Making Glitter in Shader Graph and URP

preview_player
Показать описание
Everyone loves glitter, but it gets everywhere. Luckily, we can just make a glitter shader instead. In this tutorial, learn how to use random noise colors (i.e. GIMP's Hurl filter) to make a glittery effect!
As a bonus, also learn how to flip the effect on its head to make a starry night shader!
------------
------------
🎮 This project uses Unity 2020.3.2f1 and URP 10.4.0, but it should work with other versions.
------------
------------

#unity #shaders #glitter
Рекомендации по теме
Комментарии
Автор

I really love your videos. You are very easy to understand and you try to make us understand the information behind all of it. Sometimes I just copy and paste nodes from tutorials because they just tell you, but don't explain why they are putting the nodes together. You actually explained why and what it will do.

regular-user
Автор

came here from reddit. I'm surprised by the quality of the instructions and in detail information. subscribed for more content.

nilmour
Автор

This is how you make a clear and comprehensive tutorial ! :)

dasparadoxon
Автор

Thanks a lot for the tutorial, I used it in my game Hoverflow to make the sand glitter :)

simon.in.motion
Автор

Bless your kind soul! Your works are amazing - thank you for this and for your other tutorials as well! 🥰

rhemmy
Автор

There is a space in the lighting window under the environment tab (I think) where you can put a material in for the skybox so you wouldn't need a sphere to make the night sky.

MrBanana
Автор

I love your work! Would you ever make an updated version of this for HDRP? I've got the effect working in the material preview but there's no glitter when I apply it to a model in the scene

bluesheepminecraft
Автор

キラキラ出来ました!
Hueでノーマライズに変更したら無事に動いてくれました!
とても参考になりましたありがとう!

hide_ch
Автор

Great!!Thanks for the amazing tutorial!!!👏🎊

ccg
Автор

I only realized yesterday that view direction is now normalized in URP 11 and above

__dane__
Автор

When you add nodes in a graph, it would be helpful to be zoomed in a little more so we can see the text on each node.

ed_halley
Автор

This (for me) does NOT work in Unity 2022 (not an LTS). There are a lot of problems from the hue not moving if it's not set to Normalized to the Fresnel not begin added in the end etc. :( guess I'm downgrading to be able to do this.

webtemp
Автор

In case anyone has the issue that I and others had in HDRP where the effect was working in the preview but not the scene, I found a solution. It's a bit of a compromise, but it worked for me and got the effect I wanted with sand glittering as the camera moves by:
1. Simply adding the base colour (or gradient if you still want it) to the final result of everything that was supposed to go into the emissions, and then plugging the result into the base colour fragment at the end. It doesn't get the HDR effect of the sparkles, but it gets white specks behaving as they should.
2. Ensure that the target object you're applying it to is UV unwrapped

If anyone knows how to bring back the HDR effect on the glitter let me know

bluesheepminecraft
Автор

I have a question! I'm using Unity 2019.4.3 and I'm trying to accomplish this shader! however when I get to the step at 2:44 "add 2 Float properties" I don't seem to have the option in the dropdown. My list starts with Vector 1 and so on. Does anyone have any idea what I can do to be able to add these? (I do have a "Precision: Float" header up next to the Save assets/Show in Project header.) Any ideas?

kaylamisstress
Автор

Thank you! Is it possible to set the background to transparent and only have the glitter on?

shengwang-wc
Автор

For me the glitter doesn't move, the time node seem to don't work

tilksamousse
Автор

How about Amp, lify shader variant ? I'm planning to have a skybox shader with Stars glitter, Moon texture(adjustable), Clouds texture

sureztv
Автор

How might I make a shader that makes certain objects greyscale (any object could be subject to greyscale) without every object using a custom material which is painfully tedious

WelshGuitarDude
Автор

This is so informative, but for some reason the glitter does not show up on my model, but it shows up on my preview inside Shader Graph. (I clicked Save Asset) The fresnel shows up though, and if I use a glitter offset less than 0, the entire model shows up as the glitter color. Inside Shader Graph, it's kind of of the opposite. If I use a glitter offset greater than 1, no glitter appears, which actually might make sense though.

exactspace
Автор

To everyone who have a problem with the particle size, Change the Noise Scale.

yonatanabergel