Unity Shader Graph - Terrain Scanner Effect Tutorial

  Рет қаралды 24,054

Gabriel Aguiar Prod.

Gabriel Aguiar Prod.

Күн бұрын

Пікірлер: 64
@GabrielAguiarProd
@GabrielAguiarProd Жыл бұрын
Terrain Scanner overload! Pretty cool trick right? Make sure you don't forget to turn on Depth Texture on your URP asset AND that you learn more about the Intersection Shader: kzbin.info/www/bejne/i6raZqx4e6qijtE
@RapidFire69
@RapidFire69 Жыл бұрын
You are one of the few KZbinr chads still stick around and make quality Unity content for us plebs. Hats off to you sir!
@tinvandulm5765
@tinvandulm5765 Жыл бұрын
Searched Earlier today for something like this and here you are 5 hrs later=)
@sakbiulalom5849
@sakbiulalom5849 Жыл бұрын
Hell yeah, I saw it on The pathless, Searched for a lot and finally 🎉🎉🎉🎉🎉😊😊
@hellothxsorry
@hellothxsorry Жыл бұрын
Top-notch vfx as usually. Thank you for your contribution to teaching!
@VraveNewWorld
@VraveNewWorld 9 ай бұрын
It's a brilliant idea. Why didn't I think of this.....Thank you!!!!!
@l101lVFX
@l101lVFX Жыл бұрын
The most useful channel for vfx by far. Thank you man!
@GabrielAguiarProd
@GabrielAguiarProd Жыл бұрын
Happy to help fellow game devs! :)
@dhroovsharma4074
@dhroovsharma4074 4 ай бұрын
Thank you very much this was so helpful, also thanks for making it for URP
@kooky74
@kooky74 Ай бұрын
Hello. I was asking myself "but why using a particle system instead of controlling the sphere manually in a script?". Good tutorial you convinced me 😊
@radishmouse22
@radishmouse22 Жыл бұрын
It’s like the HV effect from BO3. I love it and will find a way to implement this
@javiersanfelix5263
@javiersanfelix5263 Жыл бұрын
omg i was looking for this effect for so long
@niltian9492
@niltian9492 2 ай бұрын
Awesome tutorial!
@jonascarvalhodearaujo8038
@jonascarvalhodearaujo8038 Жыл бұрын
Something that I find really cool about some of your videos is the creativity to make the effects. Some effects aren't extreme hard technically, but turn out to have pretty nice results! :) this one for example has the intersection that might be a bit more complicated but all the rest is pretty basic, nevertheless the effect is super cool and professional haha Congratulations on one more amazing video Gabriel! =)
@GabrielAguiarProd
@GabrielAguiarProd Жыл бұрын
Aw thanks man, that's super nice of you! 🙌 You are amazing too!
@usercontent2112
@usercontent2112 Жыл бұрын
Woooooow, thank you Gabriel!!
@GabrielAguiarProd
@GabrielAguiarProd Жыл бұрын
My pleasure!
@bataraza2
@bataraza2 Жыл бұрын
tremendo gabriel!!!!
@dhroovsharma4074
@dhroovsharma4074 4 ай бұрын
will defenitely buy your course on udemy
@alec_almartson
@alec_almartson Жыл бұрын
This is really cool. Thank You!
@GabrielAguiarProd
@GabrielAguiarProd Жыл бұрын
Thank you too!
@mhdnaderlabbad5887
@mhdnaderlabbad5887 5 ай бұрын
you did great thanks a lot.
@AnandMishere
@AnandMishere Жыл бұрын
Lovely ❤
@chhammad8665
@chhammad8665 Жыл бұрын
Niceee
@llegeixo7244
@llegeixo7244 6 ай бұрын
genial!
@_g_r_m_
@_g_r_m_ Жыл бұрын
Nice trick! But it left me wondering what the "complex" method is like.
@kioly_ah
@kioly_ah Жыл бұрын
谢谢
@rusluck6620
@rusluck6620 Жыл бұрын
Day one of waiting for JoJo Stand effect Also really cool
@Chris-jo1zr
@Chris-jo1zr Жыл бұрын
You could recreate this entirely in a shader without the need for scene depth, you would however need it in every shader/material you wanted the effect to be on. Pros and Con's to each but at least for Mobile VR you'd not need to use costly scene depth.
@GabrielAguiarProd
@GabrielAguiarProd Жыл бұрын
Yep, there's always a cost when it comes to such effects!
@Draxi_1
@Draxi_1 Жыл бұрын
@@GabrielAguiarProd It could probably be done as a render feature in URP or Custom Pass in HDRP
@ShinichiKudoQatnip
@ShinichiKudoQatnip Жыл бұрын
In ghostwire tokyo too Is there a way to change the texture of the ground in this effect?
@ShinichiKudoQatnip
@ShinichiKudoQatnip Жыл бұрын
😍
@simonjkendrew
@simonjkendrew Жыл бұрын
Great video Gabriel! Was there any specific reason why you used the Particle System rather than the Visual Effect Graph?
@GabrielAguiarProd
@GabrielAguiarProd Жыл бұрын
Not really. Was a bit more handy perhaps.
@nerliYaleks
@nerliYaleks 10 ай бұрын
great tutorial! but what if I wanted to make the intersection wider? so the contact surface is not just a thin layer but like a flat thick ring
@TubantiStudios
@TubantiStudios 7 ай бұрын
Can you make an HDRP version?
@baitposter
@baitposter Жыл бұрын
Could you do a tutorial for how to create a LIDAR scanner effect? Paints/Covers the terrain in dots, and is generally employed as a gimmick where the player is blind without it. The dots linger in most instances and accumulate without impacting performance.
@Kikimacia
@Kikimacia Жыл бұрын
You may want to look into point cloud tutorials maybe ? Not sure if it's what you're looking for.
@dhroovsharma4074
@dhroovsharma4074 4 ай бұрын
Just one Problem i am facing is that, it plays perfectly in the editor view but doesn't play in the play mode while game is playing. I even tried changing from unlit to lit too as on the internet it said that camera sometimes face problem to render in unlit. I am using URP and it's an AR game. Will be really grateful if you can help me out.
