I just wanna tell you that i appericiate you releasing these tutorials and making them available for free. Thank you for helping aspiring developers and lots of love
ISSUE: Trail is flattened out instead of waved FIX: 1. Make sure in the Master Node(Vertex-Fragment) you have "Alpha Clip Threshold" is present and enabled not grayed out. 2. And of course for the texture png image properties set the WRAP mode to 'Repeat' and TEXTURE TYPE as 'Default'.
every time i think i did anything neat in my own project you come out with a tutorial that's so lightweight and perfect it forces me to redo my efforts :( lol
Thanks so much for this tutorial! I ended up just using the particle effect at the end, I'm making a first person spell casting game and the trail looks really flat when its traveling directly away from the camera, but the particles still look super cool! I'm sure I will deffinitely find a good use for the trails though!
Do you think you could release a beginner course on shader graph? all these tutorials are so amazing and easy-to-follow but I think something that goes more in-depth with explanations and gives me a greater understanding of what exactly I'm doing and why, would be great! I'd definitely pay for it. Thanks :D
Yes I totally understand. Well there's this course which is exactly that, from beginner to intermediate: www.udemy.com/course/unity-visual-effect-graph-beginner-to-intermediate/?couponCode=16.99_UNTIL_20-03
Gabi , I had a very interesting idea for a video. Might as well drop it here in the comments. It will probably be very difficult tho. The idea is to create a vfx of a realistic water but it can gradually fill up a tank. And that way we can show the mesh rising up with the help of the Vfx. I think that would be an interesting thing. Niagara in Unreal had something like that but no one ever showed how it is done. Thought it might be cool. Cheers :)
Great work Gabriel, now I'm kinda of interested in VFX but the thing is that IDK when using shader is a good idea or textures, or both for making something. I mean of course it depends on what I'm looking for but if you can tell me some advice it would be great!
Thanks a lot for this tutorial. Mine, when it's moving it looks great, but when it stops the trail sort of folds up like an accordion. I noticed your trail stays long and flowing when the object isn't moving. How do you achieve that and do you have any advice to keep it from folding up? I'm guessing this is an artifact of the stretch texture mode and I couldn't find any obvious way to minimize it.
at 10:25 your trail looks very whispy at the end, for me mine looks chunky as it dissipates no matter what texture I make. Do you know what I could be doing wrong? As well, when I move my trail around it produces it on multiple planes that are highlighted when i'm moving it, making it look weird when it making it turn corners cause it folds on it's self
thats probably due to the unity provided trail renderer not being as well made, i'd suggest trying some of the free options mentioned in this tutorial, i myself have literally no idea what to do either or how to implement the community provided renders but i guess we have no other option anyway :)
Problem : My trail seems flat unlike your "flame movement"... Fix : the import parameters of the png were wrong. Make sure to have Texture Type : Defauult (I was doing sprite/pixel art) Thanks for the tutorial ! It's really good stuff ♥
Great tutorial. Any tips on how to make it feel less stylized? I like the effect but it doesn't match the more realistic graphics I have in my game currently.
Thanks! I was doing ok until it came to clamping the alpha. Then the whole thing turns invisible for some reason. :( I'm still trying to figure out why.
One more option! You can multiply the entire shader with a gradient, and control the gradient with a custom float value. So basically, a new UV, create a new gradient, multiply this with a float value of 1, and then multiply this float controlled gradient with final result of the shader. Then, create a particle system that does nothing, Add Custom Data, Vector with 1 element, Element name X, change it to the float name you use to control the shader, And control the float with a curve by using the particle lifetime. Adjust the particle lifetiem to juust a bit shorter than trail itself, and voilla. Or, the custom data part could be added to whatever particle system you wanted to attach this trail to. What is actually happening is, trail's end point will become invisible and then trail will close off. Since the shader already faded out, the stretched end of trail will be invisible and its animation doesn't matter. Is it good? Eeehhh... Only one trail maybe. Or multiple custom datas with multiple shader float values, all with different names. Not the most elegant way maybe, but it worked for me.
( Question then Fixed Edit: Im so grateful. I have one issue, ( so far) my texture is very clipped, like I dont see the smooth soft brush, gradients I made in Krita, the wave. it seems to be almost clamping or harshly crude around edges. not like my texture...ad tips? EDIT: oh I had Alpha clipping oN, when I shut it off, is shows as the black /gray/white texture is, smooth, soft! wow!
