NEW FIRE TUTORIAL: th-cam.com/video/XQlFokCzU6M/w-d-xo.html UDEMY COURSE - VFX FOR GAMES: www.udemy.com/course/vfx-for-games-in-unity-beginner-to-intermediate/?couponCode=18.99_UNTIL_20-09
If you are having different results, here's a simple fix: 1) Create an Unlit Graph, with Transparent surface, Two Sided On, AlphaClipThreshold set to 0 and copy paste all the nodes from this tutorial; 2) Connect the last Multiply node to Color input of the Unlit Master, and use a split node to split the last Multiply node and connect R, G or B to the Alpha input of the Unlit Master.; 3) That's it. Don't forget to convert the properties you want to be public (Color, MainTexture, DistortionSpeed, DistortionAmount, etc) 4) My final values (depends on your texture too): HSV Color: 9, 88, 75, 100 / Intensity 5.8 Distortion Speed: X 0 / Y -0.3 Distortion Amount: 0.1 Distortion Scale: 7.5 Dissolve Speed: X -0.1 / -0.5 Dissolve Scale: 1.5 Dissolve Amount: 1.15 Cheers!
your channel is so cool because it's short enough to not overhelm a beginner like me with technical info, but it's long enough to show all that is necessary for the basics. the art part was really a good surprise, I didn't expected to see a part dedicated to show a simple way to make a flame like texture. I didn't started making games yet, but you really motivate me to do so cause I start to see how stuff are done.
THIS. Is what I want in more games. And for much more to adopt. A candle flame can be just as epic as a fireball. But the shading and stylization makes this work regardless of the game. Either cartoony, simple or realistic. This works in any fantasy to make it stand out. The opposite of Guild Wars 2. Where I find the fire in the spells is so bad and bland seeing a real candle honestly feels more magical.
A video about water creation would be very good also friend, and beautiful tutorial, keep posting great content like this, thank you! Strong embrace and success!
Anyone having trouble getting the flame texture to see through. Select the png file in unity and change Alpha Source to From Gray Scale. This will remove the black background and make it look like a flame.
TIP: i dont know if i was just being stupid but, if your quad is not being transparant you might have to assign your 2D Texture (the particle dot) to your material in the inspector of the material. -So go to the unity editor. -go to your made material -click on it -look at the empty slot on the right top corner and assign a texture
First off, you're amazing. You showed me how to do something I was researching for a few months. I am forever grateful. Second, if there's ANY way you can make a tutorial on how to get grass like you see in Rocket League, that would be the bees knees. I wanna use that effect for carpet, but it looks so clean, ya know? As always, your work is amazing!
Awesome Tutorial ! Just discovered Unity Shader Graph while working on my first game. This was exactly what I needed ! Thanks a lot ! Never Subscribed to a Channel THAT fast ! :D
I had some problems but fixed them eventually, I used Unity HDRP 2020.3.25 Created an unlit graph in HD Render Pipeline Chose surface type as transparent Chose blending mode as additive.
Thank you, for this wonderful tutorial. Please create a complete tutorial series on Shader Graph, that would have the scope from the beginners to intermediate.
This list of videos covers a wide variety of topics, and I'm still adding new tutorials. Hope it helps: th-cam.com/play/PLpPd_BKEUoYjcFaqriaMchx5gOqBs2tDh.html
Does this work for 3D flames as well, even though you use the 'sample texture 2D'? I noticed that your torches in the end looks like they are 3D at least, but I cant seem to make it work in 3D myself.
hi, I love your videos they are great but I just want to ask why does it look glowy in the tutorial but mine has a black shade around the flame? I tried changing the alpha but it didn't work please help :(
Necro thread, but I'm trying to understand at 3:00 why when you multiply, you end up with that highlighted fresnel looking ring. Is it a non-obvious artifact of the image file? Something in the HDR math/tonemapping? It doesn't make sense to me mathemtically?
Hey Gabriel I’m trying to follow this video to make a candle flame for a lighter. Any idea how I can make the flame always face upwards regardless if I rotate the lighter? I want the flame to behave how a flame would in real life if you turn the lighter sideways when it is lit.
