Thanks for the video, I've purchased your udemy course after seeing this, I like that you explained the why of the nodes, rather than simply throwing them in there.
I want to give you a big Thank You for putting together this super helpful tutorial. I've wanted to mess around with shaders for the longest time, and following your tutorial I was able to get something up and running quickly. I used some of the techniques you demonstrated to make a cool-looking lava effect for a game I'm working on, so thank you very much.
If you having the problem that you're only seeing the foam in Editor-Scene and not in Game, you probably have to activate the checkbox "Depth Texture" in your Universal Render Pipline. That fixed it for me.
If I wanted my water to have no transparency, but still have the foam colour on the edges, what would I have to change? Aside from that this works incredibly well!
I'm not really sure what I'm doing wrong, but adding the one minus node after the smoothstep messes everything up, and I have to input negative FoamOffset values in order to even make the shader appear.
Thank you very much, you helped me a lot! This was exactly what I was looking for and you helped me to understand everything better. ^~^ Have a great new year!
Go Create->Rendering-> Universal Render Pipeline-> Pipeline asset , create one unless you have already created one then find that pipline asset you are using and enable "Depth Texture"
Apparently some terms have changed. The PBR Shader graph no longer exists, and I seem to be being told to create a Lit Shader instead. However, there is no Albedo property. Has this term changed, too? I'm stymied almost immediately with this tutorial because of this, and while I followed it through, it just creates a static colored shader, I assume because I'm missing that first step of plugging into the absent Albedo node...
I took apart my shader to implement this method, but it doesn't work anymore, because I am using LWRP. Please, could you say which pipeline you are using before delving into you tutorials. No harm, great tutorial, but I wasted a day trying to figure out why this wasn't working, and fixing the mess I made.
Can you make a tutorial for a damage effect like a mark left on the object after a sword passes through it? I can make an outline where the sword stabs through the objects with an intersect shader, but when the sword moves away the mark instantly moves with it, is there a way to make it stay there? Using a line renderer would require many raycasts, using decals would require many decals and wouldn't be as accurate or sharp, so would it be possible to do this with a shader?
I want to expand the foam to have some form of texture like you said at the end but i'm kind of lost on where to strart, i tried by adding and substracing some gradient noise but it just overlapped all of the quad and not just the edges.
I review 1000 times and I do the same but some wrong with my camera, in the Unity Editor is perfect and beautifull, but in the Game window not! When i move the camera this gets worse!
Nice tutorial. Special thanks for math explanations - I miss this in most tutorials. I wonder if there is any kind of wiki for the nodes with visual details of how the node works?
when i go to shader graphs there was na warning saying that my render pipeline was not compatible with this master mod and i dont know if this is the reason that my color of the water didn't work out
Hey, I've tried the shader in 2019.2.2f1 and it looks great, but the foam isn't displayed in play mode, only in scene view. Does anyone have any idea why that would happen? Thanks!
When I open the shader in the PBR editor, the preview looks great. But when I create a material, the end result looks nothing like it and instead is simply a white transparent colour. Any idea what I could be doing wrong?
I have tried everything but I am not able to get the foam effect. It is not working for me at all. Not sure what is the problem. Please hep me out if anyone else faced the same problem
Great tutorial dude,thank you very much. Just one beginner question: It says Output value "ShadowPassVertex" is not completely initialized. Can you help me with this?
These are awesome tutorials! Shaders for now are just like chinese to me... it's really difficult to start thinking in shaders. Thanks to shader graph it's "easier" thanks to visually look what it's doing in real time. It would be awesome if you add vertex displacement to the water so it looks like ripples in 3d. It would be awesome if you make a lava shader with a gradient from black (stone) to lava (orange/red). Along these water example! Thank you!
I just can't get it to work... I have the shader working fine in the PBR graph, but as soon as i apply it to a material and the material to an object all i get is the base color into the mesh. I'm not sure my LWRP is working correctly. Is there anyway for me to check that? I'm on Unity 2019.2 and with the latest version of both Shader Graph and LWRP. Thanks a lot!
