, as we've been communicating. The end goal is obviously not just the end of the war. Obviously, that's central and fundamental. We want to see the end of the killing and the death and the suffering. And I'm sure the Ukrainian side — I know they do as well — they want peace, but it's also about securing an end to the war that leaves Ukraine sovereign and independent and with an opportunity at real prosperity. So this is not just about ending a war. This is about ending a war in a way that creates a mechanism and a way forward that will allow them to be independent and sovereign, never have another war again, and create tremendous prosperity for its people, not just rebuild the country, but to enter an era of extraordinary economic progress. Ukraine has tremendous economic potential. Ukraine has tremendous opportunity for true prosperity. Obviously, you can't do that in the middle of a war like this, but ending the war alone won't achieve that. So this is not just about peace deals. It's about creating a pathway forward that leaves Ukraine sovereign, independent and prosperous. And so we expect to make even more progress today, and we're grateful that you would travel all the way here to Florida. We apologize for the rain. It's not supposed to be raining, but there's only certain things we can control. So thank you and welcome. Rustem Umerov: I would like to start with gratitude to American people, American leadership, President Trump's initiative for the peace. We've been working with the U.S. for the last 10 months. We've been meeting and had great progress. I'm thankful to President Trump's support team that is supporting us. We are discussing about the future of Ukraine, about the security of Ukraine, about no repetition of aggression against Ukraine, about prosperity of Ukraine, about how to rebuild Ukraine. And we're thankful for the efforts of the United States and its team in helping us. The U.S. is hearing us, the U.S. is supporting us, the U.S. is walking beside us. And we're thankful for all that has been done until today, and we're looking forward to have a successful, productive meeting today. Thank you. There was ni questions taken.

Kateryna Lisunova

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