Creating an Interior Mapping Shader using Unity's Shader Graph - Game Dev Sandbox

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Game Dev Guide

Game Dev Guide

Күн бұрын

Пікірлер: 312
@Danidev
@Danidev 4 жыл бұрын
This was really interesting, good job man!
@yousifragab479
@yousifragab479 4 жыл бұрын
Why you don't try and add this to Karlson (or you can't do that)
@supriyakhanra9068
@supriyakhanra9068 4 жыл бұрын
@@yousifragab479 why u bully him ?
@yousifragab479
@yousifragab479 4 жыл бұрын
@@supriyakhanra9068 Not bullying, he made a game called Karlson because someone challenged him and said that he can't make a 3d game and since then many people comment on his videos like this lol. I'm just joking, I do love his videos.
@rklehm
@rklehm 4 жыл бұрын
You should try it... (You know to finish it, don't you?)
@MicMan2710
@MicMan2710 4 жыл бұрын
@@yousifragab479 It would look pretty good in Karlson. Once he developed that he can also just throw it into Milkman Karlson as well.
@reezuleanu1676
@reezuleanu1676 4 жыл бұрын
Local hero teaches game designer wannabes how to pull off rad effects. Thank you sir.
@Ray-lh3oc
@Ray-lh3oc 4 жыл бұрын
lol
@erz3030
@erz3030 4 жыл бұрын
Wow, this was way more impressive than I expected. You could flesh this out a bit and sell this as an asset I bet. Keep up the excellent content, cheers :)
@dawdledev
@dawdledev 4 жыл бұрын
Awesome tutorial! I really appreciate that you both explain the shader and include a full view of the shader graph so it can easily be recreated! The struggle to recreate a shader using nothing but gifs of the finished product and maybe some code that doesn't work anymore is the worst part of game dev.
@markscott6927
@markscott6927 3 жыл бұрын
Back in the day when I worked for a larger game publisher, central tech did a presentation on several shader options for the XBox and PS3. What they called a ' depth shader' is what we have here. This was ~2004. After playing with all our nice new shaders we were immediately informed that they were too expensive to use. And such is the life of a game artist
@standardLit
@standardLit 4 ай бұрын
Senior game artist: "I am limited by the technology of my time, but one day you will figure this out"
@IAmSoMuchBetterThanYou
@IAmSoMuchBetterThanYou 4 ай бұрын
​@@standardLitExactly. Cheers
@Hamentsios10
@Hamentsios10 4 жыл бұрын
Things like that are what makes game developing so much interesting and fun to mess with these innovations are so interesting to come up with even in smaller scales. it does make it more difficult than challenging to accomplish but it adds more magic to it and makes everything so interesting.
@ZackLondres
@ZackLondres 4 жыл бұрын
i made a new playlist just because of this video called "stuff i should put in a game" Just seeing a practicle demonstration of this helps understand ideas that are within ones grasp. Thank you for reminding me of that.
@Crystan
@Crystan 4 жыл бұрын
I was today years old when I realised Spiderman didn't have rooms rendered behind those windows. This is an amazing technique, and one which I would love to make use of in future projects!
@stylie473joker5
@stylie473joker5 2 жыл бұрын
I remember seeing someone on reddit posting about how Forza horizon 4 Devs had attention to detail when they modeled the interior of building windows he'd be disappointed if he knew the truth XD
@MertKirimgeriGameDev
@MertKirimgeriGameDev 4 жыл бұрын
That's a nice one! For a few months ago, when I was creating my version of this tutorial, I followed similar steps to your thought process. Happy to see it kinda converges with others like a common sense :)
@rickloyd8208
@rickloyd8208 3 жыл бұрын
It took me a year to find a time and watch this video saved in my downloads. I do not regret that since I am learning shaders in details and I can better understand how powerful this trick is. Thank you for another great video!
@ml5111
@ml5111 4 жыл бұрын
This is a brilliantly presented video on a really interested topic, deserves so many more views!
