Ghost Placement / Hologram Shader | Unity ShaderGraph Tutorial

  Рет қаралды 1,153

LlamAcademy

LlamAcademy

Күн бұрын

Learn how to make a Ghost Placement or Hologram Shader in Unity ShaderGraph. You'll learn how to create procedural scan lines as well as the edge glow (fresnel).
👨‍💻 The full project for the Chicken Defense Microgame is available on GitHub for FREE: github.com/llamacademy/chicke...
🏷️Save 25% on the ultimate C# IDE: JetBrains Rider with code LLAMACADEMY: www.jetbrains.com/store/?sect...
📚 Resources:
⚫ Chicken Defense on Itch.io: llamacademy.itch.io/chicken-d...
🧡 Believe in LlamAcademy's mission and have received value from the videos? Here's how you can show your support:
📚 Take my Unity ShaderGraph Course:
www.gamedev.tv/p/unity-shader...
👕 Get yourself some LlamAcademy merch: llamacademy.myspreadshop.com/
Become a Supporter:
🌟 Patreon: / llamacademy
🌟 KZbin Member: / @llamacademy or click the Join button on any video
🌟 GitHub Sponsor: github.com/sponsors/llamacademy
Use these affiliate links to do your Asset Store / Humble Bundle Shopping!
💸 Check out the latest Humble Bundles www.humblebundle.com/software...
💸 Publisher Sale! 50% OFF an entire publisher's Assets! Publisher changes weekly! assetstore.unity.com/publishe...
💸 Save up to 50% on NEW Assets: assetstore.unity.com/?new_sal...
Some links may be affiliate links, which at no additional cost to you, gives me a small portion of the purchase.
#unitytutorial #tutorialtuesday #gamedev #tutorial #unity #llamacademy #gamedevelopment
Chapters:
00:00 Topic Introduction
00:29 Core Components of the Shader
01:13 Get ShaderGraph Sample SubGraphs
01:39 The "Stripes" SubGraph
02:15 Create Ghost Placement Shader & Graph Configuration
03:04 Show Base Texture
03:40 Scan Lines
07:00 Why Depth Test & Depth Write?
07:52 Edge Glow / Fresnel
09:45 Material Configuration & Demo
10:15 Decouple Stripes from Mesh UVs
11:17 Final Demo, How to Support LlamAcademy

Пікірлер: 17
@ralevum6818
@ralevum6818 22 күн 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 21 күн бұрын
Thank you 🙏! That means a lot to me.
@Spridonculous
@Spridonculous 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 Ай бұрын
Cool tutorial, as always. The best moment for me is Decouple Stripes from Mesh UVs, thanks for that, very helpful!
@LlamAcademy
@LlamAcademy 29 күн бұрын
🙏
@PolyZero
@PolyZero 29 күн бұрын
Great Stuff brother!
@LlamAcademy
@LlamAcademy 29 күн бұрын
Appreciate it!
@nicoli3143
@nicoli3143 28 күн бұрын
Cool! Does the unity shader graph also work on 2D sprites?
@LlamAcademy
@LlamAcademy 25 күн бұрын
Yup, you can create sprite shaders with shader graph as well!
@sxsignal
@sxsignal 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 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 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 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 Ай бұрын
@@LlamAcademy excellent thanks will try that out
@realotoko
@realotoko Ай бұрын
What is the point of making it Lit shader? Unlit would be more optimized by all means.
@LlamAcademy
@LlamAcademy 29 күн бұрын
If you don't want it to be emissive you could go Unlit for sure
@realotoko
@realotoko 29 күн 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.
I Made a Neural Network with just Redstone!
17:23
mattbatwings
Рет қаралды 529 М.
Procedural Generation (PCG) under 5 mins in Unreal Engine 5!
4:44
Bad Decisions Studio
Рет қаралды 48 М.
WHO DO I LOVE MOST?
00:22
dednahype
Рет қаралды 8 МЛН
A pack of chips with a surprise 🤣😍❤️ #demariki
00:14
Demariki
Рет қаралды 31 МЛН
The Worlds Most Powerfull Batteries !
00:48
Woody & Kleiny
Рет қаралды 28 МЛН
How Do Games Render So Much Grass?
15:52
Acerola
Рет қаралды 316 М.
Optimizing my Game so it Runs on a Potato
19:02
Blargis
Рет қаралды 393 М.
An introduction to Shader Art Coding
22:40
kishimisu
Рет қаралды 914 М.
8 Speedruns That Have Been Completely Ruined
31:19
Xem
Рет қаралды 440 М.