Hey man. You should do a tutorial about how to create a Ghost Trail. It's a super cool effect and I always wanted to learn to do. If you do, I'll give you a huge like!
Oi Gabriel! Essa tecnica, fica puxando a distorção da textura pra um lado meio que deixando ela um pouco na diagonal ou é impressao minha? Aqui além de distorcer puxando para um lado deixando a textura como se fosse na diagonal, ainda movia realmente a textura, o mover a textura consegui ajeitar pondo um off set de ajust, mas o distorcer pendendo para um lado nao descobri como resolver, se nota mais quando vc distorce muito. puder dar uma força, fala aê Valeu!
Hello I am applying these flames in my 2d game but the flames renders behind the object and there is no order in layer option in 3d objects so how can I render it above 2d objects?
Can you create a tutorial about creating a thruster effect (for rockets and spaceships) with force that can be controlled through script? So you'll be able to make fire bigger and smaller
SO Uh. If you changing surface to transparent for this effect to work, it renders itself above some ayers (like UI) which it shouldn't do. People on internet tell that this is cause of transparent mode and you need to use opaque one. but with opaque I can't use proper alpha. You might found some fix already from the day you posted this tutorial?
Thank you for the video! One small question though, but the quad is flat, so if you look at it sideways you can't see the flames, so they are not 3D. How do I fix that?
You can use it in a particle system. There are options in the renderer like Vertical render mode that allows the fire to be always faced to the camera.
Hey! I have an question. Whats the different between Particles System vs Shaders? Whats the point to create particle system if you can achieve the same result with shader?
Well both are very distinct things. Let me see if I can shine some light on this matter. The Particle System allows you to manipulate attributes of a texture applied to a quad or a more complex mesh. It allows to manipulate parameters such as rotation, size, lifetime, color, velocity, particles count, and more. Hence the name Particle System. And a Particle System requires a Material to render a particle. And the Material requires a Shader. Shader is more complex. It's a computer program that is used to manipulate how pretty much every pixel appears on a screen! Seriously. For example, a shader can manipulate a mesh with things like shading, lightning, reflection, refraction, SSS, hue, vertex position, normal map, tessellation, and many more. It's also used in Post-Processing effects and other things. So yeah, I hope this helped you! Good Luck & Stay Curious!
Hi Gabriel. Thank you for video, nice shader. But how about 3D fire shader? For example for VR. So if I see on fire from above, it looks like flat fire :(
In that case I would maybe try to add "layers", add planes. Basically two planes making a cross in vertical (basically what we have in this tutorial but another one perpendicular) and a horizontal plane so it's scene from above. The three planes should not align with camera. Another option is to create kind of a cone shape in blender and see how that looks with the shader. It all comes down to creating an illusion with meshes.
Great video! Quick question - is it possible to cast a shadow of a mesh with the shader on, that does reflect the applied shader? After applying the shader to my quad, the shader renders the effect fine on the quad, but it cast's the quad's shadow.
Go to package manager, search for Shader Graph and install it. If you really want no problems at all, then open up Unity Hub and create a new project with URP or HDRP template selected. It will make your life easier. Hope this helps!
Your tutorials are fantastic! Would it be possible for you to make a shield shader with intersection? I have been struggling with this for days. Would totally pledge you on patreon if you did. If not thanks for all your amazing work.
@@GabrielAguiarProd Can I tell you a secret? Was going to pledge anyway. In fact signing up to Patreon just for that reason :) Seriously your videos are always great!
That fire is awesome and I've managed to reproduce him but I ha ve a tiny problem I'm on HDPR unity 3D and with shadergraph (obviously ^^") but I got no soft edges on my shader, btw I have no preview in shadergraph and that's annoying too so even if it doesn't stop me from getting a fire kind of like yours I really wander if you know what's the problem here? :) Thank you and continue your tutorials!!
did u figure it out? I have a problem where the -0.2 on the Vector 2 isn't making the offset move for some reason. Do I have to actually run it for it to work?
