For my final project, I wanted to make a few shaders for an installation demo. I used both shader graph and substance designer
Here is the image of the hallway the player starts off in. The player starts off on the left and makes their way down.
The first shader I made was the crystal shader
with this shader I was able to make many variations of materials for different crystal types
Here are all of the crystal materials I made
Along with this, I wrote a script that added perlin noise that affected the crystals bottom color.
I then made a game obj for each crystal material and added the script onto each object and gave them differing random numbers so there would all have different flickering values and would be more out of sync.
The dissolve shader was also made in unity shaders graph
at first I tried giving it a node to insert textures onto the matieal to make it look more interesting, but that didn’t work out. so then I got the idea to simply copy paste my crystal shader and added it to the dissolve pattern and into the emission. With that I was able to make several disolve materials. I also made a script fro when the player object enters the disolve objects trigger, it will dissolve. The script allowed me to give each object its own dissolve speed.
I followed a substance designer tutorial for the pond texture I used
I then tried to make a shader graph to animate the pond but it didn’t work out very well.
I used my low poly crystal models for the crystals. The dissolve orbs were simply unitys 3d speheres. And I used a low poly nature pack for the forest area.
My idea for my projects definitely changed a lot. I didn’t even plan on origialy using shader graphs at all.
My first idea was to have a large dark room where the walls will show scenes of nature where the viewer is looking. However, directly behind them would be scenes of destroyed environments. And it would just be the area the player is looking at on the wall, the entire wall won’t play a clip. This way the viewer will have to move around to see what they could find. Later this idea evolved to having the viewer in a large room with 3d objects scattered around and the player could only see them once they get close. I changed the idea from a huge room to a narrow hallway since I found the large room disorienting.
I planned to make those “clips” in substance designer. I found a way to make animated textures in substance designer and just do all the trigger effects with c++. Before I got the textures ready, I first tested it out with plain materials made in unity. It didn’t work quite as well as I wanted it to so while exploring other ways, I found a tutorial on making fog in shader graph. Unfortunelt that fog only work for orthographic scenes. Since I wanted my demo to be like a game in first person, it didn’t work.
However, after that discovery, I found out that was a lot I could do with shader graphs. So I remade my idea and just went off from there.
I made a bunch of shader graphs from tutorials and got comfortable with it.
Honestly I was scared to use substance designer and shader graph because of the horrible experience I have with touch designer. But it was really easy.
In the end I’m satisfied with what I’ve got. I could definitely add on to it by giving the shaders some more effects. As for the demo itself, I need to fine tune the sounds.
Sources
Links to project