NEW PORTAL in VFX GRAPH: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-V2NZb0WN7SY.html UDEMY COURSE - VFX FOR GAMES: www.udemy.com/course/vfx-for-games-in-unity-beginner-to-intermediate/?couponCode=18.99_UNTIL_20-09
I followed the tutorial and everything works great except the portal disappears after exactly 2 minutes. I have no idea why! Do you know how I can fix this please?
Great tutorial! If anybody would like to be able to scale the *Mask* without creating a whole new texture simply do this: 1. Create a float (Vector1), this will be your MaskScale variable, and create a Tiling and Offset node. Plug the tiling and offset node into the UV(2) slot of your texture 2D 2. Connect the MaskScale float directly into the Tiling(2) slot of the Tiling and Offset node. 3. Connect the MaskScale float to a Multiply node A slot, and set the B slot to -0.5 4. Connect the out of your Multiply node to an Add node A slot, and set the B slot to .5. 5. Plug the out of your Add node to the offset(2) port on your Tiling and Offset I set my MaskScale then as a slider with a max of 1 and min of 0, and have found with the default particle texture a good default value is .85
For everyone having troubles because the quad inside the scene doesn't move/rotate, just go to the scene panel, take a look on top/right of this scene and you'll see "2D" followed by other icons. You should click the third one (th one which says toogle the skybox, fog and other values). Hope it helps :)
For anyone wondering where the two-sided option has gone in shader graph 10, you can find it in the graph inspector, enable it on the top-right, then select "graph settings" instead of "node settings" and there it is.
Thanks for this amazing video! Everything made sense! to me. I appreciate you showing what the portal looks like in between steps because it helped a ton! You earned a sub.
if you don't save changes in Shader Editor (just do Ctrl+S), you cannot create material via Shader Graphs. It took some time but I finally found it. You should use the save button in the editor. I'm writing in case anyone can't do it like me.
0:19 I want that pool. Would love a tutorial on that. 0:29 Especially that water if possible. It looks amazing and would really help immerse the player in a jungle environment
Great tutorial for learning the basics of shader graph! I'm a game artist with a very basic understanding of programming and this really helped me to get grasp of what's going on. Very cool, thanks!
Really nice effect! I just tried to re-create this with the new Unity Update 2019.2 and the new 2D Shader Graph. Saldy without success. I would love to see a turtorial for how to do this in 2D~
Yea 2019 vomit all over my project, so now I have to uninstall 2019 and get what ever version he used here... Kind of ANNOYING to bounce unity versions all the time I do tutorials for different things, like I expect more from unity's newer versions, but guess not...
Really awesome! I always had trouble understanding Shader Graph cause everyone always jumps into 5 things I don't understand, and you always take things step by step, explaining every piece, which is awesome. I'm curious, are you planning on showing anything off with the new VFX Graph that just dropped in beta? I imagine it'll take some time to play with it and figure out first, of course.
[From the future] If you are having issues with the alpha channel going to 0 when pulling from the color multiply step just pull alpha from the sample texture 2D multiple step.
Amazing tutorial! Are these designed for pure beginners in shader development? If so, could you go a little more in depth on the effects the multiply and power node can give, or when you should use them?
Okay so, for those who have problems using green/blue colors in the alpha channel on *Unity version 2019.2.0f1* / *Shader Graph version 6.9.1* , hear me out. My issue was using the *Gradient Noise* for the twirl effect. It's currently an unstable node which leaves artifacts when paired with the *Power* node as well as decreases opacity when multiplied with a *Color* node. Hope I helped those who also deviated a bit from the tutorial!
Awesome video, all explained well and perfect. But i have a problem, my portal doesnt glow, it is just a lit color without lights. how can i solve it? I have all set up like you said in the video and the previous one, and the final color is set to the Emission input. NVM, i had no camera. But here's another: the portal displays in different ways based on what there's behind it. For example, it glows correctly with a mesh behind, but different with a shadow or the background
If been following this tutorial and I ended up with some problems, I don't know if it's because of the pipeline or if it was an update on shader graph but if I use the output of the last multiply for the emission and the alpha I can't see anything, at first it was only with blue colors, now with alls, so weird, I don't know why. I solved it using the output of the multiply before the color for the alpha and it works fine. I also suggest leaving the albedo in black or having a color property to control it.
Hey i found your channel... really glad that i did and i am going to enroll in your Udemy course maybe today itself and all your RU-vid tutorials too..just had a minor questions...i am targeting mobile games will everything work fine? If i am using these effects?
Welcome aboard! Yes they work fine. But if you are using the 2D Renderer in the Universal Render Pipeline, then you need to start with a different type of shader. It's the 2D Sprite Lit Graph. The rest, most of the nodes, should be the same.
@@GabrielAguiarProd Thanks for replying... it really means a lot..do you recommend any specific template (i want to create a 3d mobile game with all of your awesome VFX's like portal one you created in shader graph, and waterfall and projectiles etc. )... And yea i am facing a issue too while following the portal video (the latest one) ... Whenever i create a VFX i can see it playing it in game window but not in scene window ...the scene window is empty with just a genie lamp ...all the time!! Please any help?
Something seems to be missing. Around 6:30, you speak of how it look small in the preview, we'd fix that, then goes on about adding color, dissolve, and next is particle effect. Nothing about sizing or "size" wasn't what you mean was about the dissolve to have finer lines instead of a blob of light? I suspect the actual sizing is done by scaling the quad or using appropriate mask.
