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Bastion Effect, Progressive Level Visibility in Unity using Shader Graph

AE Tuts Oct 27, 2019 21:57
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This is a tutorial on creating a shader that changes the size and position of the mesh based on the distance between the player and the mesh, the shader is created using Shader Graph in the LWRP of Unity 2019 This material is part of the URP Material Pack Vol 2: https://bit.ly/lwrp-materials-2 Checkout my assets for more Tuts! ------------------------------------------------------------------------------------------ Popular Links Shader Graph Materials (all render pipelines): Vol 1: https://bit.ly/lwrp-materials Vol 2: https://bit.ly/lwrp-materials-2 Vol 3: https://bit.ly/lwrp-materials-3 Vol 4: https://bit.ly/lwrp-materials-4 URP Floating Islands package: https://bit.ly/lwrp-floating-insland Vector Field Maker: Lite: https://bit.ly/vector-field-lite Pro: https://bit.ly/vector-field-pro-promo ------------------------------------------------------------------------------------------ Free Stuff URP Volumetric Fog: https://aetuts.itch.io/volumetric-fog-unity-lwrpurp-shader-graph URP Outline Effect: https://aetuts.itch.io/outline-post-process Procedural Spaceships, rock, snow, buildings and more via Blendity: https://aetuts.itch.io/blendity ------------------------------------------------------------------------------------------ Games and Demos Bouncy Ball Demo: https://aetuts.itch.io/bouncy-ball-demo Tear Pewdiepie in VR !: https://aetuts.itch.io/tear-pewd-free Jello Tetris VR: https://aetuts.itch.io/jellow-tetris ------------------------------------------------------------------------------------------ ▶️ Subscribe ! https://bit.ly/AETutsSub 🐦 Follow me on : https://twitter.com/ae_tuts ------------------------------------------------------------------------------------------ Thanks to vct0r for English and Chinese translations [email protected]
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#Art #Development #Game #LWRP #Tutorial #URP #Unity #VFX #bastion #graph #level #progressive #shader