유니티 쉐이더 그래프 - Weaving Ring Tutorial 2



유니티 쉐이더 그래프 - Weaving Ring Tutorial 2

금별 1 4,077 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
322 언리얼4 언리얼 간단팁 - 뎁스페이드 사용한 Fake 볼륨 파티클 표현 방법예시 금별 2022.10.02 4425
321 언리얼4 언리얼 간단팁 - DotProduct 함수를 통한 특성색상 채널 선택방법 금별 2022.10.02 2958
320 언리얼4 언리얼5 - 특정방향에서 늘어지는 리본수정 방법(리본 타일링||한국어팁) 금별 2022.09.29 5439
319 유니티 유니티 앰플리파이 쉐이더 - 화면 글리치효과 간단제작팁 사진동영상new 금별 2022.09.27 7145
318 3D 3ds맥스 - Helix Mesh 나선형 메시 만들기(한글강좌) 금별 2022.09.24 5664
317 유니티 유니티 - Screen space reflections(SSR) 파이프라인 설명 금별 2022.09.21 3946
316 유니티 유니티 VFX 그래프 - Sci-fi 스폰 이펙트 튜토리얼 금별 2022.09.21 4448
315 유니티 유니티 앰플리파이 쉐이더 - 카툰느낌 불 소재 제작방법2(중국어) 댓글+1 금별 2022.09.19 4659
314 2D 이펙트 이미터별 요소 영어용어정리 댓글+1 금별 2022.09.15 4940
313 유니티 유니티 - 트랜스폼 형태 포털 제작방법 금별 2022.09.14 3051
312 2D 섭스턴스 디자인/언리얼 - 바닥 크랙 데칼 제작방법 금별 2022.09.14 5197
311 2D 포토샵 - 비정형 라인 생성방법 금별 2022.09.14 5356
310 2D 포토샵 - 간단한 플레어 제작방법 금별 2022.09.14 4178
309 유니티 유니티 앰플리파이 쉐이더 - 얼음 소재 제작방법(중국어) 댓글+1 금별 2022.09.08 4893
308 유니티 유니티 앰플리파이 쉐이더 - 카툰느낌 불 소재 제작방법(중국어) 금별 2022.09.08 4589
307 2D 포토샵 - 다양한 패턴의 간단 텍스쳐 제작 방법 금별 2022.09.04 3679
306 2D [간단팁]라이트닝 효과 제작원리 금별 2022.09.03 3741
305 2D 애프터 이펙트 - 엘리먼트 3D 카툰풍 빔 이펙트 제작방법(중국어) 금별 2022.08.31 5033
304 언리얼4 언리얼 - 나이아가라에 블루프린트로 트리거 셋팅 퀵팁 금별 2022.08.29 4494
303 유니티 유니티 앰플리파이 쉐이더 - 눈알 형태의 우주공간 생성 제작방법 금별 2022.08.29 3539
302 유니티 유니티 앰플리파이 쉐이더 - 나비 효과 구현하기 금별 2022.08.25 5966
301 유니티 유니티 - 피어나는 꽃봉오리 효과 제작과정영상 금별 2022.08.25 4605

 

Banner
 
Facebook Twitter GooglePlus KakaoStory NaverBand