Unity Shader Graph - Liquid Effect Tutorial

preview_player
Показать описание
Here's a basic Liquid simulation with Unity Shader Graph, an effect that fakes a fluid in a recipient. It uses world position, backface painting and a script to simulate a basic motion.

Enjoy!

00:00 Intro
00:34 Overview
01:54 Liquid Shader
06:28 Wobble Effect
10:00 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!

#liquid #shader #unity #shadergraph
Рекомендации по теме
Комментарии
Автор

Oohh, I’ve been looking forward to something like this. Great video, thanks for another quality tutorial :)

Leonardorth.
Автор

I've been waiting for this for so long, thank you so much!

SethEric
Автор

Great tutorial, thanks so much. Very easy to follow and straight to the point while also explaining things along the way

LiliyaPanina
Автор

for some reason I have to set my remap values to really low numbers, like -.07 and .06. And it seems it depends on the size of the object, what those numbers have to be set to. Am I doing something wrong or is that just the way it is?

moonasha
Автор

HOHOHO Very nice tutorial . And pretty funny start . Good job Gabi :) !

manolov
Автор

I can't get enough of your tutorials, they are so awesome and helpful! Thank you so much!

miserablepile
Автор

Hey Gabriel, nice tutorial man, keep doin what you're doin

ghostbugaming
Автор

Bom dia, nunca tive o prazer de escrever mas quero que saibas que vejo este canal com cada vez mais qualidade e admiro os teus conhecimentos. Estudo atualmente na área dos videojogos e neste processo tenho acompanhado e começado a perceber o shader graph e por tal te agradeço. Keep up the good work!

logoaseguir
Автор

Thank you for sharing, i really enjoyed the tutorial

stPenokom
Автор

That's the darnest thing I ever saw. Well done!

harleyAtdk
Автор

I was looking for a simple explanation of the wobble script but couldn't find one. After studying it a while, I think I can give it an attempt.

Pulse is the same as angular frequency, or number of rotations a second. Sin waves are created with this value, so instead of a full rotation the values rock back and forth between half rotations. These are then multiplied by a Lerp value being reduced to zero by a Recovery Rate, making the rocking motion smaller and smaller. After the wobble variables are applied to the shader, the velocity values are calculated using the previous frame's transform data, then stored to be used in the next frame. This causes the rocking motion to be more intense depending on how extreme the current movement was.

kristianthaler
Автор

Always a great tutorial!
I I finished my first game, I will post the trailer soon.
I used the electricity effect for my character's super power.
Your name will be on special thanks in the home menu.
Your channel is the best in VFX.
Thank you very much!

CleisonRodriguesComposer
Автор

What is an amazing tutorial, like, and subscription! ❤

olexandrradchenko
Автор

9:01 Esse CRTL+Cê, CTRL+Vi te entregou cara😁. Brincadeiras a parte, excelente conteúdo.

canal_rumo_ao_sucesso
Автор

Real nice! Works with Built-in shaders as well

asvalias
Автор

another amazing tutorial . thank you very much.

NeleN_Games
Автор

It's scary but funny and very exciting that you still can and should use hlsl on top of the shader graph.
But you're video feel almost unfairly obligatory for anyone who wants to learn shading in Unity.
So many effects and methods with wonderful stylized designs.
This is professional work made to be available to absolute beginners.

magnusm
Автор

Nice tutorial! I believe it's better to normalize the vector before using the Split node. That way your Fill can be size independent. You still use the Remap node, but with values of -1 and 1 for the Out Min Max.

mauriciopartnoy
Автор

Loved the tutorial! I just wanted to add that it tends to be better if you avoid branching in shaders just because of how they function underneath. Instead the bool can be used as a zero or one value that is then plugged into lerp to lerp between the two colors.

hubbahu
Автор

as someone who makes unity games for a hobby I guess (since the job market is horrible), this tutorial was excellent. I've been using unity for a while, and I didn't even know the shadergraph existed, because I never really dabbled too far into the art side of things. It looks like a very powerful tool and I can't wait to dive into it deeper. Also, using a double sided mesh and telling the 'inside' texture to look like the top of the liquid is really clever. Thanks for the video, I'll be implementing this into my project

moonasha