#Making a logo dissolve

1 messages · Page 1 of 1 (latest)

jolly quail
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Hello everyone, I think I've not approached my task the right way. To start I created a 3d model of the logo, applied a texture for the required colors, tried to use the dissolve shader I found online (https://void1gaming.itch.io/free-dissolve-shader-for-unity-urp). Turns out it doesn't work with textures? So I decided to create a canvas and use a ui-image and use this 2d version they made (https://void1gaming.itch.io/free-2d-dissolve-shader-for-unity-urp) but I couldn't find out how to even attach the material to the image. Next I started looking for other shaders but the only ones I found were paid, which I'm willing to do, but none of them said if they work with textures (more likely I don't understand stuff properly). I then started exploring making my own dissolve shader and I doubtful that is the right use of my time right now. Can someone please lend me a guiding hand? What is the best way for me to proceed.

itch.io

Free Dissolve Effect Shader for Unity URP to help with all those Sci-Fi Teleport Effects and More!!

itch.io

2D Dissolve Shader for Unity URP to help you with making your 2D Sprites Dissolve with one click!!

desert ermine
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It can't "not work with textures"

Rarher than transparent, you will probably want to make the material opaque and tick "alpha clipping"

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I'm not importing that shader and seeing how it works but I'm gonna assume it uses alpha clipping

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Let's start from there. Dissolve shaders are really easy to make.

jolly quail
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That was the explination I was provided early this morning when I asked about my problems here.

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I'm not seeing that setting. Are you saying it should be on the material?

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I have alpha turn to zero on the base color but it seems to apply something no matter what

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Sorry...not sure protocol at this place. Just gonna tag you back...if you are busy please ignore @desert ermine

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Not sure if this matters but here is the second of the shader graph where base color is being brought in and assigned. If I delete it, it seems to force one with color selector.

desert ermine
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It should be under "surface options"

jolly quail
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Its empty in that section "Suface Options" clicking the arrow rotates but shows nothing

desert ermine
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Your screenshots are way too low res, I can't see shit

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But from this img, seems like the shader does in fact use alpha clipping

jolly quail
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When I click on them they look perfect

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have to click twice

desert ermine
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Can you click on graph settings in shader graph

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Actually no need to confirm, I can see the alpha clip on the master stack

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go into the hierarchy in unity and click on the logo game object

jolly quail
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I found the setting "Alpha is Transpareny" on my material unclicked...that doesn't seem to have an impact. I'm wondering if this has something to do with being lit/unlit? I don't know unfortunately.

jolly quail
desert ermine
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try clicking on surface options on that object now

jolly quail
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same...nothing appears

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here it is with the arrow in the other direction

desert ermine
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hmm. Can you change to any random shader and see if surface options appear

jolly quail
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I tried about 10...8 had no option at all, 2 had the same issue that we are discussing

desert ermine
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that's strange

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can you make a new material?

jolly quail
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Ok...when I create a new material, the options are there under "Universal Render Pipline/Lit". If I change to the dissolve they disappear.

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They come back when I switch back

desert ermine
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That's strange

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is there a "allow material override" setting in graph settings within shader graph?

jolly quail
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I do not see an option

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Sorry...I was in the wrong shader graph

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There is that setting

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I just clicked it

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saved, now it shows up properly

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alpha clipping is now checked (it wasn't)

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It is still over writing my texture

desert ermine
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what do you mean overwriting

jolly quail
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In the screenshot, you will see my texture is not visible

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Here is my texture

desert ermine
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How is it not visible?

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I don't get it

jolly quail
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The image two above is how it is now. It is black. It is suppose to be the bottom one.

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LogoTexture, which is currently assigned to it has color of the most recent picture

desert ermine
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So I'm guessing you have two meshes one over another, one is supposed to fade out to reveal the other?

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It might be cause you have to actually change the alpha clipping value

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go ahead into the shader and change the alpha clip number

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see if it works

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if so, you need to animate it via code when you want

jolly quail
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I'm not aware of multiple meshes.

