Interstellar wormhole using Shader Graph - Unity Tutorial

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Game Dev Experiments episode 3 - part 1: recreating the interstellar wormhole from Subnautica.

In this Unity tutorial I create a simple cone model using Blender and then apply a Shader Graph shader to it in Unity to turn it into an interstellar wormhole, like the one seen in the game Subnautica. I use the vertex shader to give the wormhole a cool animated wobbly effect as if you're flying through it, and then add extra details using textures and the Shader Graph noise nodes to distort them.

This is the first of a two part series. The second video will take the basic wormhole effect created in part 1 and then turn it into a cutscene using the Unity Timeline tools.

This tutorial uses Blender 3.0, and Unity 2021.3 (LTS) with the Universal Render Pipeline (URP).

Please note that this is NOT a beginner tutorial. I assume a good working knowledge of Unity and how to set up the URP before starting. Familiarity with Shader Graph is also beneficial.

00:00 Start
00:07 Introduction
01:28 Blender modelling
03:23 Unity model setup
04:07 Fresnel, bend, and twist
05:05 Shader Graph part 1
06:21 Noise scrolling
07:16 Shader Graph part 2
08:00 Animating the wormhole
08:51 Shader Graph part 3
09:13 Texture details
10:40 Shader Graph part 4
11:41 Putting it all together

The following music was used for this video:
Music: Chronos by Alexander Nakarada
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My comments a bit late but just saw this, fantastic work as always Tim ! 👏

tapgaze
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Wow, amazing quality job man. I've subscribed and hoping for more content like this!

erikm
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Very interesting and underrated, good job

critisizorz
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hey can u provide a timestamp for where the spoiler is? i really want to make the effect haha

asdf-asdf-asdf-asdf-asdf-asdf
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Super late comment here. Followed this recently and found that only meshes from Blender worked properly.

The maya mesh just wobbles left and right, it doesn't spiral.
It's not the shader, since I got the desired result via blender.
It's not an export issue either, since I can export my blender mesh out of maya and it works. ( long as I don't freeze transformations).

Are you able to create a mesh in other software for this? Or does it rely on something blender does under the hood?

RahStahMon
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