Youtube影片連結 主要由三組元件構成,依序是火星、營火本體、煙霧。 Here is three elemnts : Fire embers、Camp fire、Smoke。 環境Unity 2018.2.4 及使用 PostProcessing的Bloom。 Amplify shader editor 1.6.7製作Shader。 Substance designer 2018 製作貼圖。 Build in Unity 2018.2.4 with PostProcessing for bloom. Amplify shader editor 1.6.7 for shader. Substance designer 2018 for texture. 營火 Camp Fire 首先說明營火的製作方式,製作一張RGBA通道的貼圖,分別為 R=營火中心、G=營火外圍、BA=營火擾動的雜訊。 In the beginning, we need a texture for shader of camp fire. Included RGBA: R for the center of camp fir、G for the outside of fire、B and A for the distortion. 貼圖導入Unity中須設定成Clamp The texture setting has to be clamp warp mode. 接著開始進行製作營火的Shader, 下面這張圖是此Shader的全貌,基本上只做一件事情就是透過流動貼圖(Flow Map)的概念來實現營火擾動的效果,分為核心營火(R通道)擾動較小及外圍營火(G通道)擾動較大兩組,再將兩者相加來實現火焰的豐富性,最後就是基礎的顏色添加。 Here is the full graph of camp fire shader. The main point is to create the UV distortion within the flow map. I make it to be two value, one is the low distortion work for the center fire (R ch...
大家好! 今天跟大家分享先前製作的效果Ghost Trail 波形擺動拖尾效果。 Hi, everyone. I`m glad to share the breakdown of the Ghost Trail Effect. 在這此效果中僅使用了一組粒子系統搭配其中的Trail組件及模型粒子來實現,而如何透過一組Trail面板來實現看似三條拖尾的擺動效果,正是此Shader表現的重點。 It was done with just a particle system, and it is particle mesh render within trail component. The issue of the effect is how to create three different swing trail on a single plane. Shader是使用Amplify Shader Editor1.5.8 製作亦可使用內建Shader graph實現,先看一下整個Shader樹狀圖。 The shader is made by Amplify shader editor 1.5.8. It also could do it with shader graph in Unity. 大圖Full Size 貼圖使用Substance Designer 2018 Texture made by Substance designer 2018 R: 拖尾紋理1 / for trail 1. G: 拖尾紋理2 / for trail 2. B: 拖尾擾動 / the noise of distortion. A: 消散雜訊紋理 / the noise for dissolve. 大圖Full Size Shader的製作 Breakdown of shader 1.基礎Shader屬性設定 Setting property 2.Shader大圖中Sin01的區塊為擺動UV的產生,Sin02及03僅是重複01計算後,改變其波長頻率時間等來製作三種不同擺幅 。 The Sin01 block is working for the motion of V coo...
照着实现出来了,做了个Function以后不用画这种贴图了XD
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