Honestly, it's one of my favorites! Made it available in the UAS too: assetstore.unity.com/packages/vfx/particles/vfx-graph-sci-fi-shield-vol-1-207741?aid=1100l3Jhu Oh and check out this Orb Explosion Course: www.udemy.com/course/unity-visual-effect-graph-beginner-to-intermediate/?couponCode=17.99_UNTIL_20-09
@codydrake53 жыл бұрын
Hey Gabriel, once again an amazing tutorial. I'm a developer at a smaller indie studio and your lessons have been absolutely indispensable. I've even paid for and taken some of your tutorials. Thank you so much for sharing your knowledge and skill, as always great work :)
@OverInfrared3 жыл бұрын
Actually amazing, almost all of the shaders in my game are from his tutorials lol.
@merkhewrt80258 ай бұрын
For anyone having issue with the unwrapping part and need the faces to stack instead of split, after initially unwrapping, open the UV unwrap menu again and the bottom option should say "reset". Choosing this solved the issue for me
@omernomer74294 ай бұрын
Legend you are!
@paulmeynckens66764 ай бұрын
❤
@mudpiesxwsad3 ай бұрын
♥
@bananadev3 ай бұрын
legend
@Badders19772 ай бұрын
Thank you!
@ultracapitalistutopia35503 жыл бұрын
I appreciate your effort, but from the optimization perspective, branch node is best avoided and substituted. You can check which side the pixel is facing by performing a dot function between the vertex/pixel normal and view direction (literally fresnel), so positive value is front-facing and negative value is back-facing, then use this value to perform a step function for both facing colors.
@GabrielAguiarProd3 жыл бұрын
Thanks for the tip, nice one.
@Beldarak2 жыл бұрын
Thanks a bunch. I followed other shader graphs tutorials and people never really explain what each things they add truly do, but you did a great job with that. Thumbs up too for showing the full process (3D modeling, texturing....)
@GabrielAguiarProd2 жыл бұрын
Glad it helped!
@gonderage3 жыл бұрын
Fun fact! When you subdivide a mesh, then dissolve the original edges, the name for the resulting geometry is called the _dual._
@austinaker3 жыл бұрын
Hey man your last tutorials have all been awesome!!! Keep up the great work.
@NeilDonkin Жыл бұрын
Excellent! Definitely one of your best tutorials. Thank you!
@GabrielAguiarProd Жыл бұрын
Thank you, glad you think so.
@adrianeilsantos Жыл бұрын
I am using Unity 2022.3.5ff1 and there is a problem with VFX graph at 13:33. The solution is the following. 1. Go to the shadergraph of the shield . 2. Look for the 'Graph Inspector'. 3. Go to the 'Graph Settings' tab. 4. Under the Universal panel, enable the 'Support VFX Graph' at the very bottom.
@carlosmenossi83492 жыл бұрын
Great tutorial, thanks! When the sinus is negative, faces overlap a bit, so I add +1 to the sinus node to correct this.
@GabrielAguiarProd2 жыл бұрын
Great tip!
@mauroaragunde9386 ай бұрын
The tutorial is amazing! I added an abolsute function for this so the shield only expand outwards
@goma81673 жыл бұрын
This is so inspiring as always. I can't wait to try it.
@stinkylord Жыл бұрын
Thanks for the great tutorial, as someone who has no idea how to create effects, this is great and clear!
@GabrielAguiarProd Жыл бұрын
You're very welcome! I try to make things as clear as possible. 🙌
@DestusG Жыл бұрын
Good day sir. I can't get my uv to unwrap like yours. It just gives me a flat tile of the mesh. It doesn't even overlap the polygons and hexagons
@woohj76493 жыл бұрын
새로운 블랜더 튜토리얼 파트 고마워! 예전 영상을 따라하기 힘들어서 슬펐는데 이걸 보고 할 수 있을 것 같다! udemy 강의도 매우 고맙다! Thanks for the new Blender tutorial part! It was sad because it was hard to follow the old video, but I think I can do it after watching this! Thank you very much for the udemy lecture too!
@tzzzliang48743 жыл бұрын
the hit effect is coool
@modz70143 жыл бұрын
I love your course, i have bought it just today, respect to unity users but we have the right to ask for videos for unreal engine 4 as well 😁, hope ill see more videos soon, i don't have a reason to sub now cause most of your videos are for unity users, but i hope ill do in the future when there is enough videos about unreal engine, thanks a lot
@phamhung25902 жыл бұрын
Could you please share how can your shield components move separately? I follow your guide but I can only make them expand and collapse together
@dianjakap4805 Жыл бұрын
Did you find out how?