I was following the tutorial from beginning. I got the similar result in the main preview window of the shader graph. But, when I create a material and apply it on the Quad or Cube. It just shows the blank color. Not sure why. Am I missing anything? Using Unity 2020
the problem of this foam is that it is not really foam, it kind of put colours on the object under the water not around it, my game is top-down and thought it wasn't working but now I noticed that with the camera in an angle I see it, but with the normal camera right at the top of the object it cannot be seen :(
Thanks! Yeah I may consider. In the mean time everything is available in my Patreon page, you can get access to this Water Shader, with the scene. And access to many more shaders and effects too. www.patreon.com/GabrielAguiarProd Cheers!
Nice tut! Could you also make tutorials in which you use the three channels that reads one single texture with three rgb colors? On reddit/unity/resources there is an overwatch shield that uses this technique. THANKS!
Your tutorial is really helpful. But I wonder why after I added the scene depth, the water surface became noisy transparent instead of foam like yours. I checked my steps for several times but I still couldn't find out where I went wrong.
Thank you for another great tutorial. I'm wondering how to implement this mobile friendly. Now I tried this (without the foam part) on a Xiaomi mi a1 and results were terrible. Simple 10x10 static plane with one baked directional light and plane filling about half of the screen. I got 7fps. After cutting down (I disabled HDR from LWRP asset and took out everything else but the ripple part and connected it straight to albedo) I was able to get only 44fps (Heavily GPU bound). Or is it that animated shaders are just not ok with lower end devices?
Hi guys, Im trying to make it so that the water has less transparency so I can cover up the edges of my terrain as they are very sharp and obvious when the water is so transparent Does anyone have suggestions about how I would do this? (i.e make the depth of the water less transparent / a more deep blue so it covers whats underneath more) Right now my quick fix has been to just input a light grey colour value directly into the PBR Master Alpha value but It removes a lot of the work done through this tutorial! Thanks!
I know this is like a year old, but hoping you can help me out or another person. but when following the steps, my base color because fully transparent, the values doesn't do any effect rather than just making it glow.
hello i bought your shaders but it doesn't work on the last unity version, all the textures are pink, and the shader is not recognize as a shader... what must i do ?
Thanks for reporting this error. Apparently the new unity version is erasing the Voronoi nodes from shaders. I'm updating the shaders, and will upload a 2019.1 version in a few moments.
@@GabrielAguiarProd ok great. just a think, i bought it and helped for 10$ but only one month... how can i update the shaders i downloaded ? can i send you a screenshot of the pack i have in private and you can send me directly ? you can find me here : fougere.ch/rinaldo/ can be ok for you ?
My Shader looks correct in the "Scene" view, but as soon as I switch to the "Game" view, the whole surface turns white. I Double checked that I followed the instructions in the "Foam" section and I did. Any suggestions of what could be causing this?
For some reason when I complete the first "Test" the material wont move in game/editor I've set all the same values and what not, I cannot figure it out. Any ideas?
For anyone else who comes across this, make sure you have the Animated Materials enabled in the Scene view. If you're using Unity 2019, this can be found under the "Toggle skybox, fog, and various other effects" dropdown, it's in the same top bar as where you can do things like enable gizmos and switch from 2D to 3D.
love this tutorial but just wondering if youd be able to show us how to make foam also around the rock if we had something in our fountain that we would want foam around instead of just the edge?
Tony R. Hey, I don’t have much information about how your shader is but, are you sure you are using the HDRP? Or that it’s a pbr graph? Have you tried to update the packages? Let me know if this helped or if you made any progress.
@@GabrielAguiarProd so yes it's HDPR but I'm sure that the shader was a pbr graph... so it's maybe that the origin of my problem or maybe my unity version is too recent
Have you had a chance to try this out on 2018.3.12? I am getting some very funny results, and I am not sure if I just did something wrong, or it there's a bug in the latest version of Unity.
@@GabrielAguiarProd I apologize, but no. I was unable to get the issue fixed. The transparency is not working correctly, and the foam is not working either. I updated my project to 2018.3.13 hoping it would possibly fix the issue, but I did not.
@@GabrielAguiarProd I just went through and rebuilt the shader again and figured out what was going on. It was released to the transparency. The transparency values have to be very low to see the foam line, and if the transparency is where the water is hardly transparent, the adding of the foam color resulted in the water turning white.
