Honestly, it's one of my favorites! Made it available in the UAS too: assetstore.unity.com/packages/vfx/particles/vfx-graph-sci-fi-shield-vol-1-207741?aid=1100l3Jhu Oh and check out this Orb Explosion Course: www.udemy.com/course/unity-visual-effect-graph-beginner-to-intermediate/?couponCode=17.99_UNTIL_20-09
For anyone having issue with the unwrapping part and need the faces to stack instead of split, after initially unwrapping, open the UV unwrap menu again and the bottom option should say "reset". Choosing this solved the issue for me
Hey Gabriel, once again an amazing tutorial. I'm a developer at a smaller indie studio and your lessons have been absolutely indispensable. I've even paid for and taken some of your tutorials. Thank you so much for sharing your knowledge and skill, as always great work :)
Thanks a bunch. I followed other shader graphs tutorials and people never really explain what each things they add truly do, but you did a great job with that. Thumbs up too for showing the full process (3D modeling, texturing....)
I appreciate your effort, but from the optimization perspective, branch node is best avoided and substituted. You can check which side the pixel is facing by performing a dot function between the vertex/pixel normal and view direction (literally fresnel), so positive value is front-facing and negative value is back-facing, then use this value to perform a step function for both facing colors.
I am using Unity 2022.3.5ff1 and there is a problem with VFX graph at 13:33. The solution is the following. 1. Go to the shadergraph of the shield . 2. Look for the 'Graph Inspector'. 3. Go to the 'Graph Settings' tab. 4. Under the Universal panel, enable the 'Support VFX Graph' at the very bottom.
새로운 블랜더 튜토리얼 파트 고마워! 예전 영상을 따라하기 힘들어서 슬펐는데 이걸 보고 할 수 있을 것 같다! udemy 강의도 매우 고맙다! Thanks for the new Blender tutorial part! It was sad because it was hard to follow the old video, but I think I can do it after watching this! Thank you very much for the udemy lecture too!
I love your course, i have bought it just today, respect to unity users but we have the right to ask for videos for unreal engine 4 as well 😁, hope ill see more videos soon, i don't have a reason to sub now cause most of your videos are for unity users, but i hope ill do in the future when there is enough videos about unreal engine, thanks a lot
I have followed the steps in the 3d object part and when I unwrap, there are full of small pentagons and hexagons, and then the UV exported is also full of small pentagons and hexagons...I dont know how to export a UV map which only contains 1 large pentagon and 1 large hexagon...
unfortunately I suck at blender and I am unable to follow you.. I do EXACTLY as you describe but the UV generation does random stuff and I can't get it to work, this is so frustrating
I remember getting lost in your original tutorial. Certainly my fault. I couldn't make the second sphere visible or achieve any movement. Ill look forward to following this later. Thank you.
When trying to unwrap the isosphere after cleaning up the geometry and deleting the existing UV map, I don't get 2 overlapping UV islands simply by clicking Unwrap, I instead get 162 separate identical islands that are spread across the entire UV map space. Am I missing something here?
Hello, i have an issue with the ripples, when the ripples vfx is activated it shows the impact point AND the entire sphere. I want to only render the impact point.
I'm trying to understand if there is actually reason to multiply front and back to gain alpha? Won't it be simpler just to lower some elements opacity on texture itself and use alpha directly from Sampler node? Or am I missing something?
Eae, Gabriel. Eu to tendo dificuldades no blender na parte do UV, no meu mapa UV ta aparecendo varios hexagonos pequenos ao em vez de grandes como no seu video. Como posso fazer igual o seu ?
Hey, I have to be honest, and don't understand how you get different pulsing/breathing effect? You didn't cover that, since it just follows the sin function...
When I apply a material create from Graphshader to my model, I only got the pink color. That color does not change even thought I update the color from shader. Could you please give any advance?
Opa tudo bem? Eu começei a fazer vfx hoje então não tenho nada configurado, seja o unity, blender, etc.. Eu creio que a skybox do meu unity seja diferente da sua então talvez por esse motivo o meu shield não esteja brilhando e tambem parece bem diferente do seu, alguma ideia de como eu posso arrumar isso?
Hey I have a quick question/problem. So whenever I try assigning the alpha like you did at 9:25 the object just goes completely invisible due to it. I'm using the exact nodes you are and it just wont appear.
@Realduffy Nice, but you have a "time_SG" node that doesn't exist, you made it up, then what's inside ? Also what SG means to you, Sample Gradient or shader Graph, or something else ?
I would advise against telling people to use N-Gons. It's more costly for engines to render because they have to dynamically subdivide and draw their own triangles/quads arbitrarily in runtime.
dude this is awesome! thanks for this! I got a question . heck maybe an idea for a video. but how would you use Vfx with a 2d game? i looked into this, but i see its supported, but no one got tutorial on how to make vfx with 2d games, maybe you can make one for us? I would love to use the tutorial you made with lighting effects but in 2d ^_^
Very useful tutorial. In the tutorial the faces have just 1 UV tile for each hexagon/pentagon shape, but in the final view I assume he split all the faces into separate UV tiles in order to make them move independently, or did I miss something?