@PlatinumAngry Жыл бұрын
I have followed the steps in the 3d object part and when I unwrap, there are full of small pentagons and hexagons, and then the UV exported is also full of small pentagons and hexagons...I dont know how to export a UV map which only contains 1 large pentagon and 1 large hexagon...
@xxxx9131 Жыл бұрын
U RESET THEN U UNWRAP
@yigitsaglam4875 Жыл бұрын
@@xxxx9131 Thanks man it is very helpfull
@felfurion86243 жыл бұрын
I remember getting lost in your original tutorial. Certainly my fault. I couldn't make the second sphere visible or achieve any movement. Ill look forward to following this later. Thank you.
@kumorikuma8 ай бұрын
This was awesome! Thank you so much
@marvelzs3532 Жыл бұрын
unfortunately I suck at blender and I am unable to follow you.. I do EXACTLY as you describe but the UV generation does random stuff and I can't get it to work, this is so frustrating
@TripleCreeper32 жыл бұрын
this was insane
@7RStudios10 ай бұрын
When trying to unwrap the isosphere after cleaning up the geometry and deleting the existing UV map, I don't get 2 overlapping UV islands simply by clicking Unwrap, I instead get 162 separate identical islands that are spread across the entire UV map space. Am I missing something here?
@SanathNambyar9 ай бұрын
Did you figure it out? I've been stuck on that for a while now with no success....
@croissant24343 жыл бұрын
I really love your tutorial but I always wondered how to make the colors more vibrant? with your method, all the color look pretty pastels.
@GabrielAguiarProd3 жыл бұрын
You can use post-processing effects, like Bloom.
@monody2 жыл бұрын
I would advise against telling people to use N-Gons. It's more costly for engines to render because they have to dynamically subdivide and draw their own triangles/quads arbitrarily in runtime.
@skinnyc_v22442 жыл бұрын
Nice tutorial but I have one problem because I don't have a shader Graph option at 14:06.
@GabrielAguiarProd2 жыл бұрын
Try to turn on Experimental Operators/Blocks in Preferences>Visual Effects
@skinnyc_v22442 жыл бұрын
@@GabrielAguiarProd Thanks for help. Everythink work fine.
@BlortNet7 ай бұрын
@@GabrielAguiarProd I was stuck for a day thanks just fixed this
@alwaysyouramanda3 жыл бұрын
This VFX graph stuff.. it can’t make it over to VRChrat, can it?
@nguyenvanminh17083 жыл бұрын
Cool.. I love it
@yusufkoraycan4607 Жыл бұрын
Thanks a lot!
@GabrielAguiarProd Жыл бұрын
You're welcome!
@hungrygrimalkin56103 жыл бұрын
Good Job! Tried the previous one but I never got the hits to work on newer versions of Unity and had to go around and add an effect of the shield getting hit on the projectile itself so it would look like it was being generated from the shield.
@WhiteWolfIron7 ай бұрын
I'm trying to understand if there is actually reason to multiply front and back to gain alpha? Won't it be simpler just to lower some elements opacity on texture itself and use alpha directly from Sampler node? Or am I missing something?
@ravvij9643 Жыл бұрын
How do you get the islands to auto-stack?
@PurooRoy6 ай бұрын
My material is coming pink whenever I create it. Where did I go wrong?
@joaosilva15293 жыл бұрын
What you think about Houdini FX and unity to make a vfx for a 2D game or a 3D game? is it a good workflow?
@its_jesteR3 жыл бұрын
I. HAVE. BEEN. WAITING. FOR. THIS. By the way, would it be possible to have the shield distort whats inside it when looked feom outside?
@phamhung25902 жыл бұрын
When I apply a material create from Graphshader to my model, I only got the pink color. That color does not change even thought I update the color from shader. Could you please give any advance?
@GabrielAguiarProd2 жыл бұрын
Yes, please make sure you create a new project in Unity Hub with URP template selected. It will save you a lot of trouble. Good luck!
@phamhung25902 жыл бұрын
@@GabrielAguiarProd I got it, I have to convert the shader material to URP. Thanks.
@yoyomario8 ай бұрын
Hey, I have to be honest, and don't understand how you get different pulsing/breathing effect? You didn't cover that, since it just follows the sin function...