@@DwightPotvin Here's a short video with my final values for this Cartoon Water shader tutorial. It may help you :) th-cam.com/video/Cg9mpYQoRo0/w-d-xo.html
@@ostro7941 I tested in 2019.1.0f2 with the LWRP and it's working fine. Here's the complete node so you can make sure you have everything in order: www.dropbox.com/s/i3ys06nt5f4syt5/CartoonWater_2019.PNG?dl=0 Make sure AlphaClipThreshold is at 0 btw and that the surface of your shader is transparent (in the cog icon of the PBR Master). Good luck!
@@GabrielAguiarProd I was stuck for hours rechecking what i was doing wrong since the foam and transparency didn't work and the surface was on opaque! ahahaha i feel dumb. Thanks for the tutorial!
UDEMY COURSE - VFX FOR GAMES: www.udemy.com/course/vfx-for-games-in-unity-beginner-to-intermediate/?couponCode=18.99_UNTIL_20-09
Unique Projectiles Vol.2: assetstore.unity.com/packages/vfx/particles/unique-projectiles-vol-2-156067?aid=1100l3Jhu
Can I use the cartoon water effect for my game and how can I use it?
this online course is really recommendable!! Thanks a lot for this Gabriel :-)
whats the difference of the course and your youtube videos?
one of the best tutorials ive ever watched
Thanks for the video, I've purchased your udemy course after seeing this, I like that you explained the why of the nodes, rather than simply throwing them in there.
I want to give you a big Thank You for putting together this super helpful tutorial. I've wanted to mess around with shaders for the longest time, and following your tutorial I was able to get something up and running quickly. I used some of the techniques you demonstrated to make a cool-looking lava effect for a game I'm working on, so thank you very much.
If you having the problem that you're only seeing the foam in Editor-Scene and not in Game, you probably have to activate the checkbox "Depth Texture" in your Universal Render Pipline. That fixed it for me.
Two-years-ago-you just helped me a lot. Thx.
Your tutorials are perfect, thank you, keep it up :)
Thank you that's very kind from you!
If I wanted my water to have no transparency, but still have the foam colour on the edges, what would I have to change? Aside from that this works incredibly well!
I'm not really sure what I'm doing wrong, but adding the one minus node after the smoothstep messes everything up, and I have to input negative FoamOffset values in order to even make the shader appear.
same here :/
Supporter "You guys rock!" didn't get a shoutout...poor guy. Awesome tutorial btw
Won't mind having a supporter named like that haha
Thanks ;)
Thank you so much for great tutorial!
Thank you so mush, this is the fisrt time I use the shader graph and the results is incredible
Thank you very much, you helped me a lot! This was exactly what I was looking for and you helped me to understand everything better. ^~^
Have a great new year!
Have a great new year too!
Hello there :) Question please :) Why your shader doesn't work in LWRP ?
Go Create->Rendering-> Universal Render Pipeline-> Pipeline asset , create one unless you have already created one then find that pipline asset you are using and enable "Depth Texture"
Damn, one of the best tutorials ever. Thanks a lot
Apparently some terms have changed. The PBR Shader graph no longer exists, and I seem to be being told to create a Lit Shader instead. However, there is no Albedo property. Has this term changed, too? I'm stymied almost immediately with this tutorial because of this, and while I followed it through, it just creates a static colored shader, I assume because I'm missing that first step of plugging into the absent Albedo node...
Yes, the Albedo is now just called Base Color
Hey, any way to make effect like this but for orthographic camera (without depth test)?
Agua, until finally my friend, thank you very much for not forgetting my request, I waited for this video a long time, plus a like!
:)
Yeah better late then never! :)
Thanks for the tutorial Gabriel. Well explained and easy to keep up. :)
It behaved strange for me so I have removed the part to velocity and made it just to the emission and made transparency manual works a lot better
Nice tutorial this works with Amplifer well with some small diffrences
I took apart my shader to implement this method, but it doesn't work anymore, because I am using LWRP. Please, could you say which pipeline you are using before delving into you tutorials. No harm, great tutorial, but I wasted a day trying to figure out why this wasn't working, and fixing the mess I made.
Awesome~!!! your tutorials are the best~
Can you make tutorials such as water splash when player walking on it?or any depth intersection ideas?
