This is our designer standing on an LED floor we’re using. The effect he wants to do is these expanding rings from touch points - but being masked to the grid. You can see there are also some soft circles that can smoothly interpolate as they expand, but I’m not sure how to get this sort of expanding dots effect.
You could control effect of each circle and points, with shaders.
Like two overlapping effects.
You will need a bit of math for such effect.
Could it be done with shader graph? I’m not too good at shaders though and I’ve no idea where to begin on this. Thanks at least I’ve got a little something to begin searching on.
Using shader graph should relatively easy.
Providing you are comfortable with math and logic.
Shouldn’t be any complex mat.
Probably principles of trigonometry may be required.
Alright, thanks. Maybe I should go ask for some guidance in the shader specific forum. I’m fine with most math but this still perplexes me.
You can use report button in your thread, to request move it, to shader forum, rather than opening new one.
If needed, you can edit accordingly your first post.
@dmennenoh you could just generate a grayscale image with the fading circle shapes you have for the positions (like feet on the ground), then use that as an indexing system (luminosity) to copy texture elements like like those different size spheres. Or alternatively you could render that end-result procedurally too, but textures would probably be much faster. I’ve done similar in the past, and it’s doable in a shader like @Antypodish said.
@Olmi trying to understand what you’re saying but not grasping it. Any examples you might have?
Hiya, this effect is fairly easy to do. It’s actually just a dissolve shader with two masks. You can construct it entirely with shadergraph.
If you understand how dissolve shaders work you’ll see it’s basically just showing a specific slice of a greyscale image. In this case the dissolve texture is just a bunch of cones viewed top down.
Calculate 2 masks in shader using Unity’s sphere mask node or other mask of your choice, and pass this into the general dissolve function.
You can control where the masks are by passing in some Vector positions.
As I don’t know your capability or the pipeline or if you want to do it in shader or with sprites or whatever, I’ll leave the thread here.
I think what @Olmi means is, you would have for example 50x50 quads/planes GameObjects with same texture of gray scale gradient (fading) circle. Then you can control material illuminance and color properties via script, for each Game Object of that 50x50 grid.
@Antypodish I just meant something that can be made completely in either a shader or in shader graph, although what you suggested could also work just fine. But I bet shader approach is probably faster (just guessing.)
This can be made within one polygon, no need for many quads or planes. Either using a texture “tiles” (which is tricker with Shader Graph) or procedural shapes.
If multiple circles are needed, that would just add a bit more math the shader, but I doubt it would be a big deal especially if the surface is a kind of hero thing in the scene/project whatever it is.
I just did a quick test with shader graph, just to see that it can be achieved with it (without using way too many nodes.)
Well, that’s just about exactly what I need! Any way you’d share that graph? I have just started using shader graph and never wrote a shader before so it’s all quite above my head right now. Any chance there can be multiple colors?
I suppose I miss interpret your previous post then.
You have achieved really cool effect with ShaderGraph however.
Well done.
So I found a sort of halftone effect with shader graph and followed a tutorial - it uses voroni to make the dots so not really what I want. But it makes dots that will get bigger and smaller - I just can’t grock how to use this indexing system that was mentioned.
Can I get some more hints at least? Small tutorial maybe? I’d really like to get this working for my project but I just don’t have the time to learn shader graph right now. This project will be at final four in Atlanta at the beginning of next month so I have just over three weeks to complete it.
tried to do something with 2d ripple simulation, not really same effect though
*references:
drawing circle in shader The Book of Shaders: Shapes
drawing pattern in shader The Book of Shaders: Patterns
ripple simulation 2D Water/fluid fx « Unity Coding – Unity3D
Thanks @mgear for giving me some info. Nice effect as well. Appreciate it.