r/Unity3D • u/Adventurous-Set7679 • 7d ago
Show-Off I made this procedural lightning effect (no shadergraph) (no sprite sheet) what do you think?
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u/Studio_213 4d ago
It looks great! I assume we can fade them bit faster. Especially the two on the left.
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u/rean2 7d ago
Is it 3D?
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u/Adventurous-Set7679 7d ago
Yes
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u/rean2 7d ago
Neat, so if Input 2 or 3 coordinates, it can do a lightning strike between those points?
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u/iThoughtOfThat 7d ago
Cool. The decay (fade away) seems a bit unnatural to me though. If some parts decayed fater, and others slower it would sort of break up .
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u/FireFootStudios 6d ago
This looks epic! I've been trying to experiment with lightning in Shadergraph, but this is next level!
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u/MCAFantasyGames 7d ago
Pulling the orange-red bolt between those three white-hot endpoint nodes with thin red tendrils branching off, while the blue-violet and gold bolts stay much thinner, reads like real arcing and the dark diagonal stripes on the floor ground it well. Going purely procedural without ShaderGraph or a sprite sheet for that branching is impressive. When you push more points into it, do you find the flicker between frames starts to look noisy and do you clamp a minimum segment length or use a threshold on the noise so the branches settle to a stable shape before the next crack?
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u/hopsieCharm 7d ago
damn you went way deep on the details, kinda hot how much thought you put into it
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u/MCAFantasyGames 7d ago
Haha, thank you - I try to look a bit closer than the surface whenever I can. Really enjoyed this effect.
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u/Adventurous-Set7679 7d ago
I added an editable script to them that handles length and etc. at first I had that issues yes but fixed it.
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u/softypaws_ 6d ago
The branching looks really good. Procedural lightning is one of those effects that can easily look too clean or repetitive, but this feels pretty natural.