One question: How did you make the trail's transparent smooth while turning on the alpha Clipping?🤔If I turn off the alpha Clipping, the transparent is soft but the shadow's shape does not fit the trail's shape.
everything worked out, except for the movement of particles behind the wake. All settings are in local. When changing "update particles" from "global" to "local", the particles continue to rotate around the glowing point and do not follow the tail. Help me solve the problem
Are there other ways to make this smooth, with the Unity version, no plug in or purchased packages? Any adjustments to be made so it’s not glitchy? K don’t have money to by the $30, one.
Is there a way to make the VFX trail only follow the Trail object and not be affected by a parent object that that trail is a child of? Trying to use this as a rotating fire shield effect but when the player moves the trail is moving with the player and not just rotating with its own circular trail.
Hi! I've tried to use this shader as strip renderer inside VfxGraph, but is is "inverted" (transparent at start and solid at the end) I've played with it a lot of time but not achieved success, would you help me with it? I've tried to invert movement of noize textures and cutting direction but result is the same.
please help, when i set the texture of the trail to the texture you showed us how to create, the "tilling and offset" block part just transforms it into a wide line
I appreciate this tutorial, but the Unity trail renderer is quite clunky to work with (just as the Unity line renderer). I personally much prefer making these effects only with the Unity shadergraph and vfx graph. But your tutorials are awesome :)
I wonder, I have encountered a problem in Unity where a Visual effect is not shown in the Scene window but funnily renders and shows in the game window. Do you or someone know wy this is?
That's normal behaviour of the Trail Renderer. If you wanna have a look at the trail and work on it without disappearing you can increase the duration/lifetime to a lot and then move the trail a little bit to the side "only with one stroke".
Hi, first of all, thanks for your great tutorial! But I have a problem :) I'm on HDRP and when I assign the material to trail renderer, the dissolve effect is noticeable but the color (neither the color itself nor the emission from HDR) is present. Only a dark, brownish trail. But if I assign the same material to a particle system, It's completely fine. I appreciate any answer or help. Thank you guys.
I had the same problem and I found why it happened. When he saves the asset I did ctrl + s to save but that doesn't save the asset, it saves the file. You have to click "save asset" in your shadergraph top menu and then create material.
i followed the tutorial until 7:01 bt my shader turns out pink, i also checked if i followed all steps, i´m wondering if u have an idea what it could be?
I'm confused...really I mean do i have to use different yearly versions of unity specifically for these effects or can I do all this with my unity 2019 Lts? Please answer me anyone
For the shader you simply need a shader editor like Shader Graph (if you are in 2019 URP or HDRP) or Amplify Shader (for 2019 SRP). The Trail Renderer exists in pretty much all versions.
Guess I hadn't the time, plus the focus was a bit more towards the shader and texture. But if you end up creating trails with the Particle Strip in VFX Graph, let me know. I'm curious.
@@GabrielAguiarProd I'm working on something now. Particle strips are still missing some features but I've been making good progress lately. My latest experiment has been to use the Heads and Trails system but instead of Trigger Event Over Time use Trigger Event Always. Set the Trigger Event Always Rate to the strip capacity in the Initialize Particle Strip Context. Then, for the strips, I Set Position to the result of a Bezier curve created from oldPosition, position, and targetPosition (all set to current). I did try using oldPosition (Source) as point A - and that should work well in runtime - but I was having some annoying position snapping when using a test animation in timeline (this is likely only an issue that only appears when editing in timeline, it does not appear when the system is played normally). You can use the built-in Sample Bezier node or you can create a (three-point) Quadratic Bezier Curve with a few simple lerps (see Freya's Bezier Curves video for a great example). There is a simpler example given (in one of the threads linked below) to lerp between oldPosition and position using a T value = spawnIndex / spawnCount; Following that example I used T = spawnIndexInStrip / spawnCount for my strips. I've tried using particleCountInStrip instead of spawnCount but I haven't determined if there are any significant differences yet. Unity has prototyped smooth spawning mode using sub-frame interpolation, shown in one of the following threads. These two threads discuss the current issues vfx graph has with spawning from a moving system: forum.unity.com/threads/trigger-event-over-distance-how-to-spawn-evenly-between-position-and-oldposition.1190797/ forum.unity.com/threads/how-to-improve-appearance-of-a-moving-system-spawning-behavior.1166027/
There's a drop down menu in the scee, you can google it where it is, called Animated Materials. Maybe you need to to turn it on to see the shader in action. OR make sure the material assigned has a value different then 0 in the speed.