유니티 - Custom Vertex Stream and Shadergraph/Amplify Shader



유니티 - Custom Vertex Stream and Shadergraph/Amplify Shader

금별 0 7,475 2019.12.29 23:02

 

 

 

Since few weeks, I saw many questions about ’ Custom Vertex Stream ’ (called CVS here) on Shuriken with Shadergraph/Amplify Shader

First, here a really good post about CVS by Mirza Beig where a lot of things are explains : http://www.mirzabeig.com/tutorials/intro-to-custom-particle-vertex-streams/ 102

I will only tacle how to link CVS and Shadergraph/Amplify Shader!

Here the shader we will use for Shadergraph:

 

Base_Shader


And here the shader we will use for Amplify Shader:

 

Base_Amplify

 

1: UV channel selector, the first important part in the shader
2: RGBA split component, the second important part!
The only difference between the two shadernode editors is the uv channel:
Shadergraph starts at 0
Amplify starts at 1

Let’s go to Shuriken now ! We add a new material with the shader we created in Shuriken renderer.
The setup is the simpliest as possible, only one particle and only the one ’ Custom Data ’ in CVS (we can’t delete the Position!)

 

Shuriken

 

1: Enable CVS and add a Custom1.xyzw data

 

Shuriken_1

 

2: Enable ’ Custom Data ’ module, set the Custom1 to Vector and 4 component

Custom1 is setup like that:
X : Start at 1 and decrease to 0 at midlife
Y : Start at 0 and at midlife go to 1
Z : Const 0
W : Const 0

And here the result you should have:

 

Result_1

 

Let’s describe a bit what happens!

 

Liens


CVS and Custom Data :

- It’s simple, the Custom1 in CVS is the Custom1 in Custom data. You can animate here the XYZW component with const, curve or color.
CVS and Shadergraph/Amplify :

- Near Custom1 in CVS, we can see Unity give us a tip on how to link that in Shadergraph/Amplify with (TEXCOORD0.xyzw). TEXCOORD is our UV channel and the 0 say it’s our first UV channel.
We can resume with this array

Array

 


But what if we have more data to send ? Our best friend become the number near TEXCOORD
Here a case :

 

many


In resume we have:

- TEXCOORDX = UV channel X for Shadergraph and UV channel X+1 for Amplify.
- XYZW = RGBA for Shadergraph and UVWT for Amplify
One particular thing we see with StableRandom.xyzw is the TEXCOORD2.yzw**|**x
Unity wants to say us ’ StableRandom.xyzw starts in TEXCOORD2.yzw and finishes in the next one,TEXCOORD3.x ’


And here we go! We can now make crazy SHEBAM ! POW ! BLOP ! WIIIZZ !
I hope this can help, forgive me my language mistakes, don’t hesitate to correct me to make this a bit clearer or add/remove/correct any informations!

 

 

 

 

 

Another User example

 

image

Using this feature you can make texture panning from curve x if you have UV output Z(W in amplify). It will be one curve for your Z value and panning. I don’t know where you can use it, but anyway…

image
or you can make random texture coordinates using StableRandom

image

Tangent need when you use normal map in the shader.
Put like on this comment if you found out about it for the first time

 

 

One simple way is setting your colors as HDR in shadergraph

 

image

 

and use AgePercent to Lerp between the color

 

image


The only counterpart is if you want 4 different colors over the particule life, you will have to declare 4 colors :


 

image

 

Here the result :

 

test

In few words, each smoothstep provide a [0-1] value to lerp between the different colors.
The smoothstep range is define by [1 / 3 (numberOfSmoothstep)]

- for the first one you have [0 => 0.33]
- the seconde one : [0.33 => 0.33 * 2]
- the last one : [0.33 * 2 => 0.33 * 3]

I hope it’s what you’re looking for in a way!
And here the shader for example (you can see the setup for shuriken in the gif). Sorry, i don’t know how to add commentary in shadergraph… and it’s look like it’s impossible for the moment!

 

https://drive.google.com/file/d/19oafzIyZIg3qzvszjFwKc0z7ZHYOiPUZ/view

 

If someone have a simplier solution to have HDR color over lifetime, you must speak! now! 

 

Comments


번호 포토 분류 제목 글쓴이 날짜 조회
122 유니티 유니티 - 캐릭터 트레일 제작방법 금별 2022.07.14 2267
121 유니티 유니티 퀵팁 - 간단한 소팅 이슈 해결법 금별 2022.07.07 1826
120 유니티 유니티 쉐이더 그래프 - 빨려들어가는 이펙트 제작 Almighty Vertex 금별 2022.07.07 3154
119 유니티 유니티 - 크랙형 데칼 3종 제작과정(중국어) 금별 2022.07.05 2450
118 유니티 유니티 - 셀폭발/데칼 제작 제작과정(중국어) 금별 2022.07.05 2100
117 유니티 쿠파FX 유니티 이펙트 강의 프리뷰 - 일자크랙(22년 9월초 개강예정) 금별 2022.06.20 2350
116 유니티 유니티 - 일렁이는 반구체 제작방법 금별 2022.06.16 2693
115 유니티 유니티 - 카툰 느낌의 불/폭발효과 제작방법(중국어) 금별 2022.06.15 3087
114 유니티 유니티 - 3DS 맥스를 활용한 메쉬이펙트 제작방법들(중국어) 금별 2022.06.15 2350
113 유니티 유니티 앰플리파이 쉐이더 - 거미줄 효과 제작방법(중국어) 동영상 금별 2022.05.30 2398
112 유니티 유니티 - 다크 토네이도 제작과정 금별 2022.05.19 3222
111 유니티 유니티 - 물소용돌이 제작방법 금별 2022.05.17 3890
110 유니티 유니티 이펙트 튜토리얼 - 오브젝트 폭발 이펙트 금별 2022.04.20 2736
109 유니티 유니티 - Integrated Circuit Shader Graph 금별 2022.04.17 2421
108 유니티 유니티 - TV 글리치(지직거리는) 쉐이더 제작방법(일본어) 금별 2022.04.06 3824
107 유니티 유니티 - 발사체와 쉴드 이펙트 제작벙법(중국어) 금별 2022.03.30 2554
106 유니티 유니티 - 피격 효과 제작방법(중국어) 금별 2022.03.30 2900
105 유니티 유니티 - 불꽃놀이 이펙트 제작방법(중국어) 금별 2022.03.30 2107
104 유니티 유니티 + 블랜더 VFX tutorial : 공격 잔상 효과 제작방법 금별 2022.03.29 4044
103 유니티 유니티 쉐이더그래프 - 불이펙트 제작방법 금별 2022.03.29 3769
102 유니티 유니티 앰플리파이쉐이더 - 카드형 라이트 엣지 디졸브/디스토션 제작과정 금별 2022.03.18 3467
101 유니티 유니티 쉐이더 그래프 - Remapping Tech Art Toolbox 사진동영상new 금별 2022.03.04 3254

 

Banner
 
Facebook Twitter GooglePlus KakaoStory NaverBand