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Shadergraph Experiments (1)
In here I wanted to share some Shadergraph (Unity) Experiments with you.


In the first one I thought about Extrude an Object to the Beat of a Sound. For that I just created a 4x4 Tiled Texture, and a Texture Mask.
Extrude Shader
The Position Offset is a Mix of a Time Setup over a Sine multiplied by the Value of the Extrusion. From there its basically only a Lerp fromthe Starting Position to the new Extrude Position of the Texture Mask (2) I put in from extern.
Additionally I created a gradient over Y-Position in World Space (3) - so if the Extrusion reaches a certain point, it'll get another Coloration.
Extrude Shader in Shadergraph







In this experiment I was playing aroung with pulsating elements and how to reveal the pulse itself. In this example I was creating a radial Pulse which will Displace the Normal Vectors of an Object over a Value * SpeedMultiplier.
RadialPulse
Therefore I created different Layers of Masks:
(1) A very chaotic Mask using a very small scaled Simple Noise, so the vertices will look displaced quite randomly from a visual sight.
(2) The Master Mask, which allows that there is this sort of pulsating circle like the Speaker of a MusicBox.
(3) A Variation Mask, so that not in and every vertice will always be affected by the chaotic Displacement later on. But that really depends on the Polycount, how good this is visible or not.
Radial Pulse in Shadergraph







In another Experiment I was playing around with Stomping effects in VR. For that i created some random Waves over a Plane, and a ShockWave which will travel to the outside radially. The Playspace will not be affected by either waves, so the player doesnt get affected by motion sickness. 
Displacement Waves
The Key Node for these Displacements is the "Distance" Node. In World Space I created a larger and a smaller Sphere (1). The smaller will the be Subtracted from the larger one, so we get this kind of "Donut-Effect" we can see as a "Wave". From there it only needs to be multiplied over a Value, so I got the Wave-Height of the Shockwave.
The RandomWaves (2) are two noises blend into each other on a very slow Speed. One Noise is very large, the other one rather small (detailed) so it looks more natural.
In (3) I used the Distance Node once again. Since I wanted the VR-Player to have a solid Ground underneath their feet, this mask is used as some sort of MasterMask above the other ones, thats why its placed at the end.
Displacement Waves in Shadergraph







In another experiment I was dealing with Spheres and how I can make them look more fascinating. In addition to that, I was playing around with two different concrete states inside a shader, for example as the usage of any sort of dynamic input. 
Fascinating Sphere Displacement
Interaction Sphere Displacement
This time I created a very slow, very fascinating displacement over the Sphere, like its in an Idle State and waiting for interaction (1). If there is an interaction happening, i could easily increase a SliderValue and the Object will turn into something rather chaotic. For that I added a second Noise on top of the slow one. If the Multiply Slider is at "0", nothing gets added, so the second noise layer becomes invisible. (2)
The Displacement then happens over the Normal Vector of the Objects vertices. (3)
Sphere Displacement in Shadergraph
Shadergraph Experiments (1)
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Tim Schuster

Shadergraph Experiments (1)

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