Hey there, I'm wonder if any one knows how to make the shader graph which is shown in wwdc24 video. I tired couple things but couldn't get same result I could make it in Unity and Blender but not in RCP. thank you. https://developer.apple.com/wwdc24/10106
Hello @Gamno, while I do not have access to the exact project shown in that video, I can attempt to walk you through the steps of building a similar material in Shader Graph. If you haven’t already, check out Build Materials in Shader Graph for more info on creating materials using Shader Graph.
A couple notes about what you see in the video: The nodes with yellow trim are composed from multiple base nodes and collapsed for brevity. Two types of nodes were created this way: an "incidence" node that outputs the dot product (float
) of the view direction and surface normal, and an "undulate" node that outputs a vector3f
that is used for the Model Position Offset
input on a GeometryModifier
node. You can create your own custom nodes by selecting a group of nodes and clicking Compose Node Graph in the context menu.
To build the "incidence" node, combine the outputs of a ViewDirection
node with a Normal
node into a DotProduct
node. This value will be used to calculate the Color
and Opacity
inputs in an UnlitSurface
node. Try experimenting by redirecting the outputs of this node through Power
nodes and a Remap
node to get the visual effect you are looking for.
To build the "undulate" node, input the outputs of a Position
node and a Time
node into an Add
node, and input the output of the Add
node to the Position
of the Noise3D
node. Finally, input the output of the Noise3D
node to the Model Position Offset
on the GeometryModifier
node, which will be used for your final Outputs
node. You’ll want to adjust some of the values here - I also multiplied the output of the Position
node using a CustomFloat
node (20.00) and Multiply
node, as well as set the amplitude of the Noise3D
node to something that looked more like the video (0.02).
Let me know if you have any issues achieving this effect on your end!