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.
#Making a logo dissolve
1 messages · Page 1 of 1 (latest)
It can't "not work with textures"
Rarher than transparent, you will probably want to make the material opaque and tick "alpha clipping"
I'm not importing that shader and seeing how it works but I'm gonna assume it uses alpha clipping
Let's start from there. Dissolve shaders are really easy to make.
That was the explination I was provided early this morning when I asked about my problems here.
I'm not seeing that setting. Are you saying it should be on the material?
I have alpha turn to zero on the base color but it seems to apply something no matter what
Sorry...not sure protocol at this place. Just gonna tag you back...if you are busy please ignore @desert ermine
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.
It should be under "surface options"
Its empty in that section "Suface Options" clicking the arrow rotates but shows nothing
Your screenshots are way too low res, I can't see shit
But from this img, seems like the shader does in fact use alpha clipping
Can you click on graph settings in shader graph
Actually no need to confirm, I can see the alpha clip on the master stack
go into the hierarchy in unity and click on the logo game object
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.
don't get distracted, man
try clicking on surface options on that object now
hmm. Can you change to any random shader and see if surface options appear
I tried about 10...8 had no option at all, 2 had the same issue that we are discussing
Ok...when I create a new material, the options are there under "Universal Render Pipline/Lit". If I change to the dissolve they disappear.
They come back when I switch back
That's strange
is there a "allow material override" setting in graph settings within shader graph?
I do not see an option
Sorry...I was in the wrong shader graph
There is that setting
I just clicked it
saved, now it shows up properly
alpha clipping is now checked (it wasn't)
It is still over writing my texture
what do you mean overwriting
The image two above is how it is now. It is black. It is suppose to be the bottom one.
LogoTexture, which is currently assigned to it has color of the most recent picture
So I'm guessing you have two meshes one over another, one is supposed to fade out to reveal the other?
It might be cause you have to actually change the alpha clipping value
go ahead into the shader and change the alpha clip number
see if it works
if so, you need to animate it via code when you want
I'm not aware of multiple meshes.
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
Perhaps you mean the alpha clipping checkbox in graph settings...I enabled that prior. No change was noticed.
No, go into the shader graph and find the alpha clip threshold on the block toward the bottom
Change the value 0, save and look, then change to 1 and have a look. See if you see the change
no noticable change between 0 and 1, 10 made everything disappear
then the shader is made in a strange way
I can't tell what's going on because I can't see the shader
in a normal dissolve shader, you just animate the alpha clip threshold value from 0 to 1 and that's all
setting it to 0 makes it not disappear.
yes and that's correct
Its got an animation to it...not just a fade out
1 should make it disappear fully
1 makes the fade out work properly
but the cut off height of 10 still shows a black logo
possibly it's the other material showing
you currently have 2 materials on the object
delete the one using lit
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
But how can it show another logo when you clip it fully? That doesn't even make sense?
do you have another mesh on the parent object?
is it the background?
Here is the backgroundQuad...I'm not sure whats going on though
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.
Is that logo texture on the background? Do you not want the grey letter but want the colored letters to disappear?
That's one of the ways to do it, and it should be easy
Its been about 16 hours
but you haven't been clear
I'll try my best to be clear.
That logo texture is on the 3d model of the logo I created
I don't know where the gray is coming from
so you want the one with colors
Yes
that's what I'm saying
you put it into the scene and you don't know where it is
it's either in the background texture or something else
I didn't put the gray into the scene
you need to remove it
what happens when you disable the object?
sorry...I don't know what that means
The 3d object where the logo is
click on it, and on the top right there is a ticked box
untick it
and when you change the shader to lit or unlit, does it change to the colored one?
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
unlit shows the logo how I want
lit looks good too
that means the shader is changing the color of your logo
I believe it is applying the color yes
there may be a setting you got there that you can change to eliminate that option
you could have made a dissolve shader in minutes by following a yt tut btw
can you show the shader graph? Or try to find if there are options for the color
we can either do that or make your own shader
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)
I don't know much about shaders. I did try deleting the base base color but it brought up a color picker automatically
I couldn't get rid of it
It doesn't seem that complicated...but I don't see anything
what happens if you change both the colors of the shader to pure white?
I'm just guessing cause I don't know how it's set up
Only the base color has an impact and it becomes a light gray
here is most of it
better version
ok so only the edge effect is affecting the color
if you keep the base color at white, it should give you your natural mesh color
but since idk what you're doing, click on the link to base color and the link to emission and just delete them
Or maybe just keep the emission one if you want an outline effect
that should be impossible
there must be something I'm missing
I think it would be most logical at this point for you to create a simple dissolve shader
Let’s learn how to create one of my favourite effects: Dissolve!
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like this
this looks like what you want
just copy it
you would have saved yourself the trouble
Well...I like to hope I learn stuff along the way...haha.
Would you mind if I ping you here if I run into troubles tomorrow? Obviously feel free to ignore if you are busy.
yeah I'm actually curious if you are able to make it
thing is, there shouldn't be any troubles, I made these sort of shaders multiple times before, it shouldn't get to this point
you can make this in minutes tho
Haha...maybe you could do it in minutes.
I feel like everything I've tried to do so far has been an hour or two...haha
I feel you...gamedev is incredibly complicated, especially if you work solo
you're overwhelmed cause you understand precisely nothing
I remember that feeling of doom
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.
I really appreciate the help man.
I'll ping you an update no matter what so you know how it turns out
oh I'm a dumbass
I forgot you want to use an actual texture, not just the mesh
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
now it should work
I mean, to that dissolve shader
@desert ermine : That did indeed work. I have two questions though.
- 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.
- 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?
Here is the light if that is the problem
It should but unfortunately it seems that images on mobile don't load in full size so I can't see shit
Just changing the alpha clip should do it
Even without the step node
Can we talk again at another point when you are at a desktop?
I guess I just feel like this will never be simplier of a shader
Or I can post a new topic. Maybe that is better?
As for second, I can't tell now either but that could happen if the shader is lit and doesn't receive enough light
If it's lit, try changing it to unlit
Or increasing the light
Ok. I'll just post a new thread.
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
@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?
Yeah you always have to do that for this kind of dissolve
As you did above
It's just things change and vid is kind of old
You don't need to do anything. You don't need to emit light either if you don't want to.
The emission part is for that thin glowing outline that goes over your letters
You could not use that or you could multiply your texture color with another hdr color that's intense to get the same effect
Shaders are quite complicated and not noob friendly
Imo you should start from the beginning if you want to understand these things
Or just copy the shader...
What do you mean by start from the beginning?
I got the tutorial finished + working!
I meant if you want to learn about shaders, you need to start from the basics, otherwise you're just copying
Ok, that makes sense
These kinds of tutorials can't really teach you anthything unless you have proper knowledge
Glad to hear that
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?
I tried increasing the light intensity and I didn't see any impact
Oh wait
I found it
For some reason my light emission color was black
I must have done that at some point
Thats it!
Its actually working!
Crazy.
Thank you so so so much.
I really appreciate your patience.