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I'm not clear what you mean by alpha clipping value. When I adjust the cutoff height variable it works as I want it to...disappearing. But the starting state (10) does not show my logo texture

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Perhaps you mean the alpha clipping checkbox in graph settings...I enabled that prior. No change was noticed.

desert ermine
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No, go into the shader graph and find the alpha clip threshold on the block toward the bottom

jolly quail
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I'm there

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0.5

desert ermine
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Change the value 0, save and look, then change to 1 and have a look. See if you see the change

jolly quail
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no noticable change between 0 and 1, 10 made everything disappear

desert ermine
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then the shader is made in a strange way

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I can't tell what's going on because I can't see the shader

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in a normal dissolve shader, you just animate the alpha clip threshold value from 0 to 1 and that's all

jolly quail
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setting it to 0 makes it not disappear.

desert ermine
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yes and that's correct

jolly quail
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Its got an animation to it...not just a fade out

desert ermine
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1 should make it disappear fully

jolly quail
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1 makes the fade out work properly

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but the cut off height of 10 still shows a black logo

desert ermine
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possibly it's the other material showing

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you currently have 2 materials on the object

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delete the one using lit

jolly quail
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that image I provided before was from 8 hours ago...I spent a few hours trying to get this working with two textures. All of our discussion, this has only had one texture

desert ermine
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But how can it show another logo when you clip it fully? That doesn't even make sense?

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do you have another mesh on the parent object?

jolly quail
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I don't think so

desert ermine
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is it the background?

jolly quail
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Here is the backgroundQuad...I'm not sure whats going on though

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I'm sorry if I'm being unclear but I don't have reference to shape my thoughts. What I want is for my logo to disappear. What I thought was the correct approach was to make a 3d model of the logo, apply the texture to it, then have a shader make it disappear. Perhaps this wasn't correct.

desert ermine
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Is that logo texture on the background? Do you not want the grey letter but want the colored letters to disappear?

desert ermine
jolly quail
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Its been about 16 hours

desert ermine
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but you haven't been clear

jolly quail
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I'll try my best to be clear.

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That logo texture is on the 3d model of the logo I created

desert ermine
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which one? The grey letter one or the one with colors?

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ok good

jolly quail
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I don't know where the gray is coming from

desert ermine
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so you want the one with colors

jolly quail
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Yes

desert ermine
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that's what I'm saying

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you put it into the scene and you don't know where it is

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it's either in the background texture or something else

jolly quail
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I didn't put the gray into the scene

desert ermine
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you need to remove it

jolly quail
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It appeared when I added the shader

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to the 3d model

desert ermine
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what happens when you disable the object?

jolly quail
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sorry...I don't know what that means

desert ermine
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The 3d object where the logo is

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click on it, and on the top right there is a ticked box

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untick it

jolly quail
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it disappears...no logo to be seen

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just black background quad

desert ermine
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and when you change the shader to lit or unlit, does it change to the colored one?

jolly quail
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If I go into the shader graph and edit the graph settings between lit and unlit, the grey color on the logo changes slightly but it is still gray

desert ermine
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no, switch the shader

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to the default urp lit or unlit

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or one of those

jolly quail
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unlit shows the logo how I want

desert ermine
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ok

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so we have narrowed it down

jolly quail
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lit looks good too

desert ermine
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that means the shader is changing the color of your logo

jolly quail
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I believe it is applying the color yes

desert ermine
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there may be a setting you got there that you can change to eliminate that option

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you could have made a dissolve shader in minutes by following a yt tut btw

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can you show the shader graph? Or try to find if there are options for the color

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we can either do that or make your own shader

jolly quail
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I'll do whatever I have to do. Is there a way to export the shader graph easily? I have a big monitor and it still won't fit easily (screenshot won't work easly)

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I don't know much about shaders. I did try deleting the base base color but it brought up a color picker automatically

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I couldn't get rid of it

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It doesn't seem that complicated...but I don't see anything

desert ermine
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what happens if you change both the colors of the shader to pure white?

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I'm just guessing cause I don't know how it's set up

jolly quail
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Only the base color has an impact and it becomes a light gray

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here is most of it

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better version

desert ermine
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ok so only the edge effect is affecting the color

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if you keep the base color at white, it should give you your natural mesh color

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but since idk what you're doing, click on the link to base color and the link to emission and just delete them

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Or maybe just keep the emission one if you want an outline effect

jolly quail
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I deleted them

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the default picker was assigned and the logo is now red

desert ermine
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Cause you selected red in the shader graph

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select white

jolly quail
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I didn't select anything, the default is red. I changed it to white.