@ZeroChronicles013 жыл бұрын
dude this is awesome! thanks for this! I got a question . heck maybe an idea for a video. but how would you use Vfx with a 2d game? i looked into this, but i see its supported, but no one got tutorial on how to make vfx with 2d games, maybe you can make one for us? I would love to use the tutorial you made with lighting effects but in 2d ^_^
@EricDuarte27 Жыл бұрын
Eae, Gabriel. Eu to tendo dificuldades no blender na parte do UV, no meu mapa UV ta aparecendo varios hexagonos pequenos ao em vez de grandes como no seu video. Como posso fazer igual o seu ?
@user-qh9xl9ry7d Жыл бұрын
me too
@EricDuarte27 Жыл бұрын
@@user-qh9xl9ry7d He didn't answer me :c
@huycuongphan1063 Жыл бұрын
I'm newbie to Unity, does this package on unity asset store provide prefabs? I just want to drag and drop and use the shield for my characters...
@Salmonman06043 жыл бұрын
I notice that in your shader you use the Is Front Face node multiple times. I had heard somewhere that if statements (which a branch essentially is) are really bad for shaders because the GPU predicts what instructions need to be loaded in advance, and a branch in the code can force the GPU to unload incorrectly predicted instructions and load new ones, which is slower. So obviously you need at least one in this case so you can differentiate between front and back, but surely it would be better to only use that node once and just connect it up to the other nodes?
@collin45553 жыл бұрын
My understanding is that the branch node's problem is the opposite, that rather than using branch prediction, it evaluates both branches, and is therefore optimal to have the branch point as early as possible so that there are fewer wasted operations. But I definitely don't know that for sure.
@SaiakuShunshin3 жыл бұрын
Very useful tutorial. In the tutorial the faces have just 1 UV tile for each hexagon/pentagon shape, but in the final view I assume he split all the faces into separate UV tiles in order to make them move independently, or did I miss something?
@GabrielAguiarProd3 жыл бұрын
Yes, you are right, it's explained here: kzbin.info/www/bejne/f4ukq5ahf8aGhZo Make sure to separate all the faces with Alt+M > Split Faces by Edges
@SaiakuShunshin3 жыл бұрын
@@GabrielAguiarProd Thanks for confirming, very good to know!
@most_likely_sein2 жыл бұрын
i have a problem in unity there is no shader graph there is only shader but which shader option do I choose
@Realduffy Nice, but you have a "time_SG" node that doesn't exist, you made it up, then what's inside ? Also what SG means to you, Sample Gradient or shader Graph, or something else ?
@hydroweapon2 жыл бұрын
Very cool
@majort35143 жыл бұрын
Awesome tutorial once again! Whilst I think VFX graph is awesome my project uses 2019 so I cant follow :(
@GabrielAguiarProd3 жыл бұрын
You can still recreate the shader from this tutorial, use it with the Particle System and with Custom Vertex Streams: kzbin.info/www/bejne/sH-mZ2ipmqqUmqs A while back I made a similar tutorial but with the Particle System too: kzbin.info/www/bejne/noWtoqJnfcp4hdU Good luck.
@AMVWORLDYT3 жыл бұрын
Useful tutorial, can it be apply to 2D?
@chipdev80263 жыл бұрын
I´ve tried, doesn´t seem to work properly. I´m using URP 2D Renderer
@SlyBGN9 ай бұрын
hello! i try to make same but for a mesh, is it possible? if yes can you tell me what i have to change please :)
@Gabriel-np6nw Жыл бұрын
Opa tudo bem? Eu começei a fazer vfx hoje então não tenho nada configurado, seja o unity, blender, etc.. Eu creio que a skybox do meu unity seja diferente da sua então talvez por esse motivo o meu shield não esteja brilhando e tambem parece bem diferente do seu, alguma ideia de como eu posso arrumar isso?
@tanktheshank120811 ай бұрын
I'm his follower
@tanktheshank120811 ай бұрын
And I always watches videos and they're very cool
@GerardoGeovia2 жыл бұрын
Hi, one question, how do I tell unity using VFX Graph when I want to remove the shield?
@alexandernaabal193 жыл бұрын
There are some faces moving at different speed, does it need another uv graph to control it?
@SirMazius2 жыл бұрын
Nope, it's not necessary you can make this by using the vertex normal as the input for the noise
@seekuro64152 жыл бұрын
Hi, how do you move faces independently like it's shown in the last part of the video?
@GabrielAguiarProd2 жыл бұрын
With a scrolling noise texture influencing the Vertex Position/Offset.