You can create an Unlit Graph, with Transparent surface, Two Sided On, AlphaClipThreshold set to 0 and copy paste all the nodes from this tutorial. Then, instead of connecting to the Albedo you can connect the last Multiply node to Color input of the Unlit Master, and use a split node to split the last Multiply node and connect R, G or B to the Alpha input of the Unlit Master. The result is very similar and there's no black when you turn. Cheers!
Well you got 2 options. Either you convert your project to URP or HDRP and then you are able to use Shader Graph, VFX Graph and other packages. Or you keep using the SRP (standard render pipeline) and get a third-party plugin like Amplify Shaders to create shaders.
great!! plz upload effect about volumetric blood splash or just blood splash ~ if possible, can i make it using shader graph because above scene is beautiful~~~ plz
They work fine, but if you are importing the shader from older versions you may need to add again the Voronoi node since it's probably missing. :) Let me know if this helped.
@@GabrielAguiarProd I develop mobile games. I used to use classic shaders, but wanted to try shaders created in shader graph. I would like to know: how optimized are they? How to compile them to get a regular Shader.I apologize in advance for my English. It's not my mother tongue.))
I created this shader by tutorial but my material doesn't seems to show alpha as transparent. Moreover if I set up surface to "transparency" instead of "opaque. all works well till I choose blue color for the effect than it suddenly disappears (like there is something that calculating blue color as alpha for me and the more blue you add the more transparent and empty material becomes. I wanted to create similar effect but not as red fire. If I leave surface as "opaque" then material shows alpha as black color.
Anyone else getting a "Cannot create custom UI" warning in the latest version of HDRP (4.6) in 2018.3 when clicking on a material that uses the shader graph shader? Doesn't seem to affect the shader but this only happens with 4.6. Doesn't happen with 4.3.
I tried following this and my flames turned out completely invisible unless i turned the HDR light up to 10, at which point they showed but looked horrible Any advice?
Well, you can try to slowly increase the saturation of the color and see if you have any different results. Sometimes a texture with less white areas works better. And, make sure you didn't miss any node. Let me know if this helped. :)
I've tried a few different things, made sure all my nodes are correct, tried a few textures but no luck I got it to show up by multiplying the alpha by 20, but it gives me weird colours sometimes (such as interesting negative blues on a PBR graph, but normal super dark reds on an unlit graph), not really sure what to make of it
Don't know if you were able to fix that but, apparently in recent Unity versions you may need to use a Split node in the last Multiply, and connect either R, G or B to the alpha input of the PBR Master.
Damn, my nipples are so hyped for that stuff in the future for the WIP environment im working on.. , thanks alot dude. A question, can you make some sort of scifi effect? Just to show whats possible and how hard, i.e barrier or a shield FX
RIP. The first step isn't doable anymore because PBR graphic isn't in the menu. So much for me hoping i could just dive right in with little unity knowledge and follow the steps XD
1) Instead of starting with a PBR Graph, you can start with a Blank Shader Graph. 2) Double-click to open the Blank Shader Graph. 3) In the Graph Inspector set the target to Universal (if you are in URP) 4) Select Lit Everything else should be pretty much the same. Good luck.
So i just wanna say, your tutorials are amazing, but PLEASE just slow down, I can't be the only new person trying to learn this stuff, and its really hard to sit here and learn when I have to pause every few seconds because i missed something you said or did
NEW FIRE TUTORIAL: th-cam.com/video/XQlFokCzU6M/w-d-xo.html
UDEMY COURSE - VFX FOR GAMES: www.udemy.com/course/vfx-for-games-in-unity-beginner-to-intermediate/?couponCode=18.99_UNTIL_20-09
If you are having different results, here's a simple fix:
1) Create an Unlit Graph, with Transparent surface, Two Sided On, AlphaClipThreshold set to 0 and copy paste all the nodes from this tutorial;
2) Connect the last Multiply node to Color input of the Unlit Master, and use a split node to split the last Multiply node and connect R, G or B to the Alpha input of the Unlit Master.;
3) That's it. Don't forget to convert the properties you want to be public (Color, MainTexture, DistortionSpeed, DistortionAmount, etc)
4) My final values (depends on your texture too):
HSV Color: 9, 88, 75, 100 / Intensity 5.8
Distortion Speed: X 0 / Y -0.3
Distortion Amount: 0.1
Distortion Scale: 7.5
Dissolve Speed: X -0.1 / -0.5
Dissolve Scale: 1.5
Dissolve Amount: 1.15
Cheers!
