Ghost Placement / Hologram Shader | Unity ShaderGraph Tutorial

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LlamAcademy

LlamAcademy

Күн бұрын

Пікірлер: 17
@ralevum6818
@ralevum6818 5 ай бұрын
Chris, as a junior game developer I have a lot of respect for you, you're doing a great job! Greetings from another part of the world.
@LlamAcademy
@LlamAcademy 5 ай бұрын
Thank you 🙏! That means a lot to me.
@Spridonculous
@Spridonculous 6 ай бұрын
I'm teaching my kids about making games and my project I had planned for tonight after work was to make a shader almost exactly like this. Thanks for doing all the heavy lifting for me, haha.
@DanWarrioR
@DanWarrioR 6 ай бұрын
Cool tutorial, as always. The best moment for me is Decouple Stripes from Mesh UVs, thanks for that, very helpful!
@LlamAcademy
@LlamAcademy 6 ай бұрын
🙏
@sxsignal
@sxsignal 6 ай бұрын
great shader! thank you, and really good explanations on how the nodes effect the input and what to expect with the output. I have a model with lots of subcomponents, is there a way to have them all effected? or will I have to make a shader for each (color? mesh?)
@LlamAcademy
@LlamAcademy 6 ай бұрын
Thanks! If you have a model with a bunch of sub meshes, you have a few options. You could make a Material for each of them that uses this shader and have similar or the same configuration. Depending on what models you're using, it may be easier to have a single "combined" mesh with all of the components together using a single material using this shader. Once you place the object, swap out for a prefab with what you currently have.
@sxsignal
@sxsignal 6 ай бұрын
@@LlamAcademy thnx. I have an underwater ship model so props/rudder/flaps/doors/anchor all are separate GOs (I really should have prefaced that) and different colors (about 150 different GOs/meshes) so was curious if I have to make one for each (or per shared color, about 6 colors) or need a different one for all 150ish GOs
@LlamAcademy
@LlamAcademy 6 ай бұрын
@@sxsignal really depends on how you want it to work. Either way could be okay. You can also dynamically change the shader in a script with Shader.Find(): docs.unity3d.com/ScriptReference/Shader.Find.html which may be easier in this case to update the material of the objects with a different shader at runtime and flip it back when you're ready
@sxsignal
@sxsignal 6 ай бұрын
@@LlamAcademy excellent thanks will try that out
@PolyZero
@PolyZero 6 ай бұрын
Great Stuff brother!
@LlamAcademy
@LlamAcademy 6 ай бұрын
Appreciate it!
@nicoli3143
@nicoli3143 6 ай бұрын
Cool! Does the unity shader graph also work on 2D sprites?
@LlamAcademy
@LlamAcademy 6 ай бұрын
Yup, you can create sprite shaders with shader graph as well!
@realotoko
@realotoko 6 ай бұрын
What is the point of making it Lit shader? Unlit would be more optimized by all means.
@LlamAcademy
@LlamAcademy 6 ай бұрын
If you don't want it to be emissive you could go Unlit for sure
@realotoko
@realotoko 6 ай бұрын
@@LlamAcademy Color is a vector output, it can go beyond 1f, it is the same as emission but not calculating pbr render which is not in use anyways.
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