DISSOLVE Effect using Shader Graph (Unity Tutorial)

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  • เผยแพร่เมื่อ 3 ก.พ. 2025

ความคิดเห็น • 40

  • @manningfamilychronicles1601
    @manningfamilychronicles1601 ปีที่แล้ว +1

    Yes with these! Absolutely knocking it out of the park with the video lineup. Thank you.

  • @MarllonVilano
    @MarllonVilano 4 หลายเดือนก่อน

    Thanks for the tutorial. One thing I found out: When purifying at time 05:35, if you really want to make your color appear in its pure color, instead of a blending color, just add a Clamp node between the Subtract and Add nodes.

  • @322ss
    @322ss ปีที่แล้ว +1

    Saw you on Unity Asset Store front page - congrats!

  • @Diablokiller999
    @Diablokiller999 ปีที่แล้ว +1

    OMG is this confusing, perfect example for a code based shader approach :D

  • @exhit-gamedeveloper9971
    @exhit-gamedeveloper9971 ปีที่แล้ว +1

    Great tutorial. Btw, there's no need for the custom Amount slider limit to be 0 > 1.1. You could just Add 1 to Outline Thickness, giving a DynamicMaxValue. Assign that value to the Y of a Vector2 node (0, DynamicMaxValue). Then you can remap Dissolve Amount from (0, 1) to (0, DynamicMaxValue). This way, no matter the Thickness, Dissolve Amount can always be between 0 and 1.

  • @ITAngel
    @ITAngel ปีที่แล้ว

    I don't use Unity but man this makes me want to try it out. Nice Video.

  • @LimitedBits
    @LimitedBits 8 หลายเดือนก่อน

    Shaders are still magic to me but this was super helpful and you explained everything so well. Thanks!

  • @fred1541
    @fred1541 9 หลายเดือนก่อน

    You save my final report in school project homework, thanks

  • @fireraccoon_
    @fireraccoon_ ปีที่แล้ว

    Love it, as always top class!

  • @ryaniswhoiam5695
    @ryaniswhoiam5695 ปีที่แล้ว

    Love the tutorials! Super helpful

  • @sealsharp
    @sealsharp ปีที่แล้ว

    Really good tutorial for 95% of it. Here's a like! Looking forward to the next podcast.
    What i dislike, not particularly about this, but about Unity tutorials in general is how coroutines are used for things they are not needed for. Coroutines are amazing because they can bring complex behaviour that would require switching states into a sequence which is easier to understand and creates more maintainable code. But coroutines also come with an overhead of memory allocation and they are not "parallel" and not faster. This dissolve-lerp could have easily been done in the Update-method.

  • @anshulsingh8326
    @anshulsingh8326 ปีที่แล้ว +1

    Another Step Node 😏

  • @bigfin20
    @bigfin20 3 หลายเดือนก่อน

    great video thansk

  • @enbermudas4269
    @enbermudas4269 2 หลายเดือนก่อน

    Nice tutorial, but can you slow down a bit while creating nodes? I couldn't get a single one right without repeating the video.

  • @scoop9551
    @scoop9551 2 หลายเดือนก่อน

    Hello, thank you for the tutorials! I am stuck in the bloom section, why is the bloom affecting the scene color ( there is like a color tint on the scene now )

  • @artinstroukeprod
    @artinstroukeprod 10 หลายเดือนก่อน

    Thank you man!

  • @nineseveneleven
    @nineseveneleven 25 วันที่ผ่านมา

    Is there any way to assign this shader to UI-element like icon in button inside Canvas?

  • @sidiscoolest4028
    @sidiscoolest4028 ปีที่แล้ว +1

    For some reason theres a weird thing were my sprite from MainTex is not being put onto the Player

  • @Dbl_Plus_Good
    @Dbl_Plus_Good 3 หลายเดือนก่อน

    I've got a URP/Lit material that utilizes a slightly transparent base map color (you can see through it a bit) as well as HDR color. At runtime I turn up the intensity of the HDR for a sort of "activation" effect. Would it be possible to create a dissolve shader that works with this type of material? So far all I've found are shaders that don't allow for this transparency + adjustable HDR values...

  • @SeanWonder
    @SeanWonder 6 หลายเดือนก่อน

    Can I still accomplish this using the Built In Render pipeline instead of the URP?

  • @pablovillegas2898
    @pablovillegas2898 4 หลายเดือนก่อน

    How i make the shader cast shadows?

  • @JohnS47
    @JohnS47 4 หลายเดือนก่อน

    I dont see the URP option?

  • @yaroslavb.2589
    @yaroslavb.2589 ปีที่แล้ว

    Great tutorial, everything is pretty clear. Only at me for some reason BLOOM highlights everything, even the default-sprite material, how can this be fixed?

    • @skylinee969
      @skylinee969 6 หลายเดือนก่อน

      Same question, dude

    • @scoop9551
      @scoop9551 2 หลายเดือนก่อน

      Did you find a solution?

  • @Egcyber7
    @Egcyber7 8 หลายเดือนก่อน

    What about the damage flash MAT won't it remove it

  • @GabGamingXP
    @GabGamingXP 6 หลายเดือนก่อน

    What do you mean ? What Color "intensity" ? Where ? 5:35

    • @lukajk
      @lukajk 3 หลายเดือนก่อน

      the exposed hdr color property

  • @marinosrrapaj4287
    @marinosrrapaj4287 ปีที่แล้ว

    Very nice effect! Can you explain a bit why you used 1.1 for the sliders and not 1.0? Thank you!

    • @sasquatchbgames
      @sasquatchbgames  ปีที่แล้ว

      Cause with just 1 you could still see a tiiiiiny bit of the character outline effect. Needed the extra .1 to clear that up

  • @HerrBardo
    @HerrBardo หลายเดือนก่อน

    Now it's not working my Y sortening

  • @emanueltejadacoste2250
    @emanueltejadacoste2250 ปีที่แล้ว

    does it work for pixel art?

  • @StickyLabDev
    @StickyLabDev 10 หลายเดือนก่อน

    neeed in 3d project

  • @YosefYosef-c8m
    @YosefYosef-c8m ปีที่แล้ว

    Hey man I want to develop a game and I have the budget can we discuss the game if u have time

  • @Developer_rapfa
    @Developer_rapfa 10 หลายเดือนก่อน

    is this works for 3d too?

  • @vdeorizer
    @vdeorizer 6 วันที่ผ่านมา

    perfectly nerdy approach... it's not fast enough you need to type faster!! You can do this in half the time!!

  • @Rangeon
    @Rangeon ปีที่แล้ว

    First

  • @Coco-gg5vp
    @Coco-gg5vp ปีที่แล้ว

    First