Is it possible to do this in Built-in Render Pipe Line projects ?!
@SkinnyFGКүн бұрын
shader graph has easily gotta be the most convoluted and backwards-logic shit I've worked with in Unity so far.
@THERedstoneBR2 күн бұрын
THX for the tutorial. i just put an depth min-max to not outline the sun, and an thickness based on depth, now things too far have a little outline, or just none... I loved your code and this is the only outline that works better for my game
@victornolasco76682 күн бұрын
I downloaded your project file and works, but for learning I also tried do as do in your video, and I have problems with the VisualShaderNodeCustom part, Where do I run it?, It does not work just by copy paste
@victornolasco76682 күн бұрын
Actualization, I didn't run the code and the PersilNoise3d and Voronoi appear in the Node Editor just by copy paste the .gd scripts, I am very confused
@zhangjiaqi_12133 күн бұрын
Hi Daneil, I just finished your Shader Graph Basic Course series, and it is really helpful and inspiring. Your videos are the clearest of all the Unity Shader Graph tutorials I have seen. Good job and look forward to your more tutorials!
@user-qr4jf4tv2x6 күн бұрын
i wish this was a shader graph tutorial
@FuckStick8 күн бұрын
Great Tutorial, I would just request in the future: when showing information in the shader graph, minimize the amount of window space we're seeing of nonrelevant information. It makes it harder to follow
@Ryan86me9 күн бұрын
Wow! As a humble layman (read: web dev) this is the most comprehensible shader breakdown I've seen. Super well-explained and the production value puts this way over the top (recreating TOTK's UI for your explainers? unreal). Top-tier video; you didn't even have to ask me to smash that like button and subscribe
@Max477-j10 күн бұрын
Very cool🔥, can make tutorial🙏!?
@thechugg437210 күн бұрын
Going to leave this warning here before anyone attempts to reproduce and sell a game with this, Nintendo has patented this game mechanic (In fact they patented every rune ability in Tears), so be careful of the Nintendo Ninjas and stay safe!
@tiantiancode10 күн бұрын
seems in unity6, there is no Exposed checkbox attribute in the graph inspector->node setting, so i test the Scope attr, and it is the replacement, and we just select the Per Material option for Scope attribte, then everything is the same as this tutorial
@KetsuiGameDev11 күн бұрын
I'm amazed by how you replicated TOTK's UI and design system for your video! This is beautifully integrated. Congrats
@danielilett11 күн бұрын
I have a lot of screenshots of different parts of the UI, but the Game UI Database (www.gameuidatabase.com/gameData.php?id=1781) is also super cool for things like this. But it's also one of many reasons this video took forever to come out! Glad you liked it though, feels very satisfying to finish videos like this
@onimitch10 күн бұрын
Yeah I agree, nice work
@standardLit11 күн бұрын
Wow, your voice really become deeper and deeper with each video uploaded. Cool bro
@danielilett11 күн бұрын
I mean, I guess I get older with every upload? Gonna be channeling my inner Morgan Freeman by the next video haha
@NicolasColaleo11 күн бұрын
wow, next level
@danielilett11 күн бұрын
If you're using Unity 6, you can still use this code but you need to go into Project Settings > Graphics > Pipeline Specific Settings > URP > Render Graph and tick the Compatibility Mode toggle. Unity will no longer develop the codebase that doesn't use Render Graph. I've given it a go and it's genuinely a really cool bit of tech, but you need to write Renderer Features in a different way because Unity really can't leave this API alone for one major update. I'll probably do a separate video going over just Render Graph-based Renderer Features, but you've seen my upload schedule. Who knows when it'll come out.
@siavashaliyari856711 күн бұрын
the problem you have with the rendering of the ball and the trail can be done with the render graph I think with the "Draw objects in the render graph system in URP" but I do agree that there are no docs on these stuff, learning the render graph is a nightmare
@unity_nexus11 күн бұрын
first
@j.m.g_yt232011 күн бұрын
All respect to u man u deserve all goods Thx for the hard work that u did on this video ♥
@nikkothegoblin12 күн бұрын
This is an incredible video, so much useful info, tutorials, explanations, and all wrapped up in an informative and brief way.
@AgentCryo12 күн бұрын
shader graphs are harder for me to understand than HLSL. and I havent learned that because everyones using shadergraphs and I cant find any tutorials for HLSL.
