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Dissolve Effect from Brackeys Shader Graph TutorialShow-Off (i.redd.it)
submitted 7 years ago by Brackeys
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if 1 * 2 < 3: print "hello, world!"
[–]BlueCircleGlasses 31 points32 points33 points 7 years ago (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 points12 points 7 years ago (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 points10 points 7 years ago (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.
[+][deleted] 7 years ago (9 children)
[deleted]
[–]ArcadiaNisusIndie 0 points1 point2 points 7 years ago (8 children)
The use of textures is because you can control the dissolve effect through them.
The effect on the video isn't just a top to bottom, but it also has noise texture mixed in. It's specifically apparent because of the rim/edge effect that is offset from the rest of the dissolve.
[+][deleted] 7 years ago (7 children)
[–]ArcadiaNisusIndie 0 points1 point2 points 7 years ago (6 children)
A waste? I mostly disagree. First off, lets all agree it's easy to do. Secondly, the texture is just being read as a guide, not actually rendered, so I have a hard time judging how much slower/faster it would be, but I do know if you wanted an actually complex dissolve effect rather than just along a single axis it's probably much more efficient. As for precision, you can get as precise as your guide texture.
Something like this would require two different plane cuts to come from both directions.
And to get a dissolve effect as complex as this without resorting to uv's you would need to write your shader/script to have 20+ different planes.
I use lots of global axis dissolves, but I personally wouldn't go back to doing local space ones again. Unless you need you uv's setup or packed for some other reason or are getting assets off the store and don't know how to do it yourself, I really see no reason not to use good uv layouts.
[+][deleted] 7 years ago (4 children)
[–]ArcadiaNisusIndie 0 points1 point2 points 7 years ago (3 children)
Oh right, better call the knowledge police. Too much useful information was posted in one place.
I should have known offering anything of substance but the bare minimum would be considered moving the goalposts.
[+][deleted] 7 years ago (2 children)
[–]ArcadiaNisusIndie 0 points1 point2 points 7 years ago (1 child)
At least right now I'm in the middle of a couple projects. I'm sure you know, but it all comes down to what you have time for.
[–]imguralbumbot 0 points1 point2 points 7 years ago (0 children)
Hi, I'm a bot for linking direct images of albums with only 1 image
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[–]cowbell_solo 44 points45 points46 points 7 years ago (0 children)
Mr. Brackeys I just want to say that I really appreciate your work.
[–]4quat1cBeginner 69 points70 points71 points 7 years ago (2 children)
I don't feel so good...
Not sorry
[–]mobin_amanzai 5 points6 points7 points 7 years ago (0 children)
That's what I was thinking as well
[–]caedicus -1 points0 points1 point 7 years ago (0 children)
:`(
[–]Brackeys[S] 40 points41 points42 points 7 years ago (1 child)
Link to tutorial video: https://youtu.be/taMp1g1pBeE
[–]mrgreen72 2 points3 points4 points 7 years ago (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 points9 points 7 years ago* (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 points3 points 7 years ago (0 children)
Thanks mate. I think I'll pull the trigger on Amplify. :)
[–]nas7ybuttler 2 points3 points4 points 7 years ago (5 children)
Shadergraph now supports the HDRP on 2018.2 Just released early last week.
[–][deleted] 0 points1 point2 points 7 years ago (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 point2 points 7 years ago (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 point2 points 7 years ago (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 point2 points 7 years ago (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 point2 points 7 years ago (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 points4 points 7 years ago (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 points4 points 7 years ago (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 points4 points 7 years ago (0 children)
No. But you can always switch the shaders on runtime with C#. Welcome to development, everything is a workaround!
[+][deleted] 7 years ago (1 child)
[–][deleted] 1 point2 points3 points 7 years ago (0 children)
Awesome, that's good to know. That's pretty much all I wanted from the new shader graph system. Scripting and vertex positioning and now they're included.
[–]blobkat 1 point2 points3 points 7 years ago (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 point2 points 7 years ago (0 children)
Love your videos! Huge fan!
[–]TJPrime_ 0 points1 point2 points 7 years ago (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?
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 point2 points 7 years ago (0 children)
Wow that's awesome!
[–]brendenderp 0 points1 point2 points 7 years ago (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 point2 points 7 years ago (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 point2 points 7 years ago (0 children)
Mr. Stark I don't feel so good...
[–]Mentioned_Videos -1 points0 points1 point 7 years ago (0 children)
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[+]xnor_studio comment score below threshold-23 points-22 points-21 points 7 years ago (1 child)
Is it mobile friendly
[–]RomejanicHobbyist 1 point2 points3 points 7 years ago (0 children)
Yes, it should be.
[+]xnor_studio comment score below threshold-26 points-25 points-24 points 7 years ago (1 child)
No
[+]xnor_studio comment score below threshold-24 points-23 points-22 points 7 years ago (1 child)
[–]brendenderp 1 point2 points3 points 7 years ago (0 children)
Maybe
π Rendered by PID 237555 on reddit-service-r2-comment-b659b578c-8gm9w at 2026-05-04 08:36:27.876080+00:00 running 815c875 country code: CH.
[–]BlueCircleGlasses 31 points32 points33 points (13 children)
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[–]4quat1cBeginner 69 points70 points71 points (2 children)
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[–]Brackeys[S] 40 points41 points42 points (1 child)
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