Hello! I am having trouble with the shader when you get to the part where you add color. When I hook the now colored multiply node into the alpha node, nothing shows up in my preview. Would anyone know why that would happen?
If you want to fix it you can just multiply the twirl by a vector 1 and then plug it into the alpha. It doesn't work because it doesn't have a alpha channel
Ok so I followed the tut with unity 2019 my preview is a magic pink square. I can see the previews along the way which show similar to yours, but the texture seems to be messed up.
Great work! Although I have an issue - Whenever I save the asset in the shader graph I lose the texture within the mask property when exiting back to Unity
i foking love shader graph, so simple and yet powerful, try to do this portal once you learned how, notice that its done in just 2 minutes? xD coding is slower... i think ill have a few months of fun with this haha
is multiplying voronoi by time more expensive than multiplyng the twirl? we could have used a texture instead of using voronio rite? any ideas were can i look into shader graph performance tips? like how much power each kind of node takes.. ty man
Well at the time I was more focused on the result rather than the technicality of it. But yes, I would choose an Unlit shader if I were to redo it today.
If anyone who is having a hard time understanding this let me know I might help this is a two year old video and the options are hard to find since this is a newer version of unity for my laptop and might be different for you.
I've followed this tutorial successfully using URP and Shader Graph, but is it possible to create the portals using an alternative method without using URP and Shader Graph?
@@aarondelgado3421 Amplify shader is a paid tool from unity asset store. For what reason you do not want to use URP and shader graph when its free? Its like you don't want to upgrade from typewriter to computer unless you started the project long ago when there was no URP.
So I follow the tutorial and everything works fine within the shader graph but when I apply the material to the quad nothing moves. Any ideas why? It would be much appreciated
@@GabrielAguiarProd same problem when doing your new tutorial. Every value has been setted up, but it still doesn't move on the scene (only in shader graph previews pipeline)
So I followed this from start to finnish and when I got to the particle texture the texture complete went away, can't see the object at all and no effects. Know how to fix?
Found the problem, it was dissolve. Need to be a -2 and not +2 or it won't work apparently for me. And Color doesn't work either because if I turn in anything from white it will go dark.
I followed the tutorial and everything works great except the portal disappears after exactly 2 minutes. I have no idea why! Does anyone know how I can fix this please?
I tired to get this to work and all I got was that I couldn't use the PBR graph for some reason because of my render pipeline... how do I know what pipeline I'm using, I tried to set mine up for URP but when I did all my models turned pink... I'm using unity 2019.4.15f1
The easiest way to start with a HDRP or URP project is with Unity Hub. Create a new project and select the desired template (HDRP or URP), and that's it. Install Shader Graph in the package manager and you are good to go.
Make sure in the package manager you only have installed URP. Then in a folder with right click create a Pipeline Asset (Create>Rendering>Universal Render Pipeline>Pipeline Asset). Then drag and drop the UniversalRenderPipelineAsset to the "Scriptable Render Pipeline Settings" in Graphics (Edit > Project Settings > Graphics). If materials are still pink, then you need to convert them to URP materials (Edit>Render Pipeline>Universal Render Pipeline>Upgrade Project Materials to URP OR Upgrade Selected Materials to URP if you only want to convert a few). Hope this helps.
@@GabrielAguiarProd that was super helpful, tho sadly it will not work with this project... it still breaks too much like my particles lighting and just over all ruined the look of what I had going so far.
I love these videos for learning, although I hate I have to install older unity versions for them to actually not error weirdly. Even step by step caused my unity 2019 to vomit all over the place, which sucks cause you can't put more than 2, and u have 2 versions, 1 for mapping and 1 for modifying games like 7 days to die, and now 2019 for terrain is like NOPE, thou shalt not make portals using newer UNITY... GIT GUD or GO backwards... :(
I have an error that says 'the current render pipeline is not compatible with this master node'. The main preview is it just pink. Can someone help me?
Its funny how Im using 2018.2something and I still dont have that shader graph in my context menus. I thought Unity did not release it after announcing like a year ago.
@@GabrielAguiarProd There are more than 100 game objects... Is there another method? (I think that this method takes up a lot of RAM, or not?) The game is for android's devices
Anytime you need to have a different texture or a different property, you need a new material. It's not possible to have a material render 2 or more different Main Textures at the same time. That's just the way it is, you may need to reconsider your Game Design options. Good luck.
Unity HDRP and LWRP are still in preview mode, as well as Shader Graph. It's under development and there's very little information about mobile development and optimization at this point. But anyway, this shader isn't a very heavy. You can make it lighter if you switch to a unlit shader. Cheers!
It depends on the Unity version you've (2018.1 up) and if you've installed Shader Graph. Here's a video with the instructions: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-O75iGGUQXBI.html
The biggest difference is when creating the shader, instead of PBR start with a Blank Shader Graph, and then add Universal as the target (if you are in URP) and from there it's pretty much the same.
Yes. The thing was I needed to change renderer, I believe, from none to new added universal rp. Before that, the shader was all pink and nothing I applied to it had any affect.
If any1 else has an issue with the Shader Material not appearing correctly or at all, that's because u need to click on "Save Asset" in the Shader tab to actually save the Shader >.< I was pressing ctrl+S to save, which saves the project and not the Shader lol..