Unity VFX Graph - Blood Tutorial (Procedural Shader)

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Today we are going to see how to create a procedural Blood effect (no textures). We are going to use VFX Graph to spawn the blood and manipulate it's motion and then we use Shader Graph to create the Blood Shader.

Enjoy!

00:00 Intro
00:59 VFX Graph Start
04:53 Blood Shader
09:40 VFX Graph Improvements
11:50 Blood Ground Splash
15:40 Final Touches
16:44 End Result

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*Courses*

*VFX Assets Packages*

*VFX Graph Tutorials*

*Shader Graph Tutorials*

*Other VFX Videos*

Enjoy and feel free to ask any questions you may have, I'll answer as quickly as possible. And don't forget to like and subscribe. Thank you!

#blood #unity #vfxgraph #shader #shadergraph
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OMG lot of elements there, have to see it again to learn everything xD
Very interesting, I'm currently inside learning Visual Effect Graph !

GorasTheWolf
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What we wouldn't dare to learn just for the gore, btw, thanks a lot! Awesome tutorial!

capivara-sama
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Nice description and walkthrough, I look forward to playing with the collision and die effects like you setup

josephwoodrell
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this is a very epic, easy and splendid tutorial. well done 😄😄

androvictrayo-dyeh
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I've always been waiting for this, thanks for the tutorial.

ronigleydsonvilasnovas
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This effect is great, thanks for making this tutorial.

bomb
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very good video really enjoyed it. love to see more videos

Noob-zzzz
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Very impressive. Thanks for making this tutorial

masonmason
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Thank you so much for giving us this for free

itay
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Thx I’ve been trying to figure this out and you helped me

ThatVrThing
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Hey I have an idea for something interesting I think. How about a dust shader ? That you can also wipe clean like the mud in BF5. I think that would be pretty neat ?

manolov
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This is looking pretty dope when it touches the ground, but me, personally, don't really like how it looks at first. It is a bit "cheap" . Nice video and explanation tho :) Like++;

manolov
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this was fantastic, but am I missing something? I'm having trouble figuring out how to just make a visual effect graph that spawns particles for a certain duration and then stops. Do you know how to do this? (I'm not colliding my particles with anything as I'm working in 2d and that produced some pretty weird results)

sasquatchbgames
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Very nice! Good Job on that. I have a quick question about it: So i spawn this VFX on enemy's where they are hit and if vfx is rotated this blood drops dont fall on ground but fall on air with angle. So how do i change it to always hit ground no matter the rotation ?

MrShadow
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i met a problem about use of vfx graph visualization on the preview map and i fix it using vfx support in normal shader graph property.

Hozgen
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Hi, cool Video and fancy trick with the Polar Coordinate, but i have the problem, that it looks normal, when i view it in the prefab-view but looks like red air in the game scene, do you have any idea, what could be the problem?

Hana_UwU
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Is there virtually any way to detect collision in any way other than predetermined primitive? Am I screwed if I want this to be visual effect of when you hit an enemy, and the combat can happen when you are in corridor, so blood effect can hit the wall, rather than the floor (or, for example, you simply have multiple heights, and I don't want blood to go through the floor if I fight on elevation)? Should I stick to legacy particle system in this scenario just for its physics-based collision?

lentinant
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bro please help. I work in a team. How to use visual effects graph in universal rp?

staryx
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If you dont have trails and sparks on sealing, check if you deleted the whole update. You need to delete only turbulence, not update

vernoyakira
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the problem with this way of making blood is it cannot be to world it can only be local so it moves with your models thats bleeding.

MRL