@seekuro64152 жыл бұрын
@@GabrielAguiarProd If i do that the whole thing ends up distorting. By the way thankyou very much for the quick response and for all your videos
@GabrielAguiarProd2 жыл бұрын
No problem. :) Yes. You need to control it with a lerp node. The 'A' option is for no distortion (simply connect a Position node set to Object) and 'B' option full distortion. T value controls the amount of A or B. Normally small values for the T option does the trick.
@ptaroworm78873 жыл бұрын
Hey I have a quick question/problem. So whenever I try assigning the alpha like you did at 9:25 the object just goes completely invisible due to it. I'm using the exact nodes you are and it just wont appear.
@GabrielAguiarProd3 жыл бұрын
Make sure you increase the Alpha value of the Color, if it's 0 it will be invisible. Hope this helps, good luck.
@ptaroworm78873 жыл бұрын
@@GabrielAguiarProd This was exactly my problem, thanks a lot :)
@LT-sy3on2 жыл бұрын
@@GabrielAguiarProd I'm using the exact same nodes and having the exact same problem with my alpha value set to 1.
@hassankhallouf93913 жыл бұрын
Thanks Gabriel, you are dominating the VFX tutorials on youtube ! I have a question: at the end of the video, each face seems to be displacing randomly and independently from the other faces, How can I achieve something like this ?
@GabrielAguiarProd3 жыл бұрын
Yes, correct. It's done by adding random values to the normals. In this case I used a scrolling noise.
@hassankhallouf93913 жыл бұрын
@@GabrielAguiarProd Lovely! I will try it out
@hassankhallouf93913 жыл бұрын
@@GabrielAguiarProd mmm, noise is making it noisy, is there a way to move based on the face normal instead of the vertex? because each vertex is moving separately and it's making some weird shapes
@pierretrubert64623 жыл бұрын
@@GabrielAguiarProd how to add random to normals unified to verts of the same face ? i'm a bit struggling there...
@pliniomourao2 жыл бұрын
@@GabrielAguiarProd I'd love to have an answer for @Hassan_Khallouf. just adding noise isn't the answer. you would had to calculate which vertex belongs to a single face to add an equal noise value. therefore moving only a face. May you elaborate on that?
@anibalgonzalez1792 жыл бұрын
I'm pretty good at following instructions but I've been on this tutorial for 2hrs and I can't seem to get the shield to change any color at all it stays white no matter what I do to change things x__x, is there a setting I'm missing in Unity ? The Material Preview looks nice and I loaded it with the mesh on the Material Preview but after saving and viewing mesh in viewport its just white.
@GabrielAguiarProd2 жыл бұрын
Have you tried to adjust the color of the *material* applied to your mesh?
@anibalgonzalez1792 жыл бұрын
@@GabrielAguiarProd The Material I currently have added is just the shader. I have, this is my tree in short " Model Texture--> HDR Colors Front/Back -> RGBA->Front*A/Back*A*output-RGB=Alpha Input Front=True/Input Back=False/Is Front Face B = Input Predicated = Output Base Color Frensel Power -> Fesnel Effect * Fresnel Color = Output to Branch False/Multiply1 BackColor Output to True/ Is Front Face to Predicated = Emission lol
@GabrielAguiarProd2 жыл бұрын
@@anibalgonzalez179 Did you create a material out of the shader and assigned it to the model? You can right-click on your shader and create a material. Then assign the material to the model in the scene.
@anibalgonzalez1792 жыл бұрын
@@GabrielAguiarProd -__- YES THAT WAS IT!! IM SUBSCRIBING XD LOL omg
@koremeta1902 Жыл бұрын
In my Unity version (2021.3.10f1) inside Graphic Inspector, under Universal, there is no click box for Support VFX. What do I do in this case?
@GabrielAguiarProd Жыл бұрын
If I remember correctly on that version you can create a Visual Effect Shader Graph, which is basically the same as turning on "Support VFX" now a days. Hope this helps 👍
@undercover_person Жыл бұрын
@@GabrielAguiarProd I have the same problem can you explain how to fix it?
@linhdev993 жыл бұрын
nice
@minkitsu90443 жыл бұрын
Hello, I have a question, why is mu sample texture background white ? my PNG is fine, I did everything like you did but it's not working ;/ Please help.
@jr8209 Жыл бұрын
Actually the one he created in the video has the same white background as yours (and mine). But then he uses a different one not created in this video.. Very frustrating.
