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Top FIRE Shader Graphs for Unity - 2D Fire Shader Graphs
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Three different ways to make fire shader graphs in Unity.
I wanted to make a fire shader graph video, and couldn't pick my favorite technique. So I went with my top three. That has made it a much longer video than normal, but it's still packed full of great info.
The three fire shaders I'll show are: sprite based, cartoony, and realistic.
As (almost) always, I have a written version of this tutorial on my site. This time the written version is mostly focused being a reference to the video, rather than being a stand alone tutorial. It has plenty of high res screenshots of the shader graphs so can look at detail.
Assets used
**** Update for Shader Graph 10.x
This video was made with Shader Graph 8.2
If you are using Shader Graph 10.x there are a couple key differences:
The create shader options have moved within a sub-menu called "Universal Render Pipeline, and some are renamed. So "Create--Shader--PBR graph" becomes "Create--Shader--Universal Render Pipeline--Lit Shader Graph"
The per-input settings that were in the blackboard are now in the "Graph Inspector" within the "Node Settings". You must have the input selected to see its settings in that window.
Some other settings that were on-node are now also in that Graph Inspector, though you can generally ignore these.
If you want to generate a code shader from the graph, you do so on the graph asset inspector (not on the master node as you did in 8.2). Now select the graph asset, and hit "View Generated Shader" button in its inspector.
****
0:00 Intro
2:09 Sprite Fire
5:20 S. Haze
8:07 S. Layering
12:27 S. Time
15:10 Cartoon Fire
18:20 C. Color
20:46 C. Shape
23:50 C. Sideways
28:05 Realistic Fire
31:13 R. Shape
35:44 Fire in 3D
In the realistic technique, I start with the cartoon fire shader graph. Then I brighten the color by chaning it to HDR, and adjust the shape. Included in shape adjustment is changing one of the Voronoi nodes to be Gradient Noise, and also feeding time into the Voronoi Angle Offset. Both of which I could have done on the cartoon shader effect if that sort of shape was desired.
Lastly I show how to add 2D fire to a 3D scene in an elegant way.
And don't forget to subscribe!!!
I wanted to make a fire shader graph video, and couldn't pick my favorite technique. So I went with my top three. That has made it a much longer video than normal, but it's still packed full of great info.
The three fire shaders I'll show are: sprite based, cartoony, and realistic.
As (almost) always, I have a written version of this tutorial on my site. This time the written version is mostly focused being a reference to the video, rather than being a stand alone tutorial. It has plenty of high res screenshots of the shader graphs so can look at detail.
Assets used
**** Update for Shader Graph 10.x
This video was made with Shader Graph 8.2
If you are using Shader Graph 10.x there are a couple key differences:
The create shader options have moved within a sub-menu called "Universal Render Pipeline, and some are renamed. So "Create--Shader--PBR graph" becomes "Create--Shader--Universal Render Pipeline--Lit Shader Graph"
The per-input settings that were in the blackboard are now in the "Graph Inspector" within the "Node Settings". You must have the input selected to see its settings in that window.
Some other settings that were on-node are now also in that Graph Inspector, though you can generally ignore these.
If you want to generate a code shader from the graph, you do so on the graph asset inspector (not on the master node as you did in 8.2). Now select the graph asset, and hit "View Generated Shader" button in its inspector.
****
0:00 Intro
2:09 Sprite Fire
5:20 S. Haze
8:07 S. Layering
12:27 S. Time
15:10 Cartoon Fire
18:20 C. Color
20:46 C. Shape
23:50 C. Sideways
28:05 Realistic Fire
31:13 R. Shape
35:44 Fire in 3D
In the realistic technique, I start with the cartoon fire shader graph. Then I brighten the color by chaning it to HDR, and adjust the shape. Included in shape adjustment is changing one of the Voronoi nodes to be Gradient Noise, and also feeding time into the Voronoi Angle Offset. Both of which I could have done on the cartoon shader effect if that sort of shape was desired.
Lastly I show how to add 2D fire to a 3D scene in an elegant way.
And don't forget to subscribe!!!
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