I was able to solve changing the alpha source of the image to "from gray scale"
When I set the unlit master to transparent my shader disappears
your channel is so cool because it's short enough to not overhelm a beginner like me with technical info, but it's long enough to show all that is necessary for the basics.
the art part was really a good surprise, I didn't expected to see a part dedicated to show a simple way to make a flame like texture.
I didn't started making games yet, but you really motivate me to do so cause I start to see how stuff are done.
THIS. Is what I want in more games. And for much more to adopt.
A candle flame can be just as epic as a fireball.
But the shading and stylization makes this work regardless of the game. Either cartoony, simple or realistic.
This works in any fantasy to make it stand out. The opposite of Guild Wars 2. Where I find the fire in the spells is so bad and bland seeing a real candle honestly feels more magical.
Just the kind of stylistic fire I wanted, I really like the candle at the end
I can't believe this is free. AAA quality flames in 10 minutes
I can't believe most games still use a pizza looking round image texture repeated as a magic fire.
A video about water creation would be very good also friend, and beautiful tutorial, keep posting great content like this, thank you! Strong embrace and success!
Thanks!
Yes we are going to see water shaders too :)
Anyone having trouble getting the flame texture to see through. Select the png file in unity and change Alpha Source to From Gray Scale. This will remove the black background and make it look like a flame.
TIP:
i dont know if i was just being stupid but, if your quad is not being transparant you might have to assign your 2D Texture (the particle dot) to your material in the inspector of the material.
-So go to the unity editor.
-go to your made material
-click on it
-look at the empty slot on the right top corner and assign a texture
Shader looks nice and is simple to recreate. Thx a lot!
Enjoy! Glad you found it useful!
First off, you're amazing. You showed me how to do something I was researching for a few months. I am forever grateful. Second, if there's ANY way you can make a tutorial on how to get grass like you see in Rocket League, that would be the bees knees. I wanna use that effect for carpet, but it looks so clean, ya know? As always, your work is amazing!
Awesome Tutorial ! Just discovered Unity Shader Graph while working on my first game. This was exactly what I needed ! Thanks a lot ! Never Subscribed to a Channel THAT fast ! :D
Thank you! And good luck with your first game!
Exactly what I was looking for, thank you!
Thank you so much for your tutorials, you are awesome !!
Never used shader graph before but you make it look easy, thanks! Just shows you can make something that looks great in a short amount of time!
Yep it's really cool
I had some problems but fixed them eventually,
I used Unity HDRP 2020.3.25
Created an unlit graph in HD Render Pipeline
Chose surface type as transparent
Chose blending mode as additive.
Thanks for sharing!
hey bro! I was waiting 4u. Keep going! you doing great things! :)
Thank you, for this wonderful tutorial. Please create a complete tutorial series on Shader Graph, that would have the scope from the beginners to intermediate.
This list of videos covers a wide variety of topics, and I'm still adding new tutorials. Hope it helps:
th-cam.com/play/PLpPd_BKEUoYjcFaqriaMchx5gOqBs2tDh.html
10:20
YO YO YO!
What are you trying to draw, dude?
Does this work for 3D flames as well, even though you use the 'sample texture 2D'? I noticed that your torches in the end looks like they are 3D at least, but I cant seem to make it work in 3D myself.
You are a legend !
Ur channel will boom even more soon ! :D
Ty soooo much :)
Thanks man!
Мужик, ты просто дикий! 😃😃просто великолепно! Я в восторге. Спасибо тебе за твои уроки!
