Unity Shadergraph: Rain Drop Ripples!

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Surprise surprise, more wet stuff. I just can't help myself. In this tutorial I convert my previous rain ripple video into Unity's ShaderGraph as a lot of people had problems with this, and I sort've promised it could be done. So here it is!

For my usual subscribers, I know it's a topic we've already covered so I'll try to have to something new for you in a few days. Pinky Promise*

How I made the texture sheet animation:

● Music by Francis Preve

*Pinky Promises aren't real.
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Small Tip: Have everything use the same time node, boosted my fps from around 100 to 180

josephforte
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Put a divide by 10, input is Time for A. Out from Div goes into Rotation of UV Rotate, Tiling And Offset Out is UV input of Rotate. Rotate Out is Fraction In which Fraction Out to Flipbook. Then, do the same for the other flipbook, but divide by 8 instead and the Div outputs to a One Minus before going into the Rotation input of the Rotate which then feeds into the 2nd Fraction and then flipbook. This will make the water drops look not tiled and never in the same spot.

TheZeroedin
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Definitely implementing in my weather. Need screen rain drops tutorial

neongaming
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thank you so much for doing this one! i was struggling with the other tutorials

BakinKoljac
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Really wish there was an image of the final graph. Would be really useful to zoom in and look at stuff myself. But still great work <3. I am grateful that this exists <3.

krishnansubramoni
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Awesome stuff. I’m so excited to learn more shader techniques using Amplify. Please do more. You rock.

jsauce
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you know, unity has a built in way of formating animation tiles like this, its called a 2D array texture, just input the rows and columns and then it will format it in a way that tiles nicely. problem with the flipbook node is that its really built for single polygon animations, not tiling effects like this, so the problems with the tiling are because the flipbook shader is just doing a tiling and offset, its just shifting the whole texture around, but 2d textures dont have that problem, in fact i added a function to make a randomized offset for each "tile" so they are all slightly offset

paulbunyangonewild
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Is there any way I could get this shader for the built-in renderer? I'd gladly purchase it if it was available...

jcuzunererkorkmaz
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@PolyToots
Great video. this looks so good. i want this in URP. Is that possible?
I do not have many options in URP

Lisa-mznn
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Thank you for the tutorial, really helped me out :)

danielbergshoeff
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Great tutorial, is a way to do it Triplanar ? will help to have the same size of drops in all the objects in the scene.

BadMouseRM
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I'm trying to do this on "2D renderer" setting in unity 2019.2 but for some reason it doesn't work. Ripple effect preview looks ok and nicely animated on the "ripple texturesheet" node but on the finalproduct there is no such effect, just the main texutre without any effect. When I do it on the default lwrp it works just fine. Do you have any idea?

cellatim
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I managed to make the offset change ramdomly every time the cycle is completed. I don't want to spam it here so if someone needs it just ask. I have to say it looks weird because you can notice the moment it changes.

antoniodeharo
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How do you get your lights to bloom like that? I don't get nearly as nice of a shine when I do this. Looks great

luminaryphi
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Great tutorial, could you make a ripple effect that works in screen? like a shock wave i found several on the internet but they don't work unity new URP 2D and i don't have enough knowledge to figure out how to solve it.

yuriaugusto
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can i pls have those textures been trying to make good ones for awhile

shrippie-
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how do u change the color of the ripple?

Sharkz-izyf
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Wonderful tutorial, thank you very much :)

joshpolman
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I've been trying to get this to look even better with primarily adding a specular map kind of like the way the window rain specular map works, but because of this I noticed that the tiling has a weird line in between the tiles, which you can't really see when just using the normals, but is very apparent in a spec map. Does anyone know how to solve this? Maybe it's just a bug from the flipbook node in shader graph, but yeah I don't know

Pradigm
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Which one do you like more? ASE or Shadergraph?

CAyou
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