@avatar098
@avatar098 4 жыл бұрын
I'm a software developer by trade, but video game developers have always inspired me. Y'all are literally the intersection between art, story telling, and computer science. So I've been dabbling a bit in video game development, and man, what you guys do is NOT easy. Much respect for content creators like yourself!
@alexpaww
@alexpaww 4 жыл бұрын
Sadly, professional video game developers are chronically underpaid and overworked. Not a great industry to work in.
@KentHambrock
@KentHambrock 4 жыл бұрын
There's free drop in resources on the Unity Asset Store for this, but I love that you built it from scratch and showed the process for those of us who want total control over the process.
@coderious4568
@coderious4568 3 жыл бұрын
That is true dedication, great job!
@timothysnave
@timothysnave 3 жыл бұрын
That's really cool. Just a note - the pacing in these sandbox videos is, IMO, way better than your other videos (from what I've seen so far). Sometimes I can't keep up visually in your other videos. This weird concept exploration format is gold, though.
@crapgames6795
@crapgames6795 4 жыл бұрын
Holy crap, this is amazing! God bless the algorithm for recommending this.
@TNTCProject
@TNTCProject 4 жыл бұрын
Incredible analysis and final result! Love it. Goooooood job!
@graffiti9145
@graffiti9145 2 жыл бұрын
It adds life and a soul to the game's ambience
@thedeveloper2771
@thedeveloper2771 4 жыл бұрын
Thank you for sharing it with the community! Great job!
@ThousandAnt
@ThousandAnt 4 жыл бұрын
This is sooooo cooooooool! Great work Matt! I always loved this technique and you've done a great breakdown here.
@GameDevEFacil
@GameDevEFacil 2 жыл бұрын
This shader looks really amazing, good job
@flyingjudgement
@flyingjudgement 3 жыл бұрын
Waoo you actualy cover complicated topics and you do them realy well Thank you. Your works are realy amazzing, cant wait to watch what pics you interest.
@piotrw1745
@piotrw1745 4 жыл бұрын
Awsome video! I love this type of video, which shows the whole creative process, showing problems encountered and searching for information.
@CodingWithUnity
@CodingWithUnity 4 жыл бұрын
Great info as always! I really enjoyed the watch!
@Sevendogtags
@Sevendogtags 4 жыл бұрын
Nice! It really adds a lot to a simple environment.
@GameOnBudget
@GameOnBudget 2 жыл бұрын
Want this city you made 😍
@dimitribobkov-rolandez5729
@dimitribobkov-rolandez5729 4 жыл бұрын
I'm just gonna borrow this for a second... nice video man!
@brandonz404
@brandonz404 4 жыл бұрын
You spent a ton of time on this obviously and this is really interesting. Great work!(:
@neenaw
@neenaw 4 жыл бұрын
Your videos are so next level 🤯
@harveyduenas8745
@harveyduenas8745 4 жыл бұрын
Woohoo! Nice job. Now I'm off to create my own interior mapping shader, and hopefully learn from your tribulations. Keep up the awesome content!
@gone8792
@gone8792 4 жыл бұрын
Bro, the fact that I was just looking for a video like this 3 days ago is crazy lmao
@RiversJ
@RiversJ 3 жыл бұрын
Thank you for this video, i won't be using this for windows but i will be using the basic techniques for something else that will be far better than my initial implementation!
@connoraustin22
@connoraustin22 4 жыл бұрын
Great tutorial as always, you have some of the highest quality game dev content on youtube. Another suggestion that I would think would be helpful, and go along with your strategy/city builder game theme that comes up in some of your videos, would be a tutorial on how to create a 3D based grid map system, Where buildings/units/roads are snapped to a grid when placed. This would be a great niche to hit, as the current tutorials for this on youtube are either poorly made or use an inefficient method to create this. Cheers
@AstroSamDev
@AstroSamDev 4 жыл бұрын
nice work! good job!
@DagothDaddy
@DagothDaddy 4 жыл бұрын
Forget "No loading between buildings." Or "you can climb those mountains." Give me "See that window? You can look through it."