@chaoswolf09722 жыл бұрын
Out of curiosity, do you ever run into problems using faces that have more sides than 4 or is it okay because you using the URP? Also is it possible to make the shield generate an impact animation? Like the tiles moving inwards causing a wave like effect around the shield from where the impact is?
@chaoswolf09722 жыл бұрын
Also is there any way to that that procedurally?
@moeocko3 жыл бұрын
Hello, I love you tutorials, will 100% support on Patreon, just one question, how you make faces moving in different speed?
@GabrielAguiarProd3 жыл бұрын
If you become a Patron, once you open the shader, you will discover that I used a noise texture to modify the normal vector. Instead of normal vector being constant, the idea is to randomize it.
@moeocko3 жыл бұрын
@@GabrielAguiarProd Thank you! It works :)
@aliceduarte10342 жыл бұрын
@@moeocko hey men can you share your result?
@moeocko2 жыл бұрын
@@aliceduarte1034 how?
@aliceduarte10342 жыл бұрын
@@moeocko google drive link?
@darkblender28413 жыл бұрын
how did u make that projectile noize?
@pxlsoldier95512 жыл бұрын
is it possible to subdivide the mesh so that all the hexagons and pentagons are divided into triangles evenly? its so i could use one tiled texture! would appreciate the help Thank you so much
@GabrielAguiarProd2 жыл бұрын
Well if I remember correctly, in Blender, before converting into pentagons and hexagons it's all triangles, or at least it's at that point where you can do that.
@pxlsoldier95512 жыл бұрын
@@GabrielAguiarProd what I ment was imagine slicing a single hexagon it will become 6 triangle a pentagon 5 due to how many sides these shapes have, in the shield vfx tutorial they are not triangles butane actually quads. I have been trying to find the correct option to successfully convert too triangles for easy texture tiling. I tried triangle and subdivide and went looking for more options but non of them make perfect triangles. Let me know if you find something 😉
@berkayozdemir30602 жыл бұрын
at minute 14:00 when i create a visual effect and put in the shield shader, i see nothing in my scene.
@berkayozdemir30602 жыл бұрын
OH WAIT IT IS SHOWING BUT ITS SOOO TINY. oh my god i just spent 2 hours researching and trying alot of things. it was just too small...... -___-
@GabrielAguiarProd2 жыл бұрын
You can also increase the scale of the imported model, in the inspector. It's called Scale Factor, you can set it to 100 if it comes at for example 1.
@eneshalc67393 жыл бұрын
Hey gabriel, I also downloaded the version you are using, but I am getting a package manager error, any advice?
@GabrielAguiarProd3 жыл бұрын
Not sure why. But I would recommend creating a new project from scratch with Unity Hub, select the URP as the template and then install Shader Graph and Visual Effect Graph.
@r.iyushofficial53183 жыл бұрын
I have a question ? Vfx graph VS Shader graph Which is more performance efficient and which is more easy to use
@collin45553 жыл бұрын
VFX Graph and Shader graph aren't really comparable in that way; they do different things.
@koam24103 жыл бұрын
I love you
@محمدمهدی-س2ط3 жыл бұрын
Hey please make a tutorial about opencvsharp4 in unity.
@ErphZ3 жыл бұрын
Hey man can you make tutorial for fog of war with shader graph pls
@pangao97323 жыл бұрын
好厉害
@goosesuka2 жыл бұрын
my brain died here
@Ivan-kh3gn3 жыл бұрын
Hey! I love your tutorials! ^^ Can I put you to the test? :) (Spoiler alert! Do NOT continue reading if you haven't seen wandavision completely!) I'd love to see a tutorial for any special effects in unity that replicate Scarlet Witch's chaos magic (WandaVision's are cool for example) Do you think you could do it? Thanks :D
@Mikelica693 жыл бұрын
aprecciated the spoiler alert
@KishorKumar-qf2qp3 жыл бұрын
Keep it
@naufalmumtaz48392 жыл бұрын
14:41
@zhirkDevАй бұрын
Hello, i have an issue with the ripples, when the ripples vfx is activated it shows the impact point AND the entire sphere. I want to only render the impact point.
@aidenfarmer39593 жыл бұрын
Hi Gabrial, I've rewatched it multiple times, but for some reason my alpha channel isnt working, every exposure level is blowing out the entire mesh on all faces not just the white areas on the UV's any reason why?
@aidenfarmer39593 жыл бұрын
It seems the front facing faces of the mesh arent being outlined, its only rendering the back faces glow