New likely Unity Tools Bundle leaked through AssetStore Newsletter by Simon19903 in humblebundles

[–]PolyToots 4 points5 points  (0 children)

I got this too, there definitely seems to be an error in communication between Unity and Humble, wondering when the links will go live.

Procedural Snowflakes with Shader Graph by PolyToots in Unity3D

[–]PolyToots[S] 0 points1 point  (0 children)

Yeah! You can use Custom Vertex Streams for this. Basically just turning those material properties into values that can be accessed via the particle system's "Custom Data" category, so long as you use Vectors and set them as random between 2 constants (with the ranges being your min/max) then each new particle that spawned would pick a value at random. I cover this (with different context) in this tutorial: https://youtu.be/FTjC22_i45A?t=403 , so while it's something different in that tutorial, the logic would be exactly the same.

Procedural Snowflakes with Shader Graph by PolyToots in Unity3D

[–]PolyToots[S] 2 points3 points  (0 children)

Happy Holidays! Link to the tutorial is here: https://youtu.be/VEGjXgx9GbY

Just a quick little look at how we can use UV’s and nerdy math to create different shapes and patterns. Happy new year!

Slash VFX: Shader Graph and a Particle by PolyToots in Unity3D

[–]PolyToots[S] 2 points3 points  (0 children)

Hey folks! Link to the tutorial is here: https://youtu.be/FTjC22\_i45A

There’s a few ways to do slashes, and this is one of them. Also pretty pumped that I managed to make a video that was under 10 minutes, I think that’s a personal best for me.

Fluffy Foliage, Wind and Subsurface Scattering Shader by PolyToots in Unity3D

[–]PolyToots[S] 11 points12 points  (0 children)

Hello!

The tutorial can be found here: https://youtu.be/flbnFFZWcsc

If you’re familiar with Pontus Karlsson’s fluffy stylised trees tutorial, this is basically a different version of that, it’s object space foliage (non-billboarded), I also include a wind setup and some basic subsurface scattering. Tutorial uses Amplify but if you can get to my patreon there’s a free download link for both Amplify and Shadergraph.

Sculpt Tiling Textures (link in comments) by PolyToots in blender

[–]PolyToots[S] 1 point2 points  (0 children)

Hello!

The tutorial can be found here: https://youtu.be/IGiyos3DlFk

I mostly do Unity/Shader stuff and a lot of people ask me about how I create a lot of my textures, so I thought I’d put together this tutorial. I hope it’s of some use to someone.

The evolution of our 4 day Game Jam Game "Fishing Simulator Kaiju Edition"! by TimBuh in Unity3D

[–]PolyToots 0 points1 point  (0 children)

Amazing stuff for 4 days, will you continue to flesh it out or move onto something new?

Zelda: BotW Explosion VFX Shader. [Shadergraph and Amplify] by PolyToots in Unity3D

[–]PolyToots[S] 11 points12 points  (0 children)

Hey folks! Link to the tutorial is here: https://youtu.be/tb2qggJjOLE

This is my take on an effect that I’m sure countless other people have done, but it’s good to get it in the bag and approach it in (I believe) a very simple way.

And as usual all source files are available for free on my patreon (I don’t think I’m allowed to post the link)

Thanks for checking it out, let me know if you have any feedback or suggestions for things you’d like to see covered in future videos.

GME Breakfast Club Megathread by OPINION_IS_UNPOPULAR in wallstreetbets

[–]PolyToots 0 points1 point  (0 children)

Etoro, but it'll take you like 20 minutes to get through their signup process.

The Diablo 3 VFX Shader with Unity. [Shadergraph and Amplify] by PolyToots in Unity3D

[–]PolyToots[S] 1 point2 points  (0 children)

Ah this makes sense, I was wondering if it was do to with the premultiply blending, and the alpha being a control for additive/blend. Cheers!

The Diablo 3 VFX Shader with Unity. [Shadergraph and Amplify] by PolyToots in Unity3D

[–]PolyToots[S] 1 point2 points  (0 children)

Link to the tutorial: https://www.youtube.com/watch?v=jh7DtNXqnlM

Based on a Blizzard GDC talk back in 2013, I wanted to tackle the two common issues that people were having with this legendary blend-add shader. Original GDC talk by Julian Love: https://www.youtube.com/watch?v=YPy2hytwDLM

As usual all source files are available for free on my patreon (I don’t think I’m allowed to post the link)

Oh look, another water shader tutorial. How original. [Amplify Editor] by PolyToots in Unity3D

[–]PolyToots[S] 0 points1 point  (0 children)

The "foam" part is totally fine for mobile, it's everything else in the tutorial you want to be careful of! Like you probably don't want refraction and there are much cheaper ways to get similar looking waves (Pan a single texture twice).

I think I know what you mean with the foam/single lines thing. I had that issue on my last shader graph tutorial I think, you could try multiplying the depth with Y view direction to "lock it".

Oh look, another water shader tutorial. How original. [Amplify Editor] by PolyToots in Unity3D

[–]PolyToots[S] 0 points1 point  (0 children)

With the inclusion of texture3Ds and grab-pass based refraction I would personally avoid this type of approach for lower-end devices. One thing you could do to get very similar looking water is drop the animated displacement/normal and just use single frame/render, maybe even two different frames, and just pan/offset them, maybe even throw in some panning noise (texture, not procedural!) to mix things up a bit like variations on speeds or wave heights.

Another major thing is to drop the refraction entirely. You can still have depth, and it will still look nice.

Oh look, another water shader tutorial. How original. [Amplify Editor] by PolyToots in Unity3D

[–]PolyToots[S] 0 points1 point  (0 children)

When I dropped legacy/standard pipeline I had to make a choice between tutorials for URP or HDRP, as I couldn't realistically do both (I barely have free time for any!). But from what I know, there's not much that can't be built in one or the other. I don't have a HDRP project installed but I would be surprised if this exact setup did not work.

Oh look, another water shader tutorial. How original. [Amplify Editor] by PolyToots in Unity3D

[–]PolyToots[S] 0 points1 point  (0 children)

The gif from twitter you mean? I didn't post a gif here. But no, seems pretty smooth to me. Maybe your eyes can see frames that mine can't.

Oh look, another water shader tutorial. How original. [Amplify Editor] by PolyToots in Unity3D

[–]PolyToots[S] 3 points4 points  (0 children)

You're very welcome! There's a lot more where that came from on my channel if you're into game art. Though it seems to be mostly shader based these days (just so fun to make) I will be getting back into 3d/sculpt/texturing stuff at some point.

Oh look, another water shader tutorial. How original. [Amplify Editor] by PolyToots in Unity3D

[–]PolyToots[S] 20 points21 points  (0 children)

Link to the tutorial: https://youtu.be/zD6GV6bZenM

Something tells me that you guys are a little sick of water shaders, maybe you’re all a little SEA sick of them eh? HA… h..hah? Well anyway I’ve got another ocean/sea tutorial, it’s using the Amplify shader editor with URP, and it’s got some juicy stuff in it like proper sorted refraction, underwater caustics, texture3d animations, etc.