@meatpuppet5036
@meatpuppet5036 Жыл бұрын
Could you show how to use the sphere to trigger some event?
@GabrielAguiarProd
@GabrielAguiarProd Жыл бұрын
You practically animate a Sphere Collider with stuff like DoTween, iTween or FEEL so it follows along with the terrain scanner sphere. And then, detect collisions via script.
@hyde3704
@hyde3704 28 күн бұрын
My terrain asset is turning pink when I change the graphic in the project. How to fix it? Please help.
@Aurora-NV
@Aurora-NV 10 ай бұрын
Amazing tutorial, thank you! I think I followed it to the tee but for some reason, the sphere always appears off-center... Even when I apply the script to other objects, so it's not something wrong with the player or camera, but with the script or particle system. What could I have missed? Thank you in advance for your help!
@GabrielAguiarProd
@GabrielAguiarProd 10 ай бұрын
Not sure why but make sure the transform are all 0, 0, 0. In the prefab. Check out if the firepoint is centered.
@gamedevinspire
@gamedevinspire 7 ай бұрын
hey great video , i tried to recreate this in birp , from where we try to make this transparent the whole effect goes transparent and dosnt work , is there any workaround for it to use this in birp?
@pushingpandas6479
@pushingpandas6479 9 ай бұрын
is that for URP?
@GabrielAguiarProd
@GabrielAguiarProd 9 ай бұрын
Yes it is.
@Koda-VR
@Koda-VR Жыл бұрын
Would be amazing if you used Built In and see what can be made there. Is that possible though?
@GabrielAguiarProd
@GabrielAguiarProd Жыл бұрын
I think it is. Shader Graph was "recently" added to the BIRP (built in render pipeline), so it should work. Probably the way you turn on Scene Depth is a bit different, but nothing google can't help with.
@jihadrouani5525
@jihadrouani5525 Жыл бұрын
I was making an asset for Unity assets store that does exactly this but I guess it's now useless 😂 Thanks!
@MrAkumaRex
@MrAkumaRex 11 ай бұрын
This is an interesting and creative solution however in terms of optimization it is really bad. Transparent and masked materials are expensive from a rendering standpoint. Areas that are black in the opacity are still calculated. Because the renderer needs to figure out what to actually display the more transparent objects overlap the worse it gets in terms of performance. Look into the topic of quad overdraw. In this particular effect you do a lot of unnecessary calculations for relatively little gain. For all the pixels that are calculated of a huge sphere, only the thin band near the the intersection are valuable. So you waste about 90%. If the scene has any foliage, which will likely still use cards for the leaves, the overdraw would become a lot more relevant very quickly. Especially trees already have a lot innate overdraw which is unavoidable as long as cards are used. I am not experienced with Unity but you can test what I'm saying in Unreal by recreating the intersection shader, apply it to a sphere and then go to view-> optimization-> quad overdraw. Then duplicated and scale some more spheres. The color will change to more and more red/white.
@RivenbladeS
@RivenbladeS 8 ай бұрын
Why do we subtract these things from scene depth
@szhlopp
@szhlopp 5 ай бұрын
It took me a while to understand this too. Basically think about the difference between the sphere ray depth to camera, versus what the object depth at that screen position to the camera. If the depth is not the same, it means the object is being occluded. Again, the trick is “object ray to camera depth” versus “screen point to camera depth”.
@danielzareil2079
@danielzareil2079 Жыл бұрын
Do you only have unity tutorials😔
@GabrielAguiarProd
@GabrielAguiarProd Жыл бұрын
For now.
@danielzareil2079
@danielzareil2079 Жыл бұрын
@@GabrielAguiarProd 😔
@Sandiles
@Sandiles Жыл бұрын
The effect doesn't seem to work on Unity Terrain objects for some reason. Do you have any idea how I could get it to work?
@GabrielAguiarProd
@GabrielAguiarProd Жыл бұрын
Strange. Have you turned on Depth and Opaque textures in your URP asset btw?
@Sandiles
@Sandiles Жыл бұрын
I think it was due to me not using the default Unity Terrain. I was using a third party asset which probably handled meshes differently. It worked on all other objects in the scene except for the custom terrain. Thanks for your response! :)
@rusluck6620
@rusluck6620 Жыл бұрын
yo i found this unity visual effect can you analyze it? kzbin.info/www/bejne/fGnGnGVsgcZlfLs what noise textures are ideal for this? also does it involve depth buffer? and how?
@Happy-go-luckyTV
@Happy-go-luckyTV Жыл бұрын
Whatabout instead of intersection within entire mesh? Im trying to do something like this: kzbin.info/www/bejne/kJmsgHejl71jhac but that effect doesn't feel as procedural as this effect.
@GabrielAguiarProd
@GabrielAguiarProd Жыл бұрын
Perhaps there's an easier method, but you need a new sphere. Instead of being hollow, you would need a solid sphere.
@Happy-go-luckyTV
@Happy-go-luckyTV Жыл бұрын
@@GabrielAguiarProd Much appreciated if you could demonstrate how to generate that effect that I've linked, but a practical method that you could apply to a game, like an open world, or MMO, etc..
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