Unity Shader Graph - Toxic Waterfall Effect Tutorial

preview_player
Показать описание
In this Unity tutorial we are going to see how to create a Toxic Waterfall effect, a Radioactive shader. We are going to use Blender to model the waterfall and then Shader Graph to create the toxic effect. We also have an overview of the other elements.

00:00 Intro
01:38 Waterfall 3D Object
05:30 Puddle 3D Object
07:11 Toxic Waterfall Shader
13:37 Toxic Waterfall Transparency
16:10 Toxic Waterfall Vertex Animation
16:39 Final Elements
18:04 End Result

-------------------------

OR

-------------------------

*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!

#radioactive #shader graph #unity #toxic # waterfall #shader #vfxgraph #vfx #visualeffectgraph #shadergraph
Рекомендации по теме
Комментарии
Автор

There's nothing like some radioactive waste pumping in the streets of your game!

GabrielAguiarProd
Автор

You're the best when it comes to shader and effects tutorials! Thank you for all you do!

shurtleffds
Автор

Very cool effect! You mentioned we could comment about the seam between the toxic flow and the puddle: I looked at some pictures of sewer outlets (ew) and it seems like the most natural thing to do would be to add a sort of white bubbly effect around the seam to make it look splashy. I don't think there's anything you can do with the two meshes you have or with the material that will make this look more realistic. But when it comes to a bubbly animation, having watched a few of your videos I'm sure you can come up with a better result than me!

patrickdasilva
Автор

you're legend! thanks for the tutorial

josimar
Автор

Thanks a lot! This one was my second choice in the first poll.

alakfrost
Автор

You are an absolute legend my dude. :) Thanks for making this tutorial!

KageBlink
Автор

Thanks I was searching for something like this. great tutorial

StellarMirage
Автор

Great video! - looking forward to URP Kamehameha tutorial

PRodi_
Автор

great job man you understand one of my problems glad i subscribed

kwaminadawsonamoah
Автор

You are an amazing thank you so much for the tutorial. Like a hero :D

senaust
Автор

Hi, great tutorial!
To remove the seam you could in blender make the UV with a plannar projection from above, then you should probably change the texture animation for scaling the tile instead of the offset and get a similar effect but seamless.

DaleplayUy
Автор

A bit late, but the seam is due to voronoi tilling "x" value, if you keep it in integers, it would be fine

isaacalonsovillegas
Автор

Ay brother, great job!
What about trying to make an extremely realistic black hole with it's plasma jets?
I know you've done a black hole tutorial, but that was in a toony style.
Blackholes look very amazing when made realistically, and teaches many cool Technics!
It would be a fun challenge for such an expert!

hajjex_
Автор

14:47 for me, this makes the color near the edges more transparent but doesn't make the edge fade out; edge seam is still visible

jaeyeonlee
Автор

hi Gabriel! hope you are doing fine! nice video and for a great effect.
sorry lately I'm not commenting your videos, I'm focused in some studies and it's being months since the last time I opened Unity
great tutorial! thanks for sharing!

serj_
Автор

I do not know if this is still relevant after almost one year, but one way to fix the seams would be to use the vertex/fragment X and Z position in object space as UV input for the Tiling and offset. Simply because two adjacent vertices/pixels will have similar coordinates whereas the UV of a fragment is not necessarily the same as its neighbor (depending on how we unwrap our mesh on the UV plane). We can then multiply those UVs (vector2) with a tiling/scale value that hereby does not need to be an integer (since we scale the UVs aka the coordinate system). And leaving the Tiling value on the Tiling and Offset node as a unit vector2.

alexandrechiasera
Автор

About the UV issue, if you scale the X size of UV by 2x and select the cylinder "columns" outside and scale them by -1x and move them inside would it work?
Also parabéns pelo vídeo, gostei bastante do efeito final! 😎

guig
Автор

Thank you for this! Shader graph is confusing for me. I'll be using this method to make waterfalls.

lunalarkgames
Автор

to get rid of a seam you'd need a custom tileable noise texture instead of generating one
Another solution is to unwrap the circle from view but you can't use scrolling at that point and find a solution to scroll the texture from center to the edge

konrad
Автор

Looks nice, great results, you told everything we need to do. But you said nothing about WHY we need to do certain thing, exactly those values, and so on.

doltramir