Just a guy making games. Exploring the world of game development with Unity tutorials, coding tips, and shader magic, and fixing bugs. game-related, sometimes not.
In your video, you said I think it is useful...It's not useful it's truly resourceful for my type of people who have less experience in Unity...thanks a lot bro
How can I control the opacity of water puddles. Like, for example, I want to control the water puddles when the sun comes out. It should evaporate gradually.
you can add a multiply at the end and with an expose parameter you can control the amount of the puddles. there are many ways to do it, it depends on how you want your puddles to look.
@@GameDevBox Thanks you so much mate! You helped a lot. If someone needs explanation : 1- Add a Multiply node. 2- Give RGBA of Sample Texture 2D of puddles to one of the Inputs of Multiply node. 3- Create an exposed parameter of type Float and give it to the other input of Multiply node. 4- Give the output of Multiply node to the Smoothness of Fragment node. Now on changing value of exposed parameter you can control puddles opacity.
I know the solution is silly, but it worked for me in all Unity versions, and it still works fine every time I go on this path. It might be because something else is not working for you. try installing the Android SDK Manually, if you need help I have a video about it: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-6PY69xSqHKU.html I hope you can find the issue, have a great day :)
I just converted the Mirza beig Procedural Animated Organic for HLSL in Unity shader graph. Original Post: www.reddit.com/r/Unity3D/comments/1f6arli/procedural_animated_organic_hlsl_shadergraph/ Watch the tutorial on how to set it up: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-oe3bxapfURQ.html
hmm, it should work with URP. maybe you have to change the code a little bit. I will look at it and if needed I will create another video with more details, which works on all renderer pipelines. I have another video about masking check this out: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-DwZmBdZwyIg.html
@@GameDevBox I also checked that earlier. But this one fits my requirement better. If you can check and help me regarding the URP, it will be really helpful. Thanks for the response.
@@akifzaman9269 Hi, I just tested the codes and script in URP 2023.3.33f1, everything was ok. download the files from here maybe there is something wrong with your code: drive.google.com/file/d/1MYADR3Vgnq-bBO9HxnEFkWCZ2K41h9j8/view?usp=sharing or maybe there is something in your project that prevents this runs, for that, I need more information. set your mask GameObject RenderQueue to 3001 also, test this on a new project to make sure this is only happening in your current project
✅Download Animated Organic files:github.com/GameDevBox/Procedural-Animated-Organic-Unity Check out other videos: 🔥Extensive 4-Hour Game development with Unity Engine -Beginner + 70 Tools Features and Tips 2024 FREE:ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-yEjwUSQb0YA.html 🔥Simply Create Custom Mesh For Your Unity Water HDRP - River, Lake: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-Dyho42tJyyM.html 🔥Use Depth Mask to Hide Objects in Unity - URP & Built-in: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-iu6Do4nU1xw.html 🔥Easy integrate Clothing Culler in Unity - Asset Review - All render pipelines:ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-k7egjmbjdVw.html
Calculating DOT and converting in this way causes artefact like u have in top of light area and at bottom of dark. Use this to convert instead: float2 cr = float2(saturate(NdotL) * 0.98 + 0.01, 0.5);
there are a couple of ways, the easiest one is to just disable the VFX. but you can definitely make a boolean variable to just toggle. or increasing, decreasing the amount of fog in once.
the point is when your blendshapes (which are some keys for shaping the 3D object) are not showing in unity, it's due to modifiers you have to apply in blender or any 3D software.