@iseraid150416 күн бұрын
Great video! Was looking for examples of voronoi shaders and yours is the most clear and comprehensive, thank you! One thing I still can't figure out is how to go about using same voronoi for rendering and game logic. For example if I want to recognize over which region do I hover my mouse and what data is associated with it I probably need to generate that voronoi twice: in code and in shader, as I don't know a way to pass arbitrary amount of points as centers for voronoi in shader from code... Maybe someone in comments knows a good approach to this problem :)
@Beyond_The_Board16 күн бұрын
This was literally the problem that I was facing with Voronoi noise in Unity. I was trying to achieve those outlines and couldn't wrap my head on how different the Distance output was from the Blender node version. On point explanation and tutorial, Thank you!
@GlasTaibhse16 күн бұрын
super cool! I couldn't get it to work on Unity 6, but I was kinda able to make a surface shader that does a similar effect. Basically uses light/shadow attenuation to determine shadows, then passes thru a smooth step into the index of Texture2D Array for various hatching, with heaviest hatches in the shaded areas. Some day I will learn proper shader coding, especially for post-process, but for now it's just shader graph for me :).. I really would like to learn how to reference all of the steps from Frame Debugger because it's confusing to me. Anyway, thanks for all you do, I've learned so much from watching your channel!
@fokeyjo18 күн бұрын
Super interesting. In Unity6.0.23, the renderer props are elsewhere. There's a settings folder in Assets, and in there is PC_Renderer (or you might've set it to something, check by going via Project properties and Graphics), and there you'll find the Add Renderer Feature button, and as other commenters say, you have to go to the 3 dots on the Fullscreen renderer and select advanced properties to get the pass field, but it's actually okay on DrawProcedural, unless you want the diagonal half-screen effect. I changed the shader graph blend mode to additive. If you get the weird psychadelic green colours, turn overlay off in the material. Though I find it disappears if I select black. Very strange, I don't understand shaders very well, but at least I was able to follow this and get some results.
@FariCorporations5 күн бұрын
bro you saved me, i was strugling with the green color thing
@navsimmer18 күн бұрын
It does NOT work on 2021.1.10f1 Personal. People be advised. There is no way of arranging elements in Unity at that point. Unity has a horrendous viewport and should learn a thing or two with Blender, without Unity Store alternatives. It does have a horizontal and vertical layout group tool, but it's very limited, at least in the 2021 versions.
@WillowBowGames18 күн бұрын
Not working for me :D Each time I assign material the objects just becomes invisible and doesn't render anything at all!
@thoeg19 күн бұрын
Doesn't seem to work on non-spherical objects.
@lushika121919 күн бұрын
Hello, someone know how i can isolate this effect on specific layers?
@s3nju27919 күн бұрын
doesnt work in 2022
@zekerton726223 күн бұрын
Great vid! Question, is there a way to increase the tessellation amount? For example, if I create a Plane and increase the object size to 100, then I can't get the grass to get close together. I'm guessing that's because the vertices are so far apart. Any way to fix that? I suppose the easy fix is to subdivide the mesh more. Any ideas on how I could fix it in the shader?
@boneitch24 күн бұрын
I'm not even British and I still refuse to write "colour" in any other way
@danielilett23 күн бұрын
lmao, out of curiosity, where are you from? Regardless the king thanks you for your service 🇬🇧
@boneitch23 күн бұрын
@@danielilett I'm Dutch ^^
@machine0man26 күн бұрын
For "Inverted Hull Outline" , Now there is an option in Graph Settings for Render Face : "Front, Back & Both" in Unity 6. So, no need to invert Normals in Vertex Shader. And no need to use predicate and setting the alpha. Just Set the "Render Face" to "Back".
@danielilett24 күн бұрын
Yeah I'm glad we no longer need to hide the front faces, it's a bit silly that they only gave us a toggle between front/both for ages. Thank you, L from Death Note 🙏
@minhnguyenduy821127 күн бұрын
Did you have any 2d shader graph tutorial??
@knoble7092Ай бұрын
Hey Daniel. In the latest version of Unity 6 LTS the additional lights are not working anymore. Have you read up the on changes and are aware of what might be causing this/the solution? Thank you for the tutorial BTW. You have probably the best channel I've come across learning about shaders.
@danielilettАй бұрын
I haven't looked up exactly what the issue is - it's on my list of things to do, but it's just a busy time of year so it might take me a little while! I'm assuming Unity just renamed something somewhere between versions. Glad you liked the video though!
