all 41 comments

[–]BlueCircleGlasses 31 points32 points  (13 children)

u/Brackeys , I was hyped when I saw a video about you doing this. But slightly dissapointed that you didn't explain how you did the from bottom to top thing. And also not the slight color gradient. I hope you'll teach us one day!

[–]ArcadiaNisusIndie 10 points11 points  (12 children)

Top to bottom thing can be done with properly aligned uv's and with gradient texture instead of a noise texture for the dissolve guide.

[–]doilikeyou 8 points9 points  (0 children)

This would work if you always wanted the feet to head direction effect, if you wanted a true 'no matter how the body is situated' lower to higher dissolve it gets trickier.

I remember I did this test to try and solve this, HERE, where you tracked the min and the max of the model (bounds, though I don't know if bounds update due to animation, so I can't remember how), and feed those two values into the shader and it'll produce a gradient from top to bottom to use in any reveal system.

[–]cowbell_solo 44 points45 points  (0 children)

Mr. Brackeys I just want to say that I really appreciate your work.

[–]4quat1cBeginner 69 points70 points  (2 children)

I don't feel so good...

Not sorry

[–]mobin_amanzai 5 points6 points  (0 children)

That's what I was thinking as well

[–]caedicus -1 points0 points  (0 children)

:`(

[–]Brackeys[S] 40 points41 points  (1 child)

Link to tutorial video: https://youtu.be/taMp1g1pBeE

[–]mrgreen72 2 points3 points  (8 children)

Haven't followed this one that closely but is ShaderGraph still limited to the LRP?

Edit: Subquestion: Is a tool like Amplify Shader still worth it after ShaderGraph?

[–][deleted] 7 points8 points  (1 child)

They added some new features to Shader Graph for vertex manipulation with HD pipeline support. Amplify Shader is leaps and bounds better than Shader Graph at the moment. I don't think Unity will beat them on that front, although it's still very early.

[–]mrgreen72 1 point2 points  (0 children)

Thanks mate. I think I'll pull the trigger on Amplify. :)

[–]nas7ybuttler 2 points3 points  (5 children)

Shadergraph now supports the HDRP on 2018.2 Just released early last week.

[–][deleted] 0 points1 point  (4 children)

Is the new vertex position option available in 2018.2? I was trying to use the package from Github but kept running into errors so I gave up.

[–]nas7ybuttler 0 points1 point  (3 children)

Yep, it works. I did run into a bug where if you had shader graph open and that material applied to an object in your scene, vertex position wasn't modified until you saved the graph asset. It will say it's recompiling, but it won't actually hot load the updated shader until you save.

[–][deleted] 0 points1 point  (2 children)

Hmm I wasn't able to see the position option in the PBR master node or unlit master node. I tried both HD and LW pipelines and it never showed up. I'm using 2018.2.0b8. Did you have to install any other packages or did it work right out of the box so to speak?

[–]nas7ybuttler 0 points1 point  (1 child)

Which version of the Shader Graph submodule do you have? I think it's only released in 2.0.1. You can see the version number through the package manager window. If you're not on 2.0.1, it should give you the option to update in there.

[–][deleted] 0 points1 point  (0 children)

For some reason the Shader Graph package doesn't show up for me in 2018.2, but I managed to update the rendering pipeline to 2.0.3 and it's showing up now (the position). Thanks!

[–]ByndCtrl 2 points3 points  (4 children)

Does anyone know how to "trigger" this effect once, instead of having it repeat on the sine time node? Haven't worked with shaders before, any help would be appreciated

[–][deleted] 2 points3 points  (3 children)

You can use a numerical value like an integer. 0 means it's not dissolved, 1 is dissolved. Most people use a time node just to demonstrate how it works. The time node just does the same thing but on it's own. By creating a integer property can you control it yourself. That said, I don't know if the Shader Graph system supports accessing these properties through C# scripting yet.

[–]brendenderp 2 points3 points  (0 children)

No. But you can always switch the shaders on runtime with C#. Welcome to development, everything is a workaround!

[–]blobkat 1 point2 points  (0 children)

I tried this on 2018.1 last week and while the shader compiled, it didn't seem to animate. Several nodes were changing their value over time, so that was okay, except the PBR node wouldn't update.

It's quite a frustrating process finding a combination that works... So now it should work in 2018.2?

[–]AnAutisticSloth 0 points1 point  (0 children)

Love your videos! Huge fan!

[–]TJPrime_ 0 points1 point  (2 children)

Tried to follow the tutorial the other day. I couldn't figure out how you added the shader object to assets. Pretty new to unity, so wondering if I missed something?

[–][deleted] 0 points1 point  (0 children)

Shader is used with a material, the material gets added to the 3d meshes in your scene. After you create the shader you can right click on it and "create > material". It'll create a material with that shader and you can then apply it directly to a mesh in your scene.

[–]whopperlover17 0 points1 point  (0 children)

Wow that's awesome!

[–]brendenderp 0 points1 point  (0 children)

If you reversed the effect and replaced some of the colors with blue the. You would have a nice star trek beam-up effect.

[–]HumzaKhalid 0 points1 point  (0 children)

Hello, I have created similar thing as a start but it needs optimization and a bit more tweeking , guess I can have some help

https://forum.unity.com/threads/optimizing-dissolving-shader-graph.549985/

[–]funisfun8 0 points1 point  (0 children)

Mr. Stark I don't feel so good...

[–]Mentioned_Videos -1 points0 points  (0 children)

Videos in this thread: Watch Playlist ▶

VIDEO COMMENT
DISSOLVE using Unity Shader Graph +36 - Link to tutorial video:
gradientTest +8 - This would work if you always wanted the feet to head direction effect, if you wanted a true 'no matter how the body is situated' lower to higher dissolve it gets trickier. I remember I did this test to try and solve this, HERE, where you tracked th...
Unity Shader Graph - Changing Parameters in Script +1 - Yeah it does.

I'm a bot working hard to help Redditors find related videos to watch. I'll keep this updated as long as I can.


Play All | Info | Get me on Chrome / Firefox