Yes, you are right, it's explained here: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-IZAzckJaSO8.html Make sure to separate all the faces with Alt+M > Split Faces by Edges
Hello, I have a question, why is mu sample texture background white ? my PNG is fine, I did everything like you did but it's not working ;/ Please help.
Actually the one he created in the video has the same white background as yours (and mine). But then he uses a different one not created in this video.. Very frustrating.
You can still recreate the shader from this tutorial, use it with the Particle System and with Custom Vertex Streams: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-zNC65seEadI.html A while back I made a similar tutorial but with the Particle System too: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-hTJqo1HeEOs.html Good luck.
Thanks Gabriel, you are dominating the VFX tutorials on youtube ! I have a question: at the end of the video, each face seems to be displacing randomly and independently from the other faces, How can I achieve something like this ?
@@GabrielAguiarProd mmm, noise is making it noisy, is there a way to move based on the face normal instead of the vertex? because each vertex is moving separately and it's making some weird shapes
@@GabrielAguiarProd I'd love to have an answer for @Hassan_Khallouf. just adding noise isn't the answer. you would had to calculate which vertex belongs to a single face to add an equal noise value. therefore moving only a face. May you elaborate on that?
No problem. :) Yes. You need to control it with a lerp node. The 'A' option is for no distortion (simply connect a Position node set to Object) and 'B' option full distortion. T value controls the amount of A or B. Normally small values for the T option does the trick.
I'm pretty good at following instructions but I've been on this tutorial for 2hrs and I can't seem to get the shield to change any color at all it stays white no matter what I do to change things x__x, is there a setting I'm missing in Unity ? The Material Preview looks nice and I loaded it with the mesh on the Material Preview but after saving and viewing mesh in viewport its just white.
@@GabrielAguiarProd The Material I currently have added is just the shader. I have, this is my tree in short " Model Texture--> HDR Colors Front/Back -> RGBA->Front*A/Back*A*output-RGB=Alpha Input Front=True/Input Back=False/Is Front Face B = Input Predicated = Output Base Color Frensel Power -> Fesnel Effect * Fresnel Color = Output to Branch False/Multiply1 BackColor Output to True/ Is Front Face to Predicated = Emission lol
@@anibalgonzalez179 Did you create a material out of the shader and assigned it to the model? You can right-click on your shader and create a material. Then assign the material to the model in the scene.
I notice that in your shader you use the Is Front Face node multiple times. I had heard somewhere that if statements (which a branch essentially is) are really bad for shaders because the GPU predicts what instructions need to be loaded in advance, and a branch in the code can force the GPU to unload incorrectly predicted instructions and load new ones, which is slower. So obviously you need at least one in this case so you can differentiate between front and back, but surely it would be better to only use that node once and just connect it up to the other nodes?
My understanding is that the branch node's problem is the opposite, that rather than using branch prediction, it evaluates both branches, and is therefore optimal to have the branch point as early as possible so that there are fewer wasted operations. But I definitely don't know that for sure.
If I remember correctly on that version you can create a Visual Effect Shader Graph, which is basically the same as turning on "Support VFX" now a days. Hope this helps 👍
Good Job! Tried the previous one but I never got the hits to work on newer versions of Unity and had to go around and add an effect of the shield getting hit on the projectile itself so it would look like it was being generated from the shield.
Out of curiosity, do you ever run into problems using faces that have more sides than 4 or is it okay because you using the URP? Also is it possible to make the shield generate an impact animation? Like the tiles moving inwards causing a wave like effect around the shield from where the impact is?
If you become a Patron, once you open the shader, you will discover that I used a noise texture to modify the normal vector. Instead of normal vector being constant, the idea is to randomize it.
Not sure why. But I would recommend creating a new project from scratch with Unity Hub, select the URP as the template and then install Shader Graph and Visual Effect Graph.
is it possible to subdivide the mesh so that all the hexagons and pentagons are divided into triangles evenly? its so i could use one tiled texture! would appreciate the help Thank you so much
Well if I remember correctly, in Blender, before converting into pentagons and hexagons it's all triangles, or at least it's at that point where you can do that.
@@GabrielAguiarProd what I ment was imagine slicing a single hexagon it will become 6 triangle a pentagon 5 due to how many sides these shapes have, in the shield vfx tutorial they are not triangles butane actually quads. I have been trying to find the correct option to successfully convert too triangles for easy texture tiling. I tried triangle and subdivide and went looking for more options but non of them make perfect triangles. Let me know if you find something 😉
Hey! I love your tutorials! ^^ Can I put you to the test? :) (Spoiler alert! Do NOT continue reading if you haven't seen wandavision completely!) I'd love to see a tutorial for any special effects in unity that replicate Scarlet Witch's chaos magic (WandaVision's are cool for example) Do you think you could do it? Thanks :D
Hi Gabrial, I've rewatched it multiple times, but for some reason my alpha channel isnt working, every exposure level is blowing out the entire mesh on all faces not just the white areas on the UV's any reason why?