@tehuster
@tehuster 4 жыл бұрын
Great video dude, very informative bit also fun to watch!
@mohhammadmohsin7
@mohhammadmohsin7 4 жыл бұрын
Man u make some real tutorials...... Love it 😍
@ThomasJeff4s0n
@ThomasJeff4s0n 4 жыл бұрын
I was JUST thinking about how to do this same thing! Great video! Thanks!
@Dogedevnet
@Dogedevnet 4 жыл бұрын
Awesome, my brain is screaming out of confusion but in a good way, great job :D.
@jacobmartincontreras
@jacobmartincontreras 4 жыл бұрын
This is the type of thing that makes this game next gen
@xqrdot
@xqrdot 4 жыл бұрын
That is incredible! Thank you for that video, it was really interesting to watch
@jojoyoustudio
@jojoyoustudio 4 жыл бұрын
You have so professional game devs and ideas ♥
@AmanKumar-tu2og
@AmanKumar-tu2og 4 жыл бұрын
This is really interesting and intriguing!! Thanks for the amazing explanation.
@safrio802
@safrio802 4 жыл бұрын
Wuaoooo sin palabras.... Excelente tutorial me sentí emocionado por el shader y el resultado logrado..
@shivin12
@shivin12 4 жыл бұрын
Really like your channel ,please post more often
@Th3Shnizz
@Th3Shnizz 4 жыл бұрын
This is incredibly cool. Thank you for sharing!
@waymanharris1284
@waymanharris1284 4 жыл бұрын
Wow, good job! This is nice, thanks for sharing.
@magneticanimalism7419
@magneticanimalism7419 4 жыл бұрын
This was really interesting to watch, I'm highly unlikely to ever use it but it was awesome. Thank you.
@marcocacone
@marcocacone 4 жыл бұрын
You are amazing! Thank you for sharing your knowledge
@RoseIllo
@RoseIllo 4 жыл бұрын
Fun fact! One of the examples you gave for blackout windows, Cities Skylines, does actually use a technique similar to this, with the exception that it only shows the floor inside the window, that fades into the distance. So you have interiors, but the interiors are all empty wooden floors and nothing else.
@AaditDoshi
@AaditDoshi 4 жыл бұрын
Great video! I appreciate your efforts! I just wish you went into a little bit more detail about why something went wrong, and how changing it fixed it, an example is around the 4:15 mark
@tajaloe
@tajaloe 4 жыл бұрын
My brain: render out a room in one image with a depth map. Use those textures on a model and use inverse camera mapping to displace using a parallax node. idk if that works lmao I haven't tried it, but someone should. Probably not as performance Friendly though, but hey, you get per object depth information at the sub pixel level, so that's cool I guess
@KusalGunasekera
@KusalGunasekera 4 жыл бұрын
That's exactly what I was thinking, we could improve the illusion of depth specially for the things that stick out. But then again, if you're using it for something that will whizz by at 250kmph then there's no point XD. Maybe for something like spider man, they can replace the faked room with a full 3d room once he gets close enough to the window
@stan_p
@stan_p 4 жыл бұрын
you can get a real struggle doing this, cauz you adding things you shouldn't. Depth map cant be baked on the UV of cubemap, so this is first problem to solve if you about to mix those pipelines.
@lukabrasi001
@lukabrasi001 3 жыл бұрын
@@KusalGunasekera honestly, in Forza Horizon 5, the normal cubemap approach works really well, things look 3D enough with a little trickery
@GameWorkflow
@GameWorkflow 4 жыл бұрын
Really cool stuff. It would be cool to do some kind of comparison test with this way and the more traditional method. I'm curious to see the performance of this technique vs the simpler one.
@siavashaliyari3458
@siavashaliyari3458 4 жыл бұрын
Awesome work man
@anand.suralkar
@anand.suralkar 3 жыл бұрын
Man u r opening my eyes to AAA level game graphics
@andrewpiltenko9432
@andrewpiltenko9432 4 жыл бұрын
People install Windows to play games, this guy installs games to play with windows.