Can you make a tutorial for a damage effect like a mark left on the object after a sword passes through it? I can make an outline where the sword stabs through the objects with an intersect shader, but when the sword moves away the mark instantly moves with it, is there a way to make it stay there? Using a line renderer would require many raycasts, using decals would require many decals and wouldn't be as accurate or sharp, so would it be possible to do this with a shader?
Can you make grass that affected by player and moves in other direction which player moves)
This is the best tutorial ever!
can you make a tutorial on how to create a stereo shader that can separate Left and Right view from a combines video or image?
I got the error: Assertion failed on expression: 'success'
everytime I put the foam offset property
I'm still trying but it never work
Hey Thanx for this tutorial,how i can change this graph for othographic view ?
The subtract node of the object position and camera position is showing a bluish purple gradient instead of a sphere, is this wrong?
I want to expand the foam to have some form of texture like you said at the end but i'm kind of lost on where to strart, i tried by adding and substracing some gradient noise but it just overlapped all of the quad and not just the edges.
I review 1000 times and I do the same but some wrong with my camera, in the Unity Editor is perfect and beautifull, but in the Game window not! When i move the camera this gets worse!
Same here. Did you fixed it?
Okay just had to turn on HDR in my render settings because i use URP
Nice tutorial. Special thanks for math explanations - I miss this in most tutorials.
I wonder if there is any kind of wiki for the nodes with visual details of how the node works?
Shader Graph: docs.unity3d.com/Packages/com.unity.shadergraph@6.9/manual/UV-Nodes.html
Amplify Shader: wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Shader_Editor/Nodes
Shader Forge: www.acegikmo.com/shaderforge/nodes/
wow cool now what about refractions, would it be a separate shader graph? or can we add it to the same shader. And can you make a tutorial PLS
when i go to shader graphs there was na warning saying that my render pipeline was not compatible with this master mod and i dont know if this is the reason that my color of the water didn't work out
Cara! Muito obrigado pelo tutorial! :)
Hello amazing tutorial! Just one question I couldn't find the 'Normal from height' node you used. Do you know how I might fix this?
Hmmm that may not appear if it's an older Unity version btw.
Cheers!
your foam seems almost more like a water depth effect than foam, if you invert the opacity of it that is exactly what it will be.
Thank you so much for this tutorial. Would it be possibly to adapt it to support vertex movement as well?
Yes it is possible, in an not so far tutorial we will see how to do this.
@@GabrielAguiarProd Any hints?
How would you go about distorting anything that is below the surface of the water?
Hey, I've tried the shader in 2019.2.2f1 and it looks great, but the foam isn't displayed in play mode, only in scene view. Does anyone have any idea why that would happen? Thanks!
Awesome - thanks.
wonderfull tutorials man, for this shader is necesary activate de UPR or can achieve in built in UNITY?
The Position, Camera, Dot Product and remap dosen't work for me, the water simplu disappears
exact same problem here, the main difference I notice is the subtract shader is a blueish checkered sphere rather than a black plane.
When I open the shader in the PBR editor, the preview looks great. But when I create a material, the end result looks nothing like it and instead is simply a white transparent colour. Any idea what I could be doing wrong?
did you figure out this problem??
I have tried everything but I am not able to get the foam effect. It is not working for me at all. Not sure what is the problem. Please hep me out if anyone else faced the same problem
Great tutorial dude,thank you very much. Just one beginner question: It says Output value "ShadowPassVertex" is not completely initialized. Can you help me with this?
Try changing the preview in shader graph from sphere to quad.
These are awesome tutorials! Shaders for now are just like chinese to me... it's really difficult to start thinking in shaders. Thanks to shader graph it's "easier" thanks to visually look what it's doing in real time.
It would be awesome if you add vertex displacement to the water so it looks like ripples in 3d.
It would be awesome if you make a lava shader with a gradient from black (stone) to lava (orange/red). Along these water example!
Thank you!
I just can't get it to work... I have the shader working fine in the PBR graph, but as soon as i apply it to a material and the material to an object all i get is the base color into the mesh. I'm not sure my LWRP is working correctly. Is there anyway for me to check that? I'm on Unity 2019.2 and with the latest version of both Shader Graph and LWRP. Thanks a lot!
I was following the tutorial from beginning. I got the similar result in the main preview window of the shader graph. But, when I create a material and apply it on the Quad or Cube. It just shows the blank color. Not sure why. Am I missing anything?
