유니티 - Custom Vertex Stream and Shadergraph/Amplify Shader



유니티 - Custom Vertex Stream and Shadergraph/Amplify Shader

금별 0 8,385 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
469 2D 스테이블 디퓨전 - 원형 검기 텍스쳐 제작예제 금별 2023.04.18 3076
468 언리얼4 언리얼 - [기초]Create beautifull VFX 금별 2023.04.18 2025
467 언리얼4 언리얼5 - 캐릭 착지시 먼지 효과 생성 제작과정 금별 2023.04.14 2862
466 유니티 유니티 앰플리파이 쉐이더 - 쉐이더를 활용한 태극문양 제작방법 금별 2023.04.11 3187
465 유니티 유니티 앰플리파이쉐이더 - 구형 프렉쳐 이펙트 제작방법 금별 2023.04.11 3429
464 유니티 유니티 쉐이더 그래프 - Fractured Cube 튜토리얼 금별 2023.04.11 2899
463 유니티 유니티/쉐이더그래프 - Sub Emitters & Rain 금별 2023.04.04 3158
462 언리얼4 언리얼 - 간단 물 잔상 효과 제작방법 금별 2023.04.08 4782
461 2D 포토샵 - 간단 불 시퀀스 제작방법 금별 2023.04.08 4418
460 2D 포토샵 - 간단 발톱형태 스크래치 텍스쳐 제작방법 금별 2023.04.08 3901
459 2D 포토샵 - 간단 카툰 크랙 텍스쳐 제작방법 금별 2023.04.08 2969
458 2D 포토샵 - 간단한 가시형태 아우라 텍스처 제작방법 금별 2023.04.08 3312
457 2D 포토샵 - 심플한 LOL 스타일 스킬서클 제작방법 금별 2023.04.08 2611
456 2D 포토샵 - 간단한 4장 시퀀스 번개 제작방법2 금별 2023.04.08 4203
455 2D 포토샵 - 간단한 4장 시퀀스 번개 제작방법 금별 2023.04.08 3575
454 2D 포토샵 - 간단 작은 파티클 잎 텍스처 제작 금별 2023.04.08 2332
453 2D 포토샵 - 간단 작은 돌 질감 텍스쳐 제작방법 금별 2023.04.08 2402
452 2D 포토샵 - 간단 노이즈 텍스쳐 제작방법(심리스) 금별 2023.04.08 3539
451 2D 포토샵 - 연속되는 테일 텍스쳐 제작방법 금별 2023.04.08 2544
450 2D 포토샵 - 간단 플레어 텍스쳐 제작방법 금별 2023.04.08 3339
449 2D 포토샵 - 간단 검광 텍스쳐 제작방법 금별 2023.04.08 2639
448 유니티 유니티 앰플리파이 쉐이더 - 흑백으로 집중되는 펜스타일 포스트프로세스 간단 제작과정 금별 2023.04.04 3843

 

Banner
 
Facebook Twitter GooglePlus KakaoStory NaverBand