@mickyr171Ай бұрын
Is there a way of doing this kind of thing in the standard unity? I only ask because im working with mixed reality and for some reason URP makes the camera view bob up and down a tiny bit ever few seconds but standard doesnt, not sure what even causes it or id go with URP for most projects
@danielilettАй бұрын
As far as I'm aware, there's no super simple way to do this in the built-in pipeline because it doesn't really have an equivalent of Render Objects. You might need to manually change the object's shader code to read from the stencil: use the same stencil reference as the mask, and Comp Equal to only draw those objects where the mask exists. There's a bit more about the Stencil command here: docs.unity3d.com/6000.0/Documentation/Manual/SL-Stencil.html
@mickyr171Ай бұрын
@@danielilett Ok thankyou for taking the time to explain
@mickyr171Ай бұрын
@@danielilett So I got it working today in built in, never worked with shaders before so was a learning experience but finally have a window from the real world into the digital world, its a cool effect and opens so many doors...or windows lol, unfortunately I have to also create a standard surface shader and modify the shader code to work with the stencil ID but that was expected, would love to work with URP but as stated, it causes little hiccups in the mixed reality placement of models for some reason, Ill look for a solution to that issue after xmas is all done
@alp-j8kАй бұрын
If anyone having problem using with UI components, double check the quad scale. Btw, thank you Daniel! It is also very useful for masking 3D game objects in scrollable UI components (Scroll Rect). p.s. single stencil layer would be sufficient for that use case.
@krylonpoetАй бұрын
Your tutorials are very nicely done. Thank you. Will you be doing any tutorials on using render features in unity 6 URP render graph? I’ve been trying to wrap my head around it for about two weeks now. So many API changes.
@danielilettАй бұрын
I'm planning on eventually doing stuff with Render Graph, yeah! Glad you liked this tutorial. Incidentally, I had a video about another Renderer Feature effect in production right before Unity 6 launched. It got delayed, so sadly now that video will focus on non-Render Graph stuff. But I think I will do a follow-up for that video to upgrade it for Render Graph.
@DovyBLАй бұрын
Will this work in Unity 6 (URP 17)?
@DovyBLАй бұрын
Edit: It's considered deprecated now 😔
@FullMe7alJacke7Ай бұрын
Finally, the video that peaked my interest in shaders. Trying to figure out how I can make my grid shader render individual cells as different colors that can change in real-time. Then I can hook my game logic up to this shader via a helper script and I am hoping to use a compute buffer so I can pass data from code directly to my shader for selective highlighting of individual UVs. I used a UV with fraction to split it up into cells based on grid size. I then used the rounded rectangle node to create the cell and border by subtracting the cell scale and border thickness from 1 (max cell size) and then I apply coloring and alpha independently for the fill and border. The results are quite nice impo and represent a grid rendered similar to the look of the one from Smite Tactics. I am having issues with my custom function code. It claims to be unaware of what Light is. So it's throwing an undefined identifier error.
@FullMe7alJacke7Ай бұрын
How did you learn shaders so well? I love these videos! They have been so helpful in teaching me how to use the different nodes and learn how rendering works in Unity. Thank you!
@FullMe7alJacke7Ай бұрын
Thanks for all these videos. You're an excellent teacher and the videos are easy to follow!
Looks like the cell shading doesn't work with the Built-In render pipeline either (I'm working to make an asset for VRChat). I can see the cell shading effects in the shader graph window, but once applied to the actual object, it just makes the whole thing darker or lighter...
@standardLitАй бұрын
May I ask which one is more expensive for mobile? Some site says alpha clipping is expensive for mobile because it rewrite depth. I don't know if that info still valid now..
@sonic26000Ай бұрын
So on the Built-in Rendering Pipeline (I'm trying to make a prop for VR Chat, which doesn't support HDRP), the Global Volume property cannot add the Bloom override. There's a message that says "This Volume Profile contains no overrides", and the Add Override List is empty. Are there any workarounds in that instance?
@gentsu8112Ай бұрын
Thank you very much, this video is amazing
@HydroStudiosАй бұрын
Subbed, you explain things so clear and concise where im never confused. You never skip a part that new programmers struggle with that advanced programmers might brush over. 11/10 would recommend ❤
@LithamusАй бұрын
i want the water to conform to a simple cylinder, if someone sees this and can help that would be cool
@godtierslayer3046Ай бұрын
Goat
@_knightgamesАй бұрын
this is superb as always, thank you for the awesome tutorials!
@IbrahimNasir-uz7ucАй бұрын
good tutorial, finally something worked for me; however, how to change the outline width??