Thank you for the tutorials! I noticed that if I have multiple flame in the scene, they are all identical, is it possible to randomize them?
Question, why does when I apply my material on a quad its not animating or moving????
hi, I love your videos they are great but I just want to ask why does it look glowy in the tutorial but mine has a black shade around the flame? I tried changing the alpha but it didn't work please help :(
Incredibly helpful and inspiring. I have been looking for a better flame solution for some time, I think this one is it!
You are amazing!
(send this video to people with Trypophobia)
great tutorial thanks bro
That's totally AWESOME! Good job, thank you! :) Охренительно, охренительно
Necro thread, but I'm trying to understand at 3:00 why when you multiply, you end up with that highlighted fresnel looking ring. Is it a non-obvious artifact of the image file? Something in the HDR math/tonemapping? It doesn't make sense to me mathemtically?
Awesome tutorial, thx a lot man!
Thank you for the video, but 🤔what about the side view, quad will be good only in 2D mode...
Thank you for the video :)
You're welcome!
Hey Gabriel I’m trying to follow this video to make a candle flame for a lighter. Any idea how I can make the flame always face upwards regardless if I rotate the lighter? I want the flame to behave how a flame would in real life if you turn the lighter sideways when it is lit.
Hey man. You should do a tutorial about how to create a Ghost Trail. It's a super cool effect and I always wanted to learn to do. If you do, I'll give you a huge like!
That's a cool idea, may do.
Oi Gabriel!
Essa tecnica, fica puxando a distorção da textura pra um lado meio que deixando ela um pouco na diagonal ou é impressao minha?
Aqui além de distorcer puxando para um lado deixando a textura como se fosse na diagonal, ainda movia realmente a textura, o mover a textura consegui ajeitar pondo um off set de ajust, mas o distorcer pendendo para um lado nao descobri como resolver, se nota mais quando vc distorce muito.
puder dar uma força, fala aê
Valeu!
Hello I am applying these flames in my 2d game but the flames renders behind the object and there is no order in layer option in 3d objects so how can I render it above 2d objects?
The best, as always!
dude i love your vids and i have one request can you do smoke and blood effecs turorial?
i really need to learn those
again amazing videos keep it up
What are your settings for the noise scales etc? Im following along but my rsult gets super ugly :( thanks
The transparency of the quad didn't workout. Any solution?
Can you create a tutorial about creating a thruster effect (for rockets and spaceships) with force that can be controlled through script? So you'll be able to make fire bigger and smaller
Very nice, thanks!
Question. If you wanted to, is it possible to use this to make a magic attack projectile? Like from kingdom hearts 3?
wait, what's the difference between pbr shader and lit shader? aren't they same?
None, it's the same. Unlit is different though, doesn't get influenced by lights.
SO Uh. If you changing surface to transparent for this effect to work, it renders itself above some ayers (like UI) which it shouldn't do. People on internet tell that this is cause of transparent mode and you need to use opaque one. but with opaque I can't use proper alpha. You might found some fix already from the day you posted this tutorial?
Thank you for the video! One small question though, but the quad is flat, so if you look at it sideways you can't see the flames, so they are not 3D. How do I fix that?
You can use it in a particle system. There are options in the renderer like Vertical render mode that allows the fire to be always faced to the camera.
Hey! I have an question. Whats the different between Particles System vs Shaders? Whats the point to create particle system if you can achieve the same result with shader?
Well both are very distinct things. Let me see if I can shine some light on this matter.
The Particle System allows you to manipulate attributes of a texture applied to a quad or a more complex mesh. It allows to manipulate parameters such as rotation, size, lifetime, color, velocity, particles count, and more. Hence the name Particle System. And a Particle System requires a Material to render a particle. And the Material requires a Shader.
Shader is more complex. It's a computer program that is used to manipulate how pretty much every pixel appears on a screen! Seriously. For example, a shader can manipulate a mesh with things like shading, lightning, reflection, refraction, SSS, hue, vertex position, normal map, tessellation, and many more. It's also used in Post-Processing effects and other things.
So yeah, I hope this helped you!
