Shockwave Distortion Effect in Unity

Описание к видео Shockwave Distortion Effect in Unity

🔸 In this video, I've shown you the steps for getting the shockwave effect in your game. It's like the air-blending effect that you see in many latest games. The tutorial is based on Unity's Universal Render Pipeline showing how to create shockwave distortion effects in unity like Black Myth: Wukong in your Game.
The problem that most developers face while creating distortion effects in URP is that the transparent objects are not getting rendered. I have mentioned that problem here in this video and also why that happens, watch the video to get the solution for it.
You can skip to any part that you are looking for.
🔸 I played around with editing of video trying to make it more interesting to watch. Hope that may not ruin the experience but will be improving the quality in the next comings.
🔸 Watch the full video to not miss any crucial parts, any missed deliveries may result in problems with your final compilation.

🔸 Here is the link for the files:
https://drive.google.com/file/d/1xZTs...

🔸 It Contains:
2 shaders - Heat Distortion and Shockwave
2 Visual Effects - Shockwave and Ground Smash
8 Ring Particle Textures
Some Materials and Prefabs

Video Parts
0:00 Intro
1:50 Table of Contents
2:07 Creating Shader
3:45 Fixing the Render
6:05 Shockwave VFX
7:51 Spawning
9:27 My Project Updates

🔸 Quickly to mention here, this tutorial is focused on getting this feature in Universal Render Pipeline.
You may read the description to know why I’m not currently creating this tutorial for High-Definition Pipeline. But watching this video may deliver you a basic idea of how we are joining up things together.
(I am not making the video on HDRI because I don’t use it in the current context, I tried using it and it is really awesome for creating high-graphic games, it has lots of features and functions that are very useful. But my computer shows performance issues with HDRP because my computer is quite old and really struggles when I try something that requires hardware power.
I’m really sorry for those who are looking for tutorials related to HDRP but I can say, it is easier to get this done in HDRP because it already has the features we require.

🔸 Few Lines on the Visual Effect Graph:
You can right-click inside the Node and create new blocks.
The single burst block in the spawn node creates bursting mechanics.
Set Lifetime block in the Initialize Node, Sets the life span of the effect.
And these values in the output nodes are generated by the shader itself and the other two blocks are Orient: Face Camera Position which makes this effect look towards the camera and the other one set size over life which is connected with an Animation curve so that you can play around the setting and make your own unique simulation.
The strength value in the shader property works as the alpha of the effect, it is also connected with an animation curve so that we can create unique and matching production.

🔸 Instead of IEnumerator I am using Async and Await method which is very good at working with asynchronous functions. Asynchronous meaning performing the steps one by one or not at the same time.
We can also make this with IEnumerators but I would suggest you learn about Async and Await.

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