@coffee.table6587
@coffee.table6587 4 жыл бұрын
🤨
@lucianorubio9129
@lucianorubio9129 4 жыл бұрын
there's a little bit of analogy in your randomness
@AndrewDaniele87
@AndrewDaniele87 4 жыл бұрын
@@lucianorubio9129 Windows is like a window to windows
@nolanjoseph1553
@nolanjoseph1553 4 жыл бұрын
I actually first noticed this when playing on Naboo in Battlefront 2. Interesting stuff!
@MicahTheManiac
@MicahTheManiac 4 жыл бұрын
This is very cool. I wish that more games would use this technique, it seems like something like this isn't that resource intensive given that Spider-Man for the PS4 uses it.
@Stxhen
@Stxhen 2 жыл бұрын
beautiful, good job
@monawoka97
@monawoka97 4 жыл бұрын
I would LOVE to see a video on projection decal shaders. I know that HDRP has these built in, but I would love to have it decomposed in shader graph so I could do some more custom processing on the texture that gets projected.
@damiangonzalez_esp
@damiangonzalez_esp 4 жыл бұрын
Excelent video! Thank you for sharing this knowledge
@javimania111
@javimania111 4 жыл бұрын
In 2005 this technique was used in a game called Trackmania Sunrise, in buildings in the bay enviroment. The effect didn't look as good as in current games, but it's still quite surprising considering the time.
@YognaughtAce
@YognaughtAce 4 жыл бұрын
wow, that is incredible
@juanquireyes6703
@juanquireyes6703 4 жыл бұрын
must be nice to be a genius like you
@Bobby_Go
@Bobby_Go 4 жыл бұрын
Do you still need to flatten the objects along the walls after you negated the tiling values at 6:56? Wouldn't that also fix the skewing of any objects in the room, like at 6:08? Or will that always be the nature of this type of projection?
@Jewalify
@Jewalify 4 жыл бұрын
This is so cool. It only works in 2D. In VR this wouldn't work, you would be able to tell that it's a flat surface but it would still kind of look like it had depth
@freeju2001
@freeju2001 4 жыл бұрын
This is amazing !
@ChupachuGames
@ChupachuGames 4 жыл бұрын
Fantastic video, thanks so much!
@mohammadsadeghlavaie5560
@mohammadsadeghlavaie5560 4 жыл бұрын
you know how much we love you?
@MarcelGrolms
@MarcelGrolms 4 жыл бұрын
Amazing! Would also be interessted in how the script works to get the cubemaps for the rooms. I already learned so much from your videos, thank you!
@GameDevGuide
@GameDevGuide 4 жыл бұрын
It's literally the editor script shown in the video. That's all there is to it. It uses the default Camera.RenderCubemap feature as I mentioned.
@AlexTuduran
@AlexTuduran 3 жыл бұрын
Nicely done.
@julienheijmans
@julienheijmans 4 жыл бұрын
Really nice video ! I was thinking that something that could be cool and give it a sense of increased fidelity would be to display some curtains that are displayed with a smaller parralaxe offset in front, on the sides of the windows. That would give the illusion that the player can see what is behind the curtains. (Said curtains should then be in a different texture, not integrated in the cubemap, of course)
@swagguy47
@swagguy47 4 жыл бұрын
The Crew 2 does this effect really nicely.
@cudiedgar
@cudiedgar 4 жыл бұрын
wow what a quality video, thank you
@judgaming3041
@judgaming3041 4 жыл бұрын
Wow, this is really interesting.
@Nico-jc7zr
@Nico-jc7zr 4 жыл бұрын
this is really cool
@GrandHighGamer
@GrandHighGamer 4 жыл бұрын
Nice. The front glass should be part of the shader though, no need for all that overdraw.
@simulacrasimulation9070
@simulacrasimulation9070 4 жыл бұрын
Beautiful
@David-gu8hv
@David-gu8hv 2 жыл бұрын
Pretty impressive
@michelveraliot
@michelveraliot 4 жыл бұрын
Wooow this is awsome thank you mate
@SirFency
@SirFency 4 жыл бұрын
Well done sir.
