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MGS Stealth Camo in Unity Shader Graph 

Daniel Ilett
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In the Metal Gear Solid series, you can get a stealth camouflage item through a series of increasingly bewildering challenges (mash triangle, shake booty, shoot toy frogs, buy from a guy with a pet monkey in a diaper etc). It renders Snake/Raiden completely invisible to the enemy, but completely jelly-like to the player for some reason. In this tutorial, we'll recreate the translucent, refractive stealth camo in Unity Shader Graph.
I'm using Unity 2022.3.0f1, although these steps should look similar in previous and subsequent Unity versions.
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8 сен 2024

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Комментарии : 13   
@oskarqpa1161
@oskarqpa1161 5 месяцев назад
Dude u are a master !!! - This Shadder stuff is a pandora box for me and always have to try another stuff with c#... Thanks a lot man. U need more viewers-
@dominiauk
@dominiauk 5 месяцев назад
Brilliant, great content. Always look forward to your videos and learning so much! Think I'll use this for my invisibility function I'm creating. Many thanks.
@aleksp8768
@aleksp8768 5 месяцев назад
Underrated channel
@jamestanubrata6782
@jamestanubrata6782 5 месяцев назад
Awesome tutorial
@xanderlinhares
@xanderlinhares 4 месяца назад
I think it would look better if you factored the normal of the surface into the UV modification… maybe based on fresnel?
@denizdemir9255
@denizdemir9255 5 месяцев назад
Hi Daniel I've been following you for a while you make it all look better! Do you know if one can implement film grain through shader graph in hdrp?
@abara7591
@abara7591 5 месяцев назад
boosting algorithms
@iiropeltonen
@iiropeltonen 5 месяцев назад
I have a question. Often while making shader effects tutorials show how to make the effect. How would you go about toggling or blending between an effect and a basic PBR shader? Like say you use a teleporting effect to blend in an item?
@danielilett
@danielilett 5 месяцев назад
Something like that would probably require a fair bit of work! You could duplicate the object and assign the effect material to one and the basic PBR material to the other, and then fade one in while fading the other out. Or, you could add basic PBR features to the 'effect' shader, and then use something like a lerp function and a 'blend' float property to blend between the 'effect' and 'PBR' outputs, if that makes sense. Unfortunately it's kind of difficult to blend between any two arbitrary shaders.
@Hazzel31337
@Hazzel31337 5 месяцев назад
NICE
@parsec3d
@parsec3d 4 месяца назад
Can you make an Interactive reaction diffusion shader with shader graph..?
@jamestanubrata6782
@jamestanubrata6782 5 месяцев назад
Just asking do you do screen effect shadergraph like making fake highlight screen effect like in Zelda games
@LostAngel175
@LostAngel175 5 месяцев назад
It's easier than I think
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