DISSOLVE Effect using Shader Graph (Unity Tutorial)

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In this 2D Unity tutorial, we'll create a REALLY nice Dissolve effect using Shader Graph. After we get the base effect done, it's really easy to add even more tweakable options to get your effect looking unique and stylized.
I kept this one fast, and to the point, I hope you enjoy!

Link to Download our FREE 2D Asset Pack:
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Contents of This Video: ------------------------------------------

00:00 - Introduction
00:17 - Creating our custom shader
01:29 - Creating the dissolve effect
02:57 - Creating the dissolve outline
05:36 - Purifying the outline color
06:26 - Adding a spiral effect
07:28 - Adding a vertical dissolve option
09:04 - Adding some code to test it out

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#unitytutorial #unity2d #unity3d
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Yes with these! Absolutely knocking it out of the park with the video lineup. Thank you.

manningfamilychronicles
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Thanks for the tutorial. One thing I found out: When purifying at time 05:35, if you really want to make your color appear in its pure color, instead of a blending color, just add a Clamp node between the Subtract and Add nodes.

MarllonVilano
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OMG is this confusing, perfect example for a code based shader approach :D

Diablokiller
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Shaders are still magic to me but this was super helpful and you explained everything so well. Thanks!

LimitedBits
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Great tutorial. Btw, there's no need for the custom Amount slider limit to be 0 > 1.1. You could just Add 1 to Outline Thickness, giving a DynamicMaxValue. Assign that value to the Y of a Vector2 node (0, DynamicMaxValue). Then you can remap Dissolve Amount from (0, 1) to (0, DynamicMaxValue). This way, no matter the Thickness, Dissolve Amount can always be between 0 and 1.

exhit-gamedeveloper
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Saw you on Unity Asset Store front page - congrats!

ss
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You save my final report in school project homework, thanks

fred
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I don't use Unity but man this makes me want to try it out. Nice Video.

ITAngel
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Really good tutorial for 95% of it. Here's a like! Looking forward to the next podcast.

What i dislike, not particularly about this, but about Unity tutorials in general is how coroutines are used for things they are not needed for. Coroutines are amazing because they can bring complex behaviour that would require switching states into a sequence which is easier to understand and creates more maintainable code. But coroutines also come with an overhead of memory allocation and they are not "parallel" and not faster. This dissolve-lerp could have easily been done in the Update-method.

sealsharp
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I've got a URP/Lit material that utilizes a slightly transparent base map color (you can see through it a bit) as well as HDR color. At runtime I turn up the intensity of the HDR for a sort of "activation" effect. Would it be possible to create a dissolve shader that works with this type of material? So far all I've found are shaders that don't allow for this transparency + adjustable HDR values...

Dbl_Plus_Good
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For some reason theres a weird thing were my sprite from MainTex is not being put onto the Player

sidiscoolest
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Can I still accomplish this using the Built In Render pipeline instead of the URP?

SeanWonder
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What about the damage flash MAT won't it remove it

Egcyber
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Great tutorial, everything is pretty clear. Only at me for some reason BLOOM highlights everything, even the default-sprite material, how can this be fixed?

yaroslavb.
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Very nice effect! Can you explain a bit why you used 1.1 for the sliders and not 1.0? Thank you!

marinosrrapaj
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What do you mean ? What Color "intensity" ? Where ? 5:35

GabGamingXP
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Hey man I want to develop a game and I have the budget can we discuss the game if u have time

YosefYosef-cm
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