Good Luck & Stay Curious!
Should i use shader or particles for flames which is more performant
Amazing
My particle is rendering the black background, any tips?
Remove the black background, or set the Blending Mode of the Shader to Additive.
@@GabrielAguiarProd Appreciate your response! Great tutorial. I'm binging your content 🙏.
Hi Gabriel. Thank you for video, nice shader. But how about 3D fire shader? For example for VR. So if I see on fire from above, it looks like flat fire :(
In that case I would maybe try to add "layers", add planes. Basically two planes making a cross in vertical (basically what we have in this tutorial but another one perpendicular) and a horizontal plane so it's scene from above. The three planes should not align with camera. Another option is to create kind of a cone shape in blender and see how that looks with the shader. It all comes down to creating an illusion with meshes.
@@GabrielAguiarProd Tnak you for answer Gabriel. If it interesting for you, finally I did fire as just particles🤣. But anyway thanks.
Great video! Quick question - is it possible to cast a shadow of a mesh with the shader on, that does reflect the applied shader? After applying the shader to my quad, the shader renders the effect fine on the quad, but it cast's the quad's shadow.
Thanks!
amazing! how about swiming pool water
Yes that's also going to be part of this Unity Shader Graph series! :)
Is there a video on disco shader ?
Anyway your content is awesome and I've subbed
Really cool!
I'm sorry - I don't see a link that resembles "How to install Shader Graph".
Go to package manager, search for Shader Graph and install it.
If you really want no problems at all, then open up Unity Hub and create a new project with URP or HDRP template selected. It will make your life easier.
Hope this helps!
Your tutorials are fantastic! Would it be possible for you to make a shield shader with intersection? I have been struggling with this for days. Would totally pledge you on patreon if you did. If not thanks for all your amazing work.
Yes that's something that is also planned for this shader graph series ;)
Thanks!
@@GabrielAguiarProd Can I tell you a secret? Was going to pledge anyway. In fact signing up to Patreon just for that reason :) Seriously your videos are always great!
That fire is awesome and I've managed to reproduce him but I ha ve a tiny problem
I'm on HDPR unity 3D and with shadergraph (obviously ^^") but I got no soft edges on my shader, btw I have no preview in shadergraph and that's annoying too
so even if it doesn't stop me from getting a fire kind of like yours I really wander if you know what's the problem here? :)
Thank you and continue your tutorials!!
did u figure it out? I have a problem where the -0.2 on the Vector 2 isn't making the offset move for some reason. Do I have to actually run it for it to work?
So it works like an 2D image that when is rotated it turns with the camera making ilusion of 360degrees or it works like particle?
it behaves strange when rotated past 90 degrees turns black
You can create an Unlit Graph, with Transparent surface, Two Sided On, AlphaClipThreshold set to 0 and copy paste all the nodes from this tutorial.
Then, instead of connecting to the Albedo you can connect the last Multiply node to Color input of the Unlit Master, and use a split node to split the last Multiply node and connect R, G or B to the Alpha input of the Unlit Master.
The result is very similar and there's no black when you turn.
Cheers!
Is there a way to ad this shader graph to already existing unity 3d project?
No unfortunately no. The only way is to recreate this shader with Amplify Shaders.
@@GabrielAguiarProd So in order to use these new shaders I'd have to reimport my whole project into this?
Well you got 2 options. Either you convert your project to URP or HDRP and then you are able to use Shader Graph, VFX Graph and other packages. Or you keep using the SRP (standard render pipeline) and get a third-party plugin like Amplify Shaders to create shaders.
@@GabrielAguiarProd Cool, thanks mate!
great!! plz upload effect about volumetric blood splash or just blood splash ~ if possible, can i make it using shader graph because above scene is beautiful~~~ plz
is it possible with URP?
Why the shaders created in the shader graph is not working in another project?
They work fine, but if you are importing the shader from older versions you may need to add again the Voronoi node since it's probably missing. :)
Let me know if this helped.
