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Cartoon Fire shader?

somerandomguy1
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somerandomguy1 polycounter lvl 4
Hey everyone! I've hit a dead end on my research into this so i'm reaching out to see if maybe someone can help. I'm trying to recreate this effect in Shader Forge in Unity. 

https://www.youtube.com/watch?v=WgLpyRVbJUE

I'm working on a game that has a very painted/ stylized art and this fits way more than a realistic flame. 

What I have so far. 
1. I'm working in shader forge but if you know how to do it in regular code that's fine I can take a crack at it. I have found a shader for a cell shading system but I can't find a good example of using it in a particle system because at the moment if I apply it to my flame particle that I have set up it doesn't accept color information from the particle system and I don't want to just put a one color node onto it I want a transition from blue to orange to yellow if possible. 
2. My flame particle is set up pretty well for a base. It has a size limit of time, rotator, color over lifetime and i've limited the velocity a bit. 

Thanks in advance for help and wisdom. 


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  • Eric Chadwick
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    It's cool they show the bitmaps used in the effect.

    I think I also see a UV distortion effect in there, the one they are changing with the Speed shader parameter. And there's a camera post process for the bloom/glows.

    I've been doing a lot of UV distortion stuff lately. I shared some screenshots of my node setups in my sketchbook thread, might help you.
    http://polycount.com/discussion/160691/sketchbook-eric-chadwick

  • somerandomguy1
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    somerandomguy1 polycounter lvl 4
    It's cool they show the bitmaps used in the effect.

    I think I also see a UV distortion effect in there, the one they are changing with the Speed shader parameter. And there's a camera post process for the bloom/glows.

    I've been doing a lot of UV distortion stuff lately. I shared some screenshots of my node setups in my sketchbook thread, might help you.
    http://polycount.com/discussion/160691/sketchbook-eric-chadwick

    Sweet ty i'll follow through that and see. I also recently got some advice from another user on Unity Reddit that they got similar effects by spawning simplified meshs of flame shapes from a particle system. I'm following that as well to see which ends up being the best effect but I bet if I end up combining them in the future it will look how the video is. 
  • Eric Chadwick
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    With meshes you won't get that blobby look unless you feed some animation into the Vertex Offset.

    But even then you'll end up with harder edges than if you use a bitmap on a plane, both because it's a 3d surface but also because you'll likely not have anti-aliasing.

    Depends on the effect you want I guess. See the foliage shader in my thread, that has both uv distortion animation and vertex offset animation, both driven by a scrolling normal map. I used the uv distortion for smaller waves of motion so the leaves move around. And I used vertex offset to get the larger silhouette to change, since my meshes are seen from oblique angles sometimes.
  • somerandomguy1
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    somerandomguy1 polycounter lvl 4
    With meshes you won't get that blobby look unless you feed some animation into the Vertex Offset.

    But even then you'll end up with harder edges than if you use a bitmap on a plane, both because it's a 3d surface but also because you'll likely not have anti-aliasing.

    Depends on the effect you want I guess. See the foliage shader in my thread, that has both uv distortion animation and vertex offset animation, both driven by a scrolling normal map. I used the uv distortion for smaller waves of motion so the leaves move around. And I used vertex offset to get the larger silhouette to change, since my meshes are seen from oblique angles sometimes.
    You're right that actually sounds closer to the first reference I posted which is what i'm going for. I'll try that out today since the other (meshes) way didn't work well ty! 
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