Using Unity 2020
the problem of this foam is that it is not really foam, it kind of put colours on the object under the water not around it, my game is top-down and thought it wasn't working but now I noticed that with the camera in an angle I see it, but with the normal camera right at the top of the object it cannot be seen :(
Cool tutorial! Are you considering making the assets available for purchase on Gumroad at all?
Thanks! Yeah I may consider.
In the mean time everything is available in my Patreon page, you can get access to this Water Shader, with the scene. And access to many more shaders and effects too.
www.patreon.com/GabrielAguiarProd
Cheers!
the shader looks fine in the preview but as soon as i apply it to a plane it just shows the base colour but nothing else. Anyone have a fix ?
Nice tut! Could you also make tutorials in which you use the three channels that reads one single texture with three rgb colors? On reddit/unity/resources there is an overwatch shield that uses this technique. THANKS!
How do you get your shader to play cause my won’t
Hello, i try this with ShaderGraph 12.1.10, not easy, many change. i have something but too much transparent due to the alpha of Fragment.
But how to make it 3d (not just a plane) and how to let objects float on top? 🤔
Nice Tut thanks
Your tutorial is really helpful. But I wonder why after I added the scene depth, the water surface became noisy transparent instead of foam like yours. I checked my steps for several times but I still couldn't find out where I went wrong.
I figured it out. Default value of foam is 0 . Change it and it'll work just fine.
thank you, really helps !
My shaders is not moving idk what i'm doing wrong 🤔
Thank you for another great tutorial. I'm wondering how to implement this mobile friendly. Now I tried this (without the foam part) on a Xiaomi mi a1 and results were terrible. Simple 10x10 static plane with one baked directional light and plane filling about half of the screen. I got 7fps. After cutting down (I disabled HDR from LWRP asset and took out everything else but the ripple part and connected it straight to albedo) I was able to get only 44fps (Heavily GPU bound). Or is it that animated shaders are just not ok with lower end devices?
Hmm yeah still a bit heavy. Have you tried using a Unlit Graph?
Let me know if you made any progress, I'm curious too.
Cheers!
In URP or HDRP?
why even Normal Strenght seperate from "Normal from Height" node it might contain it, inside as a block, Great Tutorial btw!!
thank you man for this....i hope u do these also in unreal engine
Thank you!
Yeah we may see that in a not so far future. I just hope to have the time!
Hi guys, Im trying to make it so that the water has less transparency so I can cover up the edges of my terrain as they are very sharp and obvious when the water is so transparent
Does anyone have suggestions about how I would do this? (i.e make the depth of the water less transparent / a more deep blue so it covers whats underneath more)
Right now my quick fix has been to just input a light grey colour value directly into the PBR Master Alpha value but It removes a lot of the work done through this tutorial!
Thanks!
Make the alpha a higher number
Is there a reason why I wouldn't have the node "Normal From Height" available? I'm using the Light Render Pipeline
Figured out it was my Unity version
good job. thank you
Oh yeah I love stalized water
mine is just a Null texture all purple
I know this is like a year old, but hoping you can help me out or another person. but when following the steps, my base color because fully transparent, the values doesn't do any effect rather than just making it glow.
That depends if you are on HDRP or URP. Make sure Alpha Clip Threshold is 0 and that the shader is set to transparent too.
hello
i bought your shaders but it doesn't work on the last unity version, all the textures are pink, and the shader is not recognize as a shader...
what must i do ?
Thanks for reporting this error. Apparently the new unity version is erasing the Voronoi nodes from shaders.
I'm updating the shaders, and will upload a 2019.1 version in a few moments.
@@GabrielAguiarProd ok great. just a think, i bought it and helped for 10$ but only one month... how can i update the shaders i downloaded ? can i send you a screenshot of the pack i have in private and you can send me directly ?
you can find me here : fougere.ch/rinaldo/
can be ok for you ?
My Shader looks correct in the "Scene" view, but as soon as I switch to the "Game" view, the whole surface turns white. I Double checked that I followed the instructions in the "Foam" section and I did. Any suggestions of what could be causing this?
Just wanted to note for anyone looking in the future, that changing the pipeline settings resolved the issue.
This will certainly help someone. Thanks for the suggestion :)
It's LWRP?