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No change

desert ermine
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ok

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so the logo is still red?

jolly quail
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Light gray

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base color is white

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but that was disabled so it doesn't matter

desert ermine
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ah wait

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I see there's a specular color field on the bottom

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I missed that one

jolly quail
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I see it. White?

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No change

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Black no change either

desert ermine
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that should be impossible

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there must be something I'm missing

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I think it would be most logical at this point for you to create a simple dissolve shader

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like this

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this looks like what you want

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just copy it

jolly quail
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ok

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thats fine.

desert ermine
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you would have saved yourself the trouble

jolly quail
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Well...I like to hope I learn stuff along the way...haha.

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Would you mind if I ping you here if I run into troubles tomorrow? Obviously feel free to ignore if you are busy.

desert ermine
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thing is, there shouldn't be any troubles, I made these sort of shaders multiple times before, it shouldn't get to this point

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you can make this in minutes tho

jolly quail
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Haha...maybe you could do it in minutes.

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I feel like everything I've tried to do so far has been an hour or two...haha

desert ermine
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I feel you...gamedev is incredibly complicated, especially if you work solo

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you're overwhelmed cause you understand precisely nothing

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I remember that feeling of doom

jolly quail
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Yeah...I've been doing web development for 15 years...so I'm kinda used to the feeling/it does't stress me much. I can't imagine doing this with no experience to draw from.

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I really appreciate the help man.

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I'll ping you an update no matter what so you know how it turns out

desert ermine
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oh I'm a dumbass

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I forgot you want to use an actual texture, not just the mesh

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enter shader graph, click space (add node) and then add sample texture 2d. You add your logo texture to that slot and you plug that into base color

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now it should work

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I mean, to that dissolve shader

jolly quail
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@desert ermine : That did indeed work. I have two questions though.

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  1. First I'm trying to do the tutorial you provided. Literally right out the gate it doesn't work. In the video (2:55) he adjusts teh alpahclipthreshold and the preview dissolved. Mine does nothing.
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  1. I don't understand why my logo is so dark? The original texture file has much more vibrant oranges. Any idea what is effecting it?
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Here is the light if that is the problem

desert ermine
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It should but unfortunately it seems that images on mobile don't load in full size so I can't see shit

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Just changing the alpha clip should do it

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Even without the step node

jolly quail
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Can we talk again at another point when you are at a desktop?

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I guess I just feel like this will never be simplier of a shader

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Or I can post a new topic. Maybe that is better?

desert ermine
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As for second, I can't tell now either but that could happen if the shader is lit and doesn't receive enough light

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If it's lit, try changing it to unlit

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Or increasing the light

jolly quail
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Ok. I'll just post a new thread.

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I just figured it out. I needed to enable alpha clipping in the graph settings. It's really hard for newbies...that wasn't done anywhere in the video

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@desert ermine Sorry to keep bothing you...so I'm still trying to do this tutorial. Due to question #2, I wanted to do an unlit shader. However, the tutorial is saying I have to connect to emission which is only available with a lit shader. I am just forced to have a lit shader for dissolve effects?

desert ermine
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As you did above

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It's just things change and vid is kind of old

desert ermine
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You could not use that or you could multiply your texture color with another hdr color that's intense to get the same effect

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Shaders are quite complicated and not noob friendly

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Imo you should start from the beginning if you want to understand these things

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Or just copy the shader...

jolly quail
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What do you mean by start from the beginning?

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I got the tutorial finished + working!

desert ermine
jolly quail
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Ok, that makes sense

desert ermine
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These kinds of tutorials can't really teach you anthything unless you have proper knowledge

desert ermine
jolly quail
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I just need to figure out this lighting issue. Can you point me in the right direction assuming that I have to use a lit shader?

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I tried increasing the light intensity and I didn't see any impact

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Oh wait

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I found it

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For some reason my light emission color was black

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I must have done that at some point

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Thats it!

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Its actually working!

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Crazy.

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Thank you so so so much.

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I really appreciate your patience.