URP Shader Graph | Heat Distortion Effects | 熱效應製作
Тәжірибелік нұсқаулар және стиль
使用 URP Shader Graph 製作 Heat Distortion,製作重點:
1.使用 Screen Position, Scene Color + Noise 產生背景扭曲的效果
2.再用Mask將邊緣柔化修飾
Shader Graph 新手村 ➡️ • Shader Graph Basic 基礎篇...
王の特效製作筆記專頁: / zombiewalkerss
#ShaderGraph #URP #UnityVFX
Пікірлер: 17
among all the heat distortion i searched for, you are the only one that showed high-fidelity settings which solved my problem of the object not being transparent. xiexie.
@MarcWzombiewalker
Жыл бұрын
Glad it’s helping
Excellent Tutorial, awesome, million thanks
very intuitive and easy lecture. Thank you
Good!!!
Thanks for this tut mate 👍
Thanks
超酷的啦~~
@MarcWzombiewalker
2 жыл бұрын
謝謝你👍
great tutorial but doesn't works with transparent objects.
how can apply this on a humanoid mesh?
@MarcWzombiewalker
Жыл бұрын
Using particles and set to skin mesh (or similar name I forgot) might work. Check my another video about how to use custom shader graph on particle system.
很棒的教程,非常感谢。但是好像不会对半通明的粒子起效
@MarcWzombiewalker
Жыл бұрын
我後面其他的影片應該有説到有關 particle system方面的設定
@milohao2027
Жыл бұрын
@@MarcWzombiewalker 非常感谢
@posenhuang4902
Жыл бұрын
@@MarcWzombiewalker 人家是在問URP專案為啥抓螢幕節點無法對半透明物件生效,結果你答非所問要人去看你的基礎教學
@posenhuang4902
Жыл бұрын
@@milohao2027 URP在渲染場景時,會按照Render Queue的順序對物件進行渲染。一般來說,渲染順序是先渲染Opaque物件,然後才是Transparent物件。而這兩個階段之間,通常會進行一次深度緩衝區的清除。這意味著在渲染Transparent物件時,可能無法獲得先前渲染的Opaque物件的深度信息。 所以要自定義Render Pass