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HomeVisual EffectsI (beginner) need assistance remaking an outdated ShaderForge vertex offset shader into...

I (beginner) need assistance remaking an outdated ShaderForge vertex offset shader into Shader Graph in Unity


Whats up! Initially, thanks on your assist upfront, this discussion board has been an superior software to get into VFX.

Im a beginner, i’ve been following Sirhaian’s tutorials to be taught the fundamentals of VFX in Unity, nevertheless this tutorials are outdated, and he makes use of the now deprecated Shader Forge to create his shaders. Happily by means of battle and analysis i had been to re create each shader he made on his tutorials on ShaderGraph, however that solely took me this far. In his Aurora tutorial, he creates an excellent easy shader to create some vertex displacement on a aircraft to curve it barely.

That is his end result:
image

That is what he made in ShaderForge

I’ve tried all the pieces to get this similar end result with shadergraph however i cant get there, i believe my nodes are proper, as a result of i managed to curve a sphere and the preview on shadergraph appears to be like alright, however when i take advantage of it in my aircraft nothing occurs. I learn someplace it may be as a result of i didnt unwrap my uvs, so i did, however nonetheless nothing occurs.

That is what my shader appears to be like like, discover it really works on the sphere however not on the aircraft.

This are my nodes

This are the UVs on my aircraft, idk if there’s something unsuitable with them

I simply need that aircraft to bend. Due to anybody that replies :smiley:


Whats up paleblood!
It has been some time since I used Unity’s Shader Graph (I’m utilizing amplify shaders principally) so my first thought was: It is advisable to use “Pattern Texture 2D LOD” if you’d like a texture for use within the vertex stage.

However you present that it really works with the sphere. However received’t harm to strive (Pattern Texture 2D LOD Node | Shader Graph | 6.9.2)

The subsequent step can be to examine the normals of your mesh. If the normals are (0,0,0) for some cause, then you definately would multiply the offset by 0 and subsequently including 0 to the place.
Checking and altering normals ought to be attainable in each DCC software program. In Blender there may be even a command to recalculate the normals.

I hope this fixes the difficulty!

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