유니티 쉐이더 그래프 - Weaving Ring Tutorial 2



유니티 쉐이더 그래프 - Weaving Ring Tutorial 2

금별 1 3,358 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
1203 언리얼4 유니티 - 고드름 형태 프리즈 셰이더 제작과정(한글자막) 금별 2025.09.02 531
1202 언리얼4 언리얼5 - Stylized 라이트닝 메쉬 제작과정(한글자막) 금별 2025.08.22 564
1201 언리얼4 언리얼/C4D로 만드는 모션그래픽 스타일 VFX 제작과정(한글자막) 금별 2025.08.22 486
1200 언리얼4 후디니/언리얼5 - 가벼운 VFX: Pivot Painter 제작과정(한글자막) 금별 2025.08.22 537
1199 언리얼4 언리얼5 - 자연스러운 바닥 얼음생성 효과 제작과정(한글자막) 금별 2025.08.22 573
1198 언리얼4 언리얼5 - 간단한 바닥 아우라 색수차 효과를 추가 제작팁 금별 2025.08.22 447
1197 언리얼4 언리얼5 - 셰이더 토이로 만든 블랙홀을 언리얼에서 구현하는과정 금별 2025.07.27 641
1196 언리얼4 언리얼5 - 나이아가라 활용한 라이트닝 감전효과 제작과정(한글자막) 금별 2025.07.27 670
1195 언리얼4 언리얼5 - 고품질 반사 효과 만들기: Reflection Vector 활용법 금별 2025.07.25 716
1194 언리얼4 언리얼5 - EasyMap으로 구현하는 무작위 텍스처 타일링 기법 금별 2025.07.25 1022
1193 언리얼4 How to Create EPIC Toon Smoke Trail FX in Unreal Engine 5 ashif 2025.07.22 550
1192 언리얼4 언리얼5 - SDF와 굴절로 완성하는 UI VFX 제작과정 금별 2025.07.16 940
1191 언리얼4 언리얼5 - Spline과 Particle Effect 활용 아이스 스파이크 제작예제(한글자막) 금별 2025.07.16 656
1190 공구,번역정보 언리얼5 - Niagara로 카메라 추적 VFX 파티클 만들기 금별 2025.07.03 743
1189 언리얼4 언리얼5/후디니 - Explodable Skeletal Meshes 만들기 part2(한글자막) 금별 2025.06.27 694
1188 언리얼4 언리얼5/후디니 - Explodable Skeletal Meshes 만들기 part1(한글자막) 금별 2025.06.27 560
1187 언리얼4 언리얼5 - 인디 게임 VFX 성능 최적화 몇가지팁(한글자막) 금별 2025.06.24 1214
1186 언리얼4 후디니/언리얼5 - Pivot Painter 구현과 파괴 효과 제작과정2/데이터맵 언리얼로 임포(한글자막) 금별 2025.06.24 650
1185 언리얼4 후디니/언리얼5 - Pivot Painter 구현과 파괴 효과 제작과정(한글자막) part1 금별 2025.06.24 569
1184 유니티 유니티 앰플리파이 셰이더 - 스텐실 크랙 간단 제작과정(한글자막) 금별 2025.06.24 735
1183 언리얼4 언리얼5 간단팁 - 컨텐츠 브라우저 복제팁(Advanced Copy Here) 금별 2025.06.23 645
1182 언리얼4 린반라이브 - 무엇이든 물어보세요(크래쉬 해결 방법/스태틱메시 뷰모드에서 노멀맵 보기/애셋 삭제 주의사항 등) 금별 2025.06.19 467

 

Banner
 
Facebook Twitter GooglePlus KakaoStory NaverBand