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Question by Natsu_k · Jan 11, 2015 at 06:13 PM · shadereffectvisual-effects

Dematerialisation Effect

Firstly, sorry about the name, I can't think of a more suitable description for the effect.

Hi all, I have been looking for a way to achieve a specific visual effect in Unity3D. The effect would be of a model changing into "energy" and then that energy being drawn to a singular point in space. A similar effect to the capturing effect for Pokemon Origins; shown in the GIF below.

http://i.imgur.com/ms4HFmG.gif

I've already tried using particle systems, but the amount required kills the frame rate. I was hoping to achieve this with some advanced shaders. Unless someone here can think of a better solution?

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avatar image meat5000 ♦ · Jan 11, 2015 at 03:35 PM 1
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A Blendshape can do it in conjunction with a good shader.

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Answer by Scribe · Jan 11, 2015 at 07:12 PM

As meat said, and animation or blendshape to make your geometry collapse to a point would be a good start, here's a little test shader I made to try the effect out, you can change 'Amount' from 0 to 1 to blend the effect:

 Shader "Custom/Dematerialize" {
     Properties {
         _MainTex ("Base (RGB)", 2D) = "white" {}
         _BumpMap ("Bumpmap", 2D) = "bump" {}
         _MainColor ("Main Color", Color) = (1.0,1.0,1.0,1.0)
         _RimColor ("Rim Color", Color) = (1.0,1.0,1.0,1.0)
         _Amount ("Amount", Range(0.0, 1.0)) = 0
     }
     SubShader {
         Tags { "RenderType"="Opaque" }
         LOD 200
         
         CGPROGRAM
         #pragma surface surf SimpleLambert
 
         sampler2D _MainTex;
         sampler2D _BumpMap;
         float4 _MainColor;
         float4 _RimColor;
         float _Amount;
         
         half4 LightingSimpleLambert (SurfaceOutput s, half3 lightDir, half atten) {
             half NdotL = dot (s.Normal, lightDir);
             half4 c;
             half t = (NdotL * atten * 2);
             t = lerp(t, 1, _Amount);
             c.rgb = s.Albedo * _LightColor0.rgb * t;
             c.a = s.Alpha;
             return c;
         }
 
         struct Input {
             float2 uv_MainTex;
             float2 uv_BumpMap;
             float3 viewDir;
         };
 
         void surf (Input IN, inout SurfaceOutput o) {
             half4 c = tex2D (_MainTex, IN.uv_MainTex);
             o.Albedo = c.rgb*(1-_Amount) + (_MainColor*_Amount);
             o.Alpha = c.a;
             o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
             half rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal));
             o.Emission = _RimColor.rgb * lerp(0, pow(rim, _Amount), _Amount);
         }
         ENDCG
     } 
     FallBack "Diffuse"
 }

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avatar image Natsu_k · Jan 12, 2015 at 10:04 AM 1
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I didn't know unity had support for blendshapes, I had actually already built the effect using blendshapes + geometry cache in $$anonymous$$aya but wasn't able to export to Unity reading that it only supported rigging animation not vertex animation.

I also tested out the shader and it gives a pretty good effect using some random noise for the bumpmap, and as a plus it also works with my camera post effect.

avatar image Scribe · Jan 12, 2015 at 10:08 AM 0
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Glad you got it working nicely :) I'm sure that you could make better effects than this shader but its a nice start! Thanks for marking as answered.

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Answer by RetepTrun · Jan 11, 2015 at 06:38 PM

Maybe fade out using the alpha of Mu's texture while increasing its shininess and simultaniously do a particle effect for the green dots, and add some other shiny distracting particles. Also have Mu scrunch up into a ball as much as he can really fast.

I think actually morphing him into lightning or whatever would be really hard.

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avatar image Natsu_k · Jan 12, 2015 at 09:52 AM 0
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Thanks for the feedback, unfortunately I'm utilizing a custom TriangleDepthNormals edge detection post effect that doesn't play well with transparency.

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