For some reason when I complete the first "Test" the material wont move in game/editor I've set all the same values and what not, I cannot figure it out. Any ideas?
For anyone else who comes across this, make sure you have the Animated Materials enabled in the Scene view. If you're using Unity 2019, this can be found under the "Toggle skybox, fog, and various other effects" dropdown, it's in the same top bar as where you can do things like enable gizmos and switch from 2D to 3D.
I had to switch the Position node to "Absolute World" instead of "World" for my foam to work
This is because you are using the HDRP.
In HDRP, camera and world space are the same thing, as HDRP is using camera-relative rendering.
love this tutorial but just wondering if youd be able to show us how to make foam also around the rock if we had something in our fountain that we would want foam around instead of just the edge?
This foam will affect anything that intersects the water. :)
@@GabrielAguiarProd oh okie maybe I just gotta play with the numbers some more lol thanks :)
Okay I'm confused by the foam, but I'l definitely going to try until I've got it
everytime I put a foamoffset property everything go pink
I don't understand I have done everything like the tutorial... ;-;
Tony R. Hey, I don’t have much information about how your shader is but, are you sure you are using the HDRP? Or that it’s a pbr graph? Have you tried to update the packages?
Let me know if this helped or if you made any progress.
@@GabrielAguiarProd so yes it's HDPR but I'm sure that the shader was a pbr graph...
so it's maybe that the origin of my problem
or maybe my unity version is too recent
@@GabrielAguiarProd Thank you very much I succeed!
It was an update problem xD
Thank you again!
Alright cool! :)
Have you had a chance to try this out on 2018.3.12? I am getting some very funny results, and I am not sure if I just did something wrong, or it there's a bug in the latest version of Unity.
Were you able to solve the "funny results"? Apparently new versions are messing up older shaders.
@@GabrielAguiarProd I apologize, but no. I was unable to get the issue fixed. The transparency is not working correctly, and the foam is not working either. I updated my project to 2018.3.13 hoping it would possibly fix the issue, but I did not.
I just rebuilt the shader in 2019.1 and it's working fine. That's why i'm wondering.
@@GabrielAguiarProd I just went through and rebuilt the shader again and figured out what was going on. It was released to the transparency. The transparency values have to be very low to see the foam line, and if the transparency is where the water is hardly transparent, the adding of the foam color resulted in the water turning white.
@@DwightPotvin Here's a short video with my final values for this Cartoon Water shader tutorial. It may help you :)
th-cam.com/video/Cg9mpYQoRo0/w-d-xo.html
Are you Brazilian?
No, I'm Portuguese.
Ничего не понял, но круто :D
are you brazilian?
Nope, I'm Portuguese
and it's almost done
he said while they are another 9 minutes left of the video qwq
Hey, is this video in bad quality in general or is it just my computer? it only allows me to use 360p.
That's probably because it was very recently uploaded and youtube is still processing. It will be available at 1440p in a few moments.
@@GabrielAguiarProd oh, ok thank you
Amazing tutorial I was just excited!.....
11:11 wait what? @_@ er ugh mm ? It gets difficult xD
doesnt work
Can you please be a bit more specific so I can help you?
What is your Unity version? Are you in LWRP or HDRP?
@@GabrielAguiarProd i use 2019.1.02f on lightweight RP and the problems began in 10:21 when the foam and transparency didnt work
@@ostro7941 I tested in 2019.1.0f2 with the LWRP and it's working fine.
Here's the complete node so you can make sure you have everything in order:
www.dropbox.com/s/i3ys06nt5f4syt5/CartoonWater_2019.PNG?dl=0
Make sure AlphaClipThreshold is at 0 btw and that the surface of your shader is transparent (in the cog icon of the PBR Master).
Good luck!
@@GabrielAguiarProd I was stuck for hours rechecking what i was doing wrong since the foam and transparency didn't work and the surface was on opaque! ahahaha i feel dumb. Thanks for the tutorial!
It is almost 100% that you had your "Position" node at the foam transparency section of the shader set to object space, not world space.
This only really works if you have something underneath the water
Never mind, if you set the blend mode to multiply it works
nice accent
Nice video man. But i'm not impressed, it's nice as always. Btw, did you forget about my sugestion of Ghost Trail?