Interactive Wind Shader for your Foliage (Unity Tutorial)

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In this Unity tutorial, We'll make a wind shader for all your foliage from scratch using Shadergraph, and by the end you'll have lots of tweakable options so you can get it to look just right.
Then we'll take it a step further by making the foliage interact with our player when he walks past it, taking the player's velocity into account!
This video was heavily inspired by Code Monkey's awesome Wind Shader video you can find here:
This video expands on that one so you can have wind you can interact with (whether it's from your character's velocity, or from a "wind controller" script or anything else you want)

Link to Download our FREE 2D Asset Pack:
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The Free 2D art pack used in this video:

Contents of This Video: ------------------------------------------

00:00 - Introduction
00:25 - Creating the Wind Shader
07:02 - Fixing every animation looking exactly the same
07:22 - Improving results by adding more vertices to sprites
08:37 - Creating our foliage velocity controller
09:56 - Creating the trigger for our foliage velocity

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#unitytutorial #unity2d #unity3d
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Great stuff. This is easy to understand but intermediate level of tutorials that is sorely missing from YouTube.
Been a fan for a long time and have used multiple tutorials in my indie project im currently developing.
Keep up the great work

NoTimeLeft_
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You're so far ahead of me in terms of creating shaders. I'm learning a ton from your videos. Keep it up Brandon!

midniteoilsoftware
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Thank you, I was searching for this kind of videos!

glimpsygames
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Love your vids, can't wait for some more of those "how real comercial games do it"

conorcoyne
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wow, this one ise really helpful with good explanation

mehmedcavas
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Sweet! Shows the important parts which is how the shader is done and how to set the material/Shader-parameters which creates the external influence.

I am not a fan of the use of coroutines. Starting those allocates memory and if you just run through those plants at the lower ground, that alone starts 12 coroutines. With some small changes, that could be zero.

sealsharp
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This is pretty neat. Any ideas hie to get Player influenze handled in shader graph? There has to be a way to handle the overlay so you can get rid of those nasty triggers

dertobbe
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I tried to run through it, but the big snag I hit was that the shader looked fine in editor, but moved very statically when I ran the game

MaximumAxiom
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How this shader could be applied when the sprite is part of an atlas, the effect applies to the entire atlas and the value of YMaskInfluence is very complicated to control ☹
As long as the sprite is not part of an atlas, everything works perfectly.

EremesNG
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Hello! Nice video! Pretty useful! My only feedback is regarding the boolean in the shader. It is very inefficient. Try using a combination of step and lerp functions instead.

bencemervay