I guess the shape is too round for a fire, even if itās aim to be cartoon-like !
I suggest you to give more upward velocity for the main fire, and much more for the smoke !
And also, itās seems like the embers arenāt connected with the fire, may be give the same amount of bloom and the same color will help
Well, thats a bit of all the parts of the process. First, the model normally is very simple, but have some things ādetailedā in model, like for example buu eyebrows, the chest relief, and the pants folds. That way
you know the model will have some nice cel shading there if you are going to use a shader like that.
Afterwards, the rest of the work is on the textures, look at the model of the left, all the details on the things talked before (chest relief, pants foldsā¦). If you cant texturize nice (idk if you arent good at that or dont want to do it from hand) dont worry, you can do some less detailed textures like this:
So, i havent been posting for a long time bc i was hella busy with a lot of things once. But i think i can start sharing some things ive made this time (made a lot of commission that cant be shown )
Continued testing my CelShading Shader, still needs polish but ive been quite happy with it (btw available on unity asset store )
Added a Glass toony shader to the same asset pack looking good and can be tinted if wanted. https://imgur.com/VnOtlde
Made a Blur shader with mask for snipers (and non snipers if the mask is full white xD)
Working on a new Fire Shader asset, planning to make some nice options for masking
Took back from the closet a QuadFog shader to make some cool and performant things
Well, there are some things i cant show and some others im currently thinking. Like new things on the Procedural Random Tileset
(same gif, just stating about what shader im talking xd)
Lil sneak peek of something ive started today, i enjoy recieveing feedback but the 70% of things i make has an NDA xd.
There are a LOT of things left but i wanted to share it xddd https://www.youtube.com/watch?v=WVJLLP5vOBY
(GIF)
SO, ive been working a bit on this effect : D
First of all, ive modified the zelda transformation and the arrow appear/appearance.
Now it shoots!
Made the environment with some nice stylized trees, grass and grass.
Added postprocessing, darkening of the sceneā¦ and few more things
Still a WIP, the explosion sphere has only a fresnel and i want to work more on it and in more things like the pre-explosion flares : S
Made a nice memetastic end
A lot since my last post here, bc i was just wipping my way on twitter, and its crappy compressed videos, but i feel like i gotta post some sauces here ^^
Overall my trails shader its a whole changed to add soulercoaster features, rotations so it can be used on other meshes with different UVs and so. But the base idea is the same, the erosion base.
I dont know if its way upper because the shannon post is quite large, but i think ive started looking on to that kind of trails since this post:
That shader is from Amplify editor, but it can be easily made on Unreal/ShaderGraph/ShaderForge/RawTextā¦
Then, the next most important thing for me, its to play around with the trail texture and the erosion texture.
(If my mind doesnt betray me, on the last trail gif, the first, third and fourth trails, had the same trail texture, simply played with another erosion texture and a bit with the values to get other results)
Iām not even sure if this is only sensible to the project of the person who posted this, or if I should try to replicate entirely. Anyway, would you know what are the equivalents of those in green on Unity Shader Graph?
Oh yeah, on the green left box:
The orange-yellow ish node is just the UV node, note that in Shader graph u will need to use split in order to use the X channel (The U on Amplify). So you will end with a simple gradient through the UVs for the base of the eroded trail.
Based on that idea, on the same left green box, the red node is the Vertex color (same on ShaderGraph), it suggests you to use the Alpha channel, so you can control the erosion position if you are using the material on a particle system and want to modify that erosion position through the color over lifetime gradient.
And for the right green box.
All the green nodes are float nodes in shader graph. Three of them are just a constant number (Zero, One and Negative(-1)), and the other one is a float, but on shader graph is a Slider node, its the same, the only change is that you can slide to one number to another in the editor.
And for the multiply node, it multiplies the dissolve Softness by -1 to make Dissolve softness negative. Normally this kind of things on scripts are modified by values between 0 and 1. Thats why the developer should have decided to go with a positive for dissolve and then made it negative.
BUT, the better way to understand this things is to try them, so go ahead and test it yourself ^^