Welcome back everyone in this video, we are going to continue making strides putting together our black magic menu. In this one specifically, we are going to be creating a stylish material that we'll be using as a highlight effect. When highlighting a possible magic selection in our menu, I'm back in my old project here that I made in preparation for this course. And I just want to show you the exact material that we are going to create. I'm going to bring out my black magic menu. Now you can see when I highlight the word bloodlust or arctic blast, you see that kind of black outline outlining the text there, that is actually a material and we need to create that if we want that kind of effect.
So that's what we're going to be working on in this video. So let me just exit out of here exit out of this older project and we're going to be working in our content Metroidvania A materials folder. And we're going to right click in here, create a brand new material and this is going to be called m underscore, text, highlight. Let's double click on it to open it up, and I'm just going to dock it across the top here. Now the first thing I want to do is to create this special text highlight material. I'm going to come over in the left hand side where we've got our Details panel.
These are our details when we have this master node selected over in the graph, I'm gonna set our material domain to be a user interface. And when I do, you can see it collapses down our master material node quite significantly, because there's a lot less that we need to input. I'm gonna set our blend mode here to be masked as well. And now you can see we've only got three possible inputs your final color and opacity mask of which we are only going to be using two of them final color and opacity mask. Okay, now let's put together the nodes that we need to create this effect. I'm going to right click and I'm going to look for a texture coordinate node texture coordinate node right there.
And I will set the details for all these in just a little bit. Out of this I am going to drag out input in a pan or node. And there's a hotkey for that if you hold down the P key and left click you can also bring in a pan or node just FYI. And then I'm going to bring in a Texture Sample node and there's also a hotkey for this if you hold down the T key, t as in Tom and left click you'll bring in a Texture Sample mode. So the texture coordinate is going to plug into the panner which is going to plug into the UVs of a Texture Sample. With these three selected, you can highlight them all by left clicking and dragging Do Ctrl C, and then Ctrl V to paste another group of these down below.
Now, we're going to be slotting in a Texture Sample up here and a Texture Sample here and we're going to pan them each in a given direction that is kind of like scrolling left and right or up and down that sort of thing. And we're going to actually add these two together. So I'm going to drag off of the Texture Sample up here, type in add. And we're going to add these two together. And the result of these will plug in to the final color. And it's saying we're missing texture samples.
Yes, we know that as well as the opacity mask. Now obviously, we don't have anything in here yet. So let's go ahead and change that. So first thing I'm going to slot in here is going to be some texture samples. This topmost Texture Sample, so I'm going to select that one first. I'm going to set this to be in the Details panel, something called pipe underscore, lava lava underscore E. Now there's four different versions here.
I don't know why there are four different versions probably because they're in four different folders. But you should select one of these to get that sort of a look. That's the one we want for this top Texture Sample. Now I am going to put in a bottom Texture Sample for that one I am going to slot in one called engine flame mask. This particular one is in the Seoul City pack. Again, you don't have to use the same textures that I'm using.
This one is in Seoul City. This one is in the Infinity Blade effects pack. But I thought the combination of these here you can see the result these added together what it currently looks like. Now right now it doesn't look nearly what it looked like in our menu but we'll fix that. Okay, so with our top texture coordinate node, this one way up at the top, we can set a u and v setting for this. So essentially U is with how wide you want this to be V is height.
So I'm going to set this to be point eight for the you tiling. And for the V tiling, just to show you an extreme example, if I was to set this to be like 10 you can see how it stretches it a whole lot. Okay, so I'm going to set that to be point eight as well. So that's a way of kind of shrinking or enlarging the size of this Texture Sample, this bottom Texture Sample, I'm going to leave the texture coordinate for this to be one and one. Okay, so top Texture Sample, the texture coordinates, I'm going to set to be point eight and point at the bottom Texture Sample, I'm going to set the texture coordinates to be one and one. Now for the panner the panner for our lava here, I'm going to set this to be a speed of negative point two.
And you can see that's gonna scroll it to the right if I was to set a positive value there. It's gonna scroll in the opposite direction. So just know that positive value, scroll it one way negative scrolling and other way so I'm going to set that to be negative point two, and in the y I'm gonna set that to be point two. So speed x is left and right speed Why is up and down for our bottom panner node right down here. I'm going to start That our values to be zero in the x but the Y I'm going to set to be one. So something like that.
And we'll see how this ultimately results when we get it in game. Let me just double check my notes to make sure I've got everything looking all snazzy here. That looks pretty good for now let's just finish this off by saving our material. And if we want to, we can come back and make some adjustments later on, but I think that'll do just fine for now. So now we've got a nice text highlight sort of material that we will be utilizing in our black magic menu. Alright guys, that will do it all for this one.
In the next video, we'll start to actually create our black magic menu. We'll see you there.