Oh if you are trying to use shaders made with shader graph outside the LWRP or HDRP then it will not work by the way. That's just the way it is :/
@@GabrielAguiarProd I develop mobile games. I used to use classic shaders, but wanted to try shaders created in shader graph. I would like to know: how optimized are they? How to compile them to get a regular Shader.I apologize in advance for my English. It's not my mother tongue.))
I created this shader by tutorial but my material doesn't seems to show alpha as transparent. Moreover if I set up surface to "transparency" instead of "opaque. all works well till I choose blue color for the effect than it suddenly disappears (like there is something that calculating blue color as alpha for me and the more blue you add the more transparent and empty material becomes.
I wanted to create similar effect but not as red fire.
If I leave surface as "opaque" then material shows alpha as black color.
nevermind. I did some misteps while creating shader. Now all is good.
Anyone else getting a "Cannot create custom UI" warning in the latest version of HDRP (4.6) in 2018.3 when clicking on a material that uses the shader graph shader? Doesn't seem to affect the shader but this only happens with 4.6. Doesn't happen with 4.3.
could be LWRP but doesn't look as good as yours even if I copy all of your values. thanks tho
U can duplicate nodes pressing control+d :)
I thought this was brackeys
Hey dude, why my convert to property is diabled
Depends on what you are trying to convert. Not every property is convertible.
Epic
I tried following this and my flames turned out completely invisible unless i turned the HDR light up to 10, at which point they showed but looked horrible
Any advice?
Well, you can try to slowly increase the saturation of the color and see if you have any different results.
Sometimes a texture with less white areas works better.
And, make sure you didn't miss any node.
Let me know if this helped. :)
I've tried a few different things, made sure all my nodes are correct, tried a few textures but no luck
I got it to show up by multiplying the alpha by 20, but it gives me weird colours sometimes (such as interesting negative blues on a PBR graph, but normal super dark reds on an unlit graph), not really sure what to make of it
Don't know if you were able to fix that but, apparently in recent Unity versions you may need to use a Split node in the last Multiply, and connect either R, G or B to the alpha input of the PBR Master.
Damn, my nipples are so hyped for that stuff in the future for the WIP environment im working on.. , thanks alot dude.
A question, can you make some sort of scifi effect? Just to show whats possible and how hard, i.e barrier or a shield FX
Yeah that's an interesting idea, I may look into that too!
Thanks, and calm down your nipples man! :p
Bom vídeo, dá para ver que és tuga hahaha
how would you keep particles from not facing you
Hey there, in the 'Renderer' module you can set the 'Render Mode' to 'Local' or 'World' so it doesn't face the camera.
Cheers, good luck!
@@GabrielAguiarProd In the Render mode it say Billboard, Stretched Billboard, Horizontal Billboard, Vertical Billboard, Mesh and None.
Sorry I meant Render Alignment.
@@GabrielAguiarProd THEIR WE GO, Your a genius man thank you so much :)
I don't know why my effect is not moving at all
Make sure to turn on Animated Materials in the Scene view.
Wow..
RIP. The first step isn't doable anymore because PBR graphic isn't in the menu. So much for me hoping i could just dive right in with little unity knowledge and follow the steps XD
1) Instead of starting with a PBR Graph, you can start with a Blank Shader Graph.
2) Double-click to open the Blank Shader Graph.
3) In the Graph Inspector set the target to Universal (if you are in URP)
4) Select Lit
Everything else should be pretty much the same. Good luck.
@@GabrielAguiarProd I love you.
@@GabrielAguiarProd Weird, the inspector doesn't have a universal option o.o
I'm facing major lag on this on Android!!!!!!!!!!
So i just wanna say, your tutorials are amazing, but PLEASE just slow down, I can't be the only new person trying to learn this stuff, and its really hard to sit here and learn when I have to pause every few seconds because i missed something you said or did
you can change the speed on the youtube video it helps
how to create a character using vfx?
tuturial
Хеллоу май диар френд
Not even getting the same result, also it is not a 3D fire. I should recommend to tell that are 2D flames.
pls make tutorial understandable its difficult. not able to do it.
Hey you, shader development is not too useful up here..