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Tutorials

This is the home for any projects I decide to create associated with my tutorials. See gamedevbill.com for all the tutorials, and follow me on twitter to stay up to date!

Normal Calculation & Normal Calc URP

Projects with the results from How to Calculate Shader Graph Normals. "NormalCaculation" is done in HDRP, and "NormalCalc_URP" is in URP. These samples include two top level shader graphs: FullNormalCorrection & SubGraphNormalCorrection. Each accomplishes the same normal calculation. One as a flat top-level graph, one using sub-graph helpers.

Important contents are all in /Assets/NormalCalculation/:

  • SimpleDeform - the actual vertex displacement subgraph used for example purposes
  • FullNormalCorrection - a graph that recalculates normals all in one graph. Matches screenshot from tutorial. Useful for following full logic flow.
  • SubGraphNormalCorrection - same logic as FullNormalCorrection but broken into sub-graphs. Useful to model when actually doing this in real life as it's a lot easier to hook up.
  • Neighbors - first stage subgraph. Used by SubGraphNormalCorrection before feeding into the vertex displacement.
  • NewNormal - final stage subgraph. Used by SubGraphNormalCorrection after feeding into the vertex displacement.

Please see the tutorial for a complete explanation of what's going on.

Paper Burn

Based on the Paper Burn Shader in Unity tutorial. The one difference is that the tutorial used the crumple paper as the baseline, but this one uses "mathy noise". The reason being that my crumple uses a texture that's generated by paid-for software and I can't put it up here for public use.

The relevant pieces are all in Assets/Shaders.

  • BurnData - mostly calculates radius from burn point
  • BurnGradient - math for the multi-color gradient between start of burn and transparent hole.
  • BurnVertexDisplacement - vertex manipulation based on distance from burn point & edge.
  • CalculateBurnNoise - make the burn shape wavy & rough.
  • MathyPaperNoise - unlike the the tutorial, this paper is based on mathy noise instead of the texture-driven crumple.
  • Neighbors - subgraph taken from the Normal Calculation sample projec in this same repo
  • NewNormal - subgraph taken from the Normal Calculation sample projec in this same repo
  • PaperBurn - the top level shader that gets things done.

HSV Nodes

Based on the HSV in Shader Graph tutorial (Hue-Saturation-Value). This is not a complete project, but instead just the two nodes needed.

  • rgb2hsv - subgraph node to convert from RGB to HSV color space
  • hsv2rgb - subgraph node to convert from HSV to RGB color space

2D Fire

Based on the Top Fire Shaders tutorial.

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