@senaesul3128
@senaesul3128 4 жыл бұрын
Because light from the sun is much brighter than any light coming from the rooms, it would be cool to see the textures darken in certain conditions that involve competing light sources. Side note: I really feel like total reflection on windows (when viewed from a steep angle) is super unused. There were many cases in the video where I thought, "In real life, that would probably be impossible to see into because of the reflection".
@AL2009man
@AL2009man 4 жыл бұрын
Geez, imagine a combo of procedure generated rooms and this shader. It would be amazing!
@piromansadran
@piromansadran 4 жыл бұрын
bruh thats amazing
@adamking816
@adamking816 4 жыл бұрын
nice work !
@njebs.
@njebs. 4 жыл бұрын
Really cool video! As a followup, could you potentially create a system that automatically randomises each room for every iteration of the cubemap, just to add that extra bit of variation?
@GameDevGuide
@GameDevGuide 4 жыл бұрын
Yeah, there's a lot more you could do with it. In theory, you could expose the Cubemap properties in the Shader and set them on an instanced material using a script for something like that.
@Bolt6265
@Bolt6265 4 жыл бұрын
You could also use a texture array for the cubemaps and sample from it using some simple rng to make it less tiled. Idk, food for thought.
@jakeecake
@jakeecake 4 жыл бұрын
This is really cool, was wondering if you could plug in an animated image and have a person in some of the rooms? maybe someone on their computer making minute movements so they don't break that depth illusion
@chuukoart3869
@chuukoart3869 4 жыл бұрын
I'm pretty sure you can just use a reflection probe to bake a cubemap from a scene as long as the objects are static. That's what I did for a game I worked on and it saves as exr which I could just open up in ptohoshop and edit
@Doomness2k
@Doomness2k 4 жыл бұрын
Wouldn't using a orthographic camera instead of a perspective camera to capture the cubemaps work better and fix the whole "having to squish things down"?
@DARK_AMBIGUOUS
@DARK_AMBIGUOUS 2 жыл бұрын
1:29 how did the room change???
@Daedalus29
@Daedalus29 4 жыл бұрын
Gotta try this with spaceship windows, I hope it will bring a better sense of scale compared to the drawed windows on huge ships
@sanderoneil6998
@sanderoneil6998 4 жыл бұрын
this tripped me out bro
@lukezhou6349
@lukezhou6349 4 жыл бұрын
I guess how the interior mapping shader works is by intersecting camera rays with imaginary cubes behind the plane. Moreover, I think that by pulling the camera out of the window and un-squishing all the geometry may produce better results (which means that you can't simply use a cubemap anymore).
@zig8925
@zig8925 4 жыл бұрын
I remember this technique beeing shown in an episode of boundary break
@uzairansari9222
@uzairansari9222 2 жыл бұрын
I saw this technique for the first time used for storefronts in saints row the third
@MostafaA1s
@MostafaA1s 4 жыл бұрын
that was very cool
@NotASpyReally
@NotASpyReally 4 жыл бұрын
So Cool.
@Geekronista
@Geekronista 3 жыл бұрын
Hi Matt! This video is just awesome, the only thing I can't seem to understand how it works is the cube you made in blender with the rearranged UVs. How did you do it? Thank you so much for all the work you do!
@YVZSTUDIOS
@YVZSTUDIOS 4 жыл бұрын
That looks awesome! Do you perhaps have any tips on how to do the opposite? An interior scene with windows as walls that have nice reflections? I've tried out reflections probes with cube projections, but the illusion breaks if I'm change my position. They look like flat textures instead of real relfections.. I'm literally at the edge of just copying my geometry (like how they used to fake mirrors in the old days) Any help on theat would be awesome (from anyone actually) 😭🔥
@pranshu05
@pranshu05 3 жыл бұрын
Awesome video I will add it to my game (because Dani wouldn't)
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