유니티 쉐이더 그래프 - Weaving Ring Tutorial 2



유니티 쉐이더 그래프 - Weaving Ring Tutorial 2

금별 1 1,716 2019.08.12 03:57

3. Split chain

I refer to this section as the "Split chain", not to be confused with the Split node that we've been using to split up vectors.

Final part, lets start a new chain below everything else, this won't be as long as the wave chain. Again, we start with the Polar Coordinates node's green component for the clockwise gradient.

However we go about making this clockwise gradient spin over time, it will definitely require the Time node, so lets create that. Whenever I add a Time node it always gets immediately multiplied by some speed value, so lets create the Multiply node and Split Speed property.

 

For the Split to increase and decrease smoothly, we can use the Sine node again, with the same rule as last time of having the Degrees To Radians node immediately before it. 

As there is only one 'wave' this time around, we can convert this to degrees just by throwing in exactly 360 to the Polar Coordinates Length Scale parameter.

This conversion also means that our Split Speed will be measured in degrees per second, here I set the value to 90. 

Connect all this up by Adding the multiplied time to our clockwise gradient and then send its output to Degrees To Radians which should already be connected to Sine.

 

Similar to the previous Sine node in the wave chain, the negative portion of this Sine output will cause an unwanted result, in this case it will cause a secondary inverted RGB weave effect on the opposite side, so lets Remap this from (-1,1) to (0,1). 

However unlike the previous Sine, we don't need to implement any magnitude adjustment here, as we already have a variable that dictates the waves magnitude. I think it's more intuitive that this part remains between 0 and 1.

 

Now we can combine this chain with the rest of the graph with Multiply. The affect that this 0 to 1 output has when multiplied to the output of the colorful wave chain is to reduce it to nothing at 0 and leave it fully intact at 1. This new combination can then be reconnected to the Add node of the main ring chain.

 

We aren't done yet though, there's one last touch which I think makes a big difference in this effects presentation. Currently the weaving effects increase and decrease is so gradual that it is visible for most of the perimeter of the ring. I think this effect is improved when most of the ring is completely solid white, because this makes the weaving effect look like it's magically unraveling something that feels more solid.

To apply this, let's go back to the Remap node at the end of the Split chain we just made. We can adjust this 0 to 1 curve with a Power node, this is simply 'A to the power of B'. So we can raise it to the power of a new property called Split Curve Adjust. This will keep the values in-between 0 and 1 but affect all the between values causing a steeper or shallower slope. Here I set Split Curve Adjust to 8.

4. End!

Finally we can go back to the end of our Ring chain and send our end result into a master node. This shader in it's current state is kind of a 'standalone' effect and doesn't care about lighting, so the simple unlit master node will work. This shader can then be applied to a material which in turn can be applied to a mesh renderer with a quad mesh to become visible in scene and in game.

Thanks for reading! 

This was my first time writing a tutorial so I'm looking for feedback. I'm also no expert in shader graph so I'm also looking for advice there too. Thanks !

Comments

금별 2019.08.15 00:21
https://gamefx.co.kr/bbs/board.php?bo_table=tip_01&wr_id=122 <- 1편

번호 포토 분류 제목 글쓴이 날짜 조회
223 언리얼4 언리얼4 머터리얼 튜토 - 플립북 모션벡터의 비대칭 RowCollumn 카운트 수정 금별 2020.03.19 1601
222 2D 포토샵 - 간단 불 시퀀스 제작방법 금별 2023.04.08 1603
221 언리얼4 언리얼4 머터리얼 팁 - 루핑되는 액체 메쉬 머터리얼 만들기 금별 2020.02.28 1607
220 언리얼 언리얼4 - Unifrom Circle Spawner Tutorial 금별 2019.01.14 1609
219 2D 이펙트 이미터별 요소 영어용어정리 댓글+1 금별 2022.09.15 1613
218 3D Visual Effects Bootcamp: The Rise of Realtime 금별 2020.03.26 1613
217 언리얼4 언리얼 - 디졸브 머트리얼 노드 예제 금별 2022.02.17 1614
216 언리얼4 언리얼4 튜토리얼 - Explosions for Games (UE4 Particle Tutorial) 금별 2020.01.20 1621
215 유니티 유니티 앰플리파이 쉐이더 - 용해화 스타일 하프톤 쉐이더 제작방법(중국어) 금별 2022.08.23 1627
214 2D [간단팁]라이트닝 효과 제작원리 금별 2022.09.03 1627
213 유니티 유니티 앰플리파이 쉐이더 - 카툰풍 폭파 이펙트 제작방법(중국어) 금별 2023.05.15 1636
212 언리얼4 언리얼 - 나이아가라 흡수 효과 제작방법 금별 2022.10.20 1639
211 유니티 유니티 - 2d Raymarched Smoke 댓글+5 금별 2019.10.26 1644
210 유니티 유니티 쉐이더 그래프 - Remapping Tech Art Toolbox 사진동영상new 금별 2022.03.04 1658
209 언리얼4 언리얼4 - 방사형 그라디언트와 외적 사용한 굴절링 제작노드 예제 금별 2021.12.14 1661
208 유니티 유니티에서 JangaFX의 VectorayGen을 공식지원 금별 2018.11.11 1665
207 2D 섭스턴스 디자인 - VFX Smoke Texture Trail new 금별 2022.07.07 1665
206 유니티 유니티 - 바닥 크랙/흩날림 효과 제작과정(중국어) 금별 2022.02.17 1669
205 유니티 유니티 - 달 움직임 쉐이더 표현 금별 2021.12.30 1669
204 언리얼4 언리얼4 - 페이크 색수차 효과(facking chromatic aberration) 금별 2022.01.24 1669
203 언리얼4 언리얼 - WPO를 활용한 각면의 회전 효과 금별 2022.03.14 1671
202 언리얼4 언리얼4 튜토리얼 - 심리스 형태의 Animated 노이즈제작 금별 2020.01.31 1680

 

Banner
 
Facebook Twitter GooglePlus KakaoStory NaverBand