Pickable Objects Shader
You can communicate to your players which objects are interactive by using a simple shader inspired by The Last of Us. Made with Unity Shader Graph, HLSL or Amplify. Read More!
Here’s how to create a simple effect to communicate to the players which objects are pickable, interactive etc.
A lot of games implemented this effect in clever ways; today I’m showing a simple version that relies on the object’s vertices coordinates (like a gradient) and passing of time.
HLSL
Here’s an example, written in HLSL. Even if this tutorial example is targeted for Unity the mechanics and logic apply to all other engines as well.
//@febucci, https://www.febucci.com/tutorials/
//Support my work here: https://www.patreon.com/febucci
Shader "Custom/PickableObjects" {
Properties{
_HighlightColor("Highlight Color", Color) = (1,1,1,1)
_ObjectColor("Object Color", Color) = (1,1,1,1) // you can use a Texture instead of a Tint
}
SubShader{
Tags { "RenderType" = "Opaque" }
CGPROGRAM
#pragma surface surf Standard vertex:vert
#include "UnityShaderVariables.cginc" //to use _Time
float4 _ObjectColor;
float4 _HighlightColor;
struct Input {
float vertexPos;
};
void vert(inout appdata_full v, out Input o) {
UNITY_INITIALIZE_OUTPUT(Input, o);
o.vertexPos = v.vertex.x; // passes the vertex data to pixel shader, you can change it to a different axis or scale it (divide or multiply the value)
}
void surf(Input IN, inout SurfaceOutputStandard o) {
float highlight_value = clamp( //clamps the value between 0 and 1 (since "cos" can go from -1 to 1)
cos(
_Time.y * 4 - //4 is the effect speed
IN.vertexPos),
0,
1);
o.Albedo = lerp(_ObjectColor, _HighlightColor, highlight_value);
o.Emission = lerp((0,0,0), _HighlightColor.xyz, highlight_value);
}
ENDCG
}
FallBack "Diffuse"
}
Shader Graph
Here’s the same effect created in Unity Shader Graph.
To use it you must enable one Scriptable Render Pipeline in the Package manager, for example the Lightweight RP or the High Definition one.
Amplify Shader Editor
Here’s the same effect created using the plugin Amplify Shader Editor.
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Deep dive
Almost five years ago I released a plugin called “Text Animator for Unity”, a tool I made/needed for my own games - and Today it is also getting used in other games like “Dredge, Cult of The Lamb”, “Slime Rancher 2” and many more!! I’d love if you could check it out! you’d also support us with this blog and new assets! ✨
Thanks so much for reading!