I try to create the rain drop effect in unity. And all the texture created within substance designer.
I appreciate Klemen and Simon great work. It truly inspired me.
This turned out great! Thank you very much the breakdown as well, really cool to see . I maybe think the longer streaks could use a bit more breakup i think. Maybe by varying the the strenght of them, or if you could make it so the streaks don’t all flow down at the same speed all the time. Otherwise, very sweet job!
Amazing job! As you did the video, maybe some screens high res of substance designer (hi res of the one that you put) and of the amplify node shader could be great! Wonderful thank you for sharing!
Thank you! It is a good idea to be different speed of flowing down.
I think it could work by calculate two or more different offset time. I will try it next time.
Thanks, the confusion was with the package manager within Unity for updating post processing stack which for some reason no longer included the “PostProcessExample”.
Cheers
Hello and so many thanks for sharing
Only 3 questions
First:is this effect only works in camera i mean we cant use it as a surface shader maybe for a windows etc.?
Second: all the textures are made right inside the substance designer?or did you used any external textures or maps?if yes can you please share them at least?
And the final one:ive tried to recreate the nodes using amplify but i couldnt find any nodes named Screen the one on top right that has a single input named Tex
Any help will appreciated
Sorry for my delay reply.
I have try to review your shader, it seems to me that is nothing wrong.
Also I have reimported my package into Unity 2019.2.1f1 and update to the latest version of amplifly shader editor to 1.7.5. And everything is working well.
So I have no idea what`s going on your case.
Which version of unity do you work?
And here is the camera setting, review the snapshot that any different from yours.
Is there a way to make the same in the Unity native Shader Graph?
I was checking nodes on the picture you have attached, and it seems Shader Graph does have all the required nodes for this magic to happen, but I am not sure about the Component Mask node. Does it exist in Shader Graph?