Unity VFX Graph - Disintegrate and Dissolve Effect Tutorial

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In this Unity tutorial we are going to create a Disintegrate Effect for a character! We are going to see how to do the Dissolve Shader and then use VFX Graph to spawn particles in the character! Enjoy!

*Use the code GABRIELAGUIARBF22 for an additional 10% off all orders over $100

***Follow Rabbit's Tale game development***

00:00 Intro - UAS Promo
01:27 Mixamo Character Setup
02:02 Dissolve Shader - PBR Setup
06:00 Dissolve Shader - Erode
08:40 Dissolving Controller Script
11:59 Adding Particles
16:37 Enable VFX Graph via Script
17:33 Improvements and Suggestions
19:21 End Result

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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!

#unity #shadergraph #vfx #stylized #powerup #shader #vfxgraph #madewithunity #visualeffectgraph #visualeffects #dissolve #shader
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Thank Unity for sponsoring this video! 🥳🥳🥳

GabrielAguiarProd
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Appreciate the work you're doing! You really are the best source for high-quality VFX for me as a solo developer!

davegamedevelopment
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First of thanks for the tutorial, really great info! I want to add for people that might not be able to find the "Skinned Mesh Position" in the VFX graph, that you should go to the Edit>Preferences>Visual Effects, and check if the "Experimental Operators/Blocks" is ticked! Hoped that helped!

NikosAvgoustidis
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Great video once again!
For people wondering why their VFX conform to a single point, make sure your imported model has `Read/Write` enabled, so that mesh vertex information can be accessed by the Visual Effect component.

raznayr
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Nothing makes me happier that Gabriel following my suggestion 😄

prshantishere
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OMG I saw your post on reddit and I was overjoyed to see it. please keep doing this it's amazing

mrb
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MY GOD I LOVE YOUR CONTENT. I'm a new indie developer but I want to learn VFX as I find it AMAZING, these tutorials are very motivating for me. Also the last one I asked you for Genshin effects and this is one <3

josejavierjorge
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This works perfectly. I do find if I try and repeat it in HDRP RP I have to slightly modify it. If i don't i do not see the edge.
If anyone else came across this, this is what i changed ...
Add an Emission Node after the multiply.
I put the multiply out into the emission node color in
intensity to 50 000 on the emision node
output of Emission node to emission.

SeanBotha
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Hi! Thank you for your tutorials! I noticed that if the parent is not in zero coordinates, then the particles shift relative to the parent, as well as the parent from zero. Then I changed the value of the variable "Transform" from "L" (local) to "W" (world), I did the same with the node Transform (Position). Now in the "Initialize Particle" block, the "Set Position" node has a "W" icon and everything works fine.

CG_Pigeon_yt
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As always, Great tutorial. Nothing to add. Just Amazing!!!

AndrewShestopalov
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Great video! All your effects videos would be great for a future projects in unity. Thanks!

xdedeone
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Thank you for making this video! 😄👍🏻

This VFX looks super cool... I'm using it in my next Game 🎮

alec_almartson
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Another great video! Thank you! All your stuff on Patreon seems like a steal!

rjsiii
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Thanks for that video! I just used that for our project.

LucidWarlocks
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Thanks for the video!
It is interesting, for me the "VFX property binder component" just moved the particalsels away from my character so i had to play a while to figure out what settings is the best for me:
- "Position (skined mesh)" node: setted the property "composition position" to owerwrite in the inspector (maybe its overwrite by default, i cant remember)
- "Set position" setted the "composition" also overwrite
- deleted the "Transform" and the "Transform position" node that you add after 14:15
- and i simply connected the "Get Attribute position" node to this Set Position node.
so i dont have binder Component you added and it is still works. I also played a little with moving the partical system with the same partent level to the mesh, or one level higher, they both working pretty well.

hopes it helps if somebody has the same issue!

zrogdav
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Notifications won't let me study 😂

prshantishere
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Awesome video mate thank you so so much!

wtness
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OK, but hear me out. How is this done to a 2D sprite with shader graph?

bagboybrown
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Great video, as always. I always look forward to when you lease a new video and inspires me to look at how I could use them in a game I've been working on for some time! Have you ever created a cavity shader? I'd like to highlight parts of low polygon objects to better see the joins so it's more cartoon like.

dominiauk
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Hello Gabriel,

Appreciate your work as always, currently learning VFXs and your channel is really awesome !

But I have a question, why not attaching the VFX graph to the hips of the model and switching to World Pos to be able to move the character without loosing the particles if you go to far from the 0, 0 (assuming your vfxgraph is located here) ?
Because the particles system stops to emit if the VFXGrapgh object is not anymore in the view field if I'm not wrong.

KiisuK
visit shbcf.ru