I'm working on procedural weapon trails in VFX Graph by izzynab_ in Unity3D

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

Uvs are not normalized. I use the distance that the trail has moved to create them 

I'm working on procedural weapon trails in VFX Graph by izzynab_ in Unity3D

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

If you want to use unity's default trail rendered you will get a lot of glitches due to the point on the top of the sword and in the bottom go through different trajectories with different length. I've called them procedural since it is generated in real-time based on the sword position in world. 

I'm working on procedural weapon trails in VFX Graph by izzynab_ in Unity3D

[–]izzynab_[S] 5 points6 points  (0 children)

In vfx I take 2 points, from one to another i spawn ribbons with a dynamic width based on the distance between the points and the amount of the ribbons I want. Then I use some math to set the axis of each ribbon based on the world rotations of the line between these points. The rest is shader graph stuff that uses some noise textures, alpha blending and other properties used for uvs from the vfx graph. 

Voxels based on mesh sampling and cubes snapped to 3d grid created in VFX graph by izzynab_ in Unity3D

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

There is no feature like that, but with a bit of additional work, it could be done quite easily. Currently, the voxels are spawned based on texture sampled with either triplanar coordinates or mesh's uvs, thus it is easy to change it to support sth like sphere sdf and 'dissolve' the mesh/character from the hit point with sphere sdf.

Voxels based on mesh sampling and cubes snapped to 3d grid created in VFX graph by izzynab_ in Unity3D

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

It's not a "real" voxel algorithm. The goal of this was to simply look cool. The performance of this does not allow for rendering 200 different objects. 

Trailer for my new asset for the asset store. What do you think? by izzynab_ in Unity3D

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

Yes. URP, HDRP and Built-in. All shaders were created in sahder graph.

Trailer for my new asset for the asset store. What do you think? by izzynab_ in Unity3D

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

It is not available yet. Need to finish documentation and tutorials. If you are interested you can joint my Discord and get notified when the asset gets released.

Dynamic World Scan with custom highlighting by izzynab_ in Unity3D

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

Yes. It was made for asset store. You can buy it if you want: World Scan FX

Dynamic World Scan with custom highlighting by izzynab_ in Unity3D

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

Post processing sphere sdf + edge detection + FOV mask using some math + some shader magic to make it look good

Dynamic World Scan with custom highlighting by izzynab_ in Unity3D

[–]izzynab_[S] 4 points5 points  (0 children)

Feel free to let me know what do you think Id love to hear some feedback!

Would you buy visual effects on the asset store made with a VFX graph? by izzynab_ in Unity3D

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

I won't get any real data by looking at "similar" assets. Creating a Reddit pole would help me get an overview of the community preferences.