Thursday, November 30, 2023
HomeVisual EffectsSmoke Lighting and texture re-usability in Cranium & Bones

Smoke Lighting and texture re-usability in Cranium & Bones


Due to the writer for the clear evaluation. I’ve been struggling for a couple of days, however I did it!
I used URP 8.2.0, Shader Graph 8.3.1
To make it simpler to seek advice from the sunshine, I additionally used this plugin. In my case, it didn’t work on steel (ios, mac), you need to swap to OpenGL.

There could also be bugs, however it appears to work appropriately.
Video:
https://drive.google.com/file/d/1V8wZwH8Pll5KY2QDcxccBKyisANFf5gF/view?usp=sharing

At first, I began with the best half – albedo, emission, and alpha.
Right here I used totally different textures and the PBR grasp for the check, however additional, I might use Unlit grasp.
Work in progress:

Ultimately, I bought this consisting of two components.
That is already an improved graph for ease of use in a particle system.
Properties:

Complete graph:

First half (There’s a mistake in be aware – custom1.xy(texcoord0.zw) ):

Second half:

Customized Node ‘ComputeLightMap’:

Physique of Customized Node:

float hMap = 0;
float vMap = 0;
float dMap = 0;
float lightMap = 0;

hMap = (LightDir.x > 0) ? (rawLightMap.x) : (rawLightMap.y);
vMap = (LightDir.y > 0) ? (rawLightMap.w) : (rawLightMap.z);
dMap = (LightDir.z > 0) ? (frontMap) : (backMap);

customlightMap = hMapLightDir.xLightDir.x + vMapLightDir.yLightDir.y + dMapLightDir.zLightDir.z;

That is the way it works with customized information.

Enhancements:

  1. Albedo may be set by means of texture, ‘Begin shade’, ‘Shade over Lifetime’ or all collectively;
  2. EmissiveRamp.a may be set by means of texture or custom1.xy(texcoord0.zw) or all collectively.

Now it stays to grasp methods to bake the identical textures in different 3d applications. :sweat_smile:




5 Likes

Hey thanks a bunch to your shader graph… how might I combine that to shuriken setup? Or higher might you do a tutorial… I’ve the 6d lightmap in houdinin exported and my shader graph setup appears to work however methods to combine that to shuriken now ?

Thanks to your large assist!

You’ll be able to combine it in shuriken as traditional)
Like on this tutorial https://www.youtube.com/watch?v=GebwdChivxI
The principle distinction is utilizing customized information. The purple shade reveals what have to be essentially and invariably. Highlighted in purple what may be modified relying on what you need)
Customized Knowledge 1 X is identical as Emission Energy (property in shader graph).
Customized Knowledge 1 Y (on my screenshot it’s Energy) is an exponent.

Extra about customized information https://www.youtube.com/watch?v=1vZKVlQnwio

I want it was useful. Be happy to query)

Hello, thanks rather a lot for the graph!
I suppose it ought to work as effectively in HDRP?

I hope so! I simply by no means labored for this pipeline :sweat_smile:



1 Like

Good to fulfill you, please inform me.
I appear to go back and front artificially, however it’s not after I don’t fetch two items of tex tea even when I make whichever.
Why do you not make 6way?

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