Great tutorial! How can we make this without ProBuilder? Will you make a tutorial about it?
@LlamAcademy Жыл бұрын
You can set vertex colors in code using Mesh.colors & Mesh.SetColors docs.unity3d.com/ScriptReference/Mesh.html Or I’m sure they can be set in a 3D modeling program but I don’t know how to do that 🙂
@dotomomo9 ай бұрын
Hi @LiamAcademy, thanks for the great video... Do you think this method would be possible to use for blending two lightmaps together? I'm making a procedural game and need to blend the lightmaps of two rooms together in a small hallway that connects them? Would be greatly appreciated...
@LlamAcademy9 ай бұрын
Not sure. Best way to find out is to give it a shot!
@tommyrowe2k910 ай бұрын
Great Tutorial, I've just started playing around with shaders after a few years of game development and it is a shocker. Quick question, what was the reason to us the 'Split Texture Transform' and 'Tiling and Offset' nodes rather than plugging the BaseMap directly into the 'Sample Texture 2D' node? It seems to have the same effect on my setup but I'm wondering if I'm not understanding something? Again pretty new to shaders so there's a good chance I've missed something :)
@LlamAcademy10 ай бұрын
By splitting the texture transform it allows us to customize the tiling and offset to get more/less repeating of the texture before going to the Sample Texture 2D
@Netroshin4 ай бұрын
I did this twice now but my material is going to be pink and applying vertex colors doesn't do anything at all. What did I do wrong? Edit: I downloaded your code from github and it does the same error... something is missing on my project. EDIT2: I didn't had a Scriptable Render Pipeline Setting in "Project Settings" -- "Graphics". It works now. Very good tutorial!
@alec_almartson Жыл бұрын
Thank You for this Lesson 💯👍🏻 Very cool video. This is a very interesting topic, maybe for adding more realism..., for instance when a grenade explodes in front of a wall and you want to paint a section black (because of the blast).
@LlamAcademy Жыл бұрын
Great idea!
@dertobbe11763 ай бұрын
This is nice. Will try it since I struggle a bit with blender nodes 😂 Edit: works great! Thank you very much. I wanna try to add a third texture at the blending area. Any Suggestion? Set the blens height but
@sadkid9157 Жыл бұрын
I'm a huge fan of your game development content and I've been working on a project where I want to create an AI that can climb buildings similar to what we see in Assassin's Creed, using Nav Mesh agents. I've been struggling with this and would greatly appreciate it if you could create a tutorial or offer some guidance on how to achieve this in Unity. Your expertise in this area would be invaluable to me and many others in the game development community.
@LlamAcademy Жыл бұрын
That’s definitely a tricky one to set up where it would look nice 🤔 I’ll have to think about it
@carlt8693 Жыл бұрын
Cool! Could be used for blood splash on a character?
@LlamAcademy Жыл бұрын
Sure. On higher poly meshes you can get some good looking results. For lower poly meshes, using a similar pattern based on a texture you manipulate would give better results.
@Rdp03006 ай бұрын
hi i just wondering can we use custom pre built models outside from blender etc?
@LlamAcademy6 ай бұрын
Yup!
@Gerier1 Жыл бұрын
Great tutorial as always! I fiddled around with the exact same setup as showcased in this video before. I wasn't very satisifed with the 4 texture limitation, especially for ground meshes. Couldn't find a better solution for it tho. My last idea before giving up on the whole thing was using multiple vertex textures, but it felt very janky how some textures could override some and not others. Got any idea how to do more than 4? Also great to hear about that gamedev TV course. I took courses from them before and they're really good, looking forward to it!
@LlamAcademy Жыл бұрын
I do not have an idea going beyond 4 additional textures per material 🤔. That would require some real trickery.
@MatrixRex05 Жыл бұрын
you could do splatmapping, just like unity terrain. I don't know exactly how its done, but I have some guesses. Instead of using vertex color, we could use a image texture, and use its channels to blend between 4 materials. This will be our mask texture that is uv mapped 1:1 along the whole mesh. And we could add more then one mask textures. Needs some thought on how to blend between multiple mask textures.
@PablosCorner7 ай бұрын
I wonder how feasible this would be to do with the built in renderer to be used in VRChat.
@campbellwinslow69866 ай бұрын
Wondering this myself, I've definitely seen this used in VRC worlds, but not sure if it's using the probuilder material
@robertengstrand43149 ай бұрын
What would be a practical way to be able to detect material with raycasting to set up various footstep material sounds while using Polybrush Shader Blend? Thanks!
@LlamAcademy9 ай бұрын
I think you can do something like this: kzbin.info/www/bejne/j4mbdmR3eph1j9U In this video we handle simple single textures and renderers and terrains. Following similar logic as we do on the terrain, you can identify which triangle was hit on the mesh and figure out the vertex colors active on that triangle and then you can tell which texture was active. Not sure if there’s an easier way but that’s my initial thought.
@Space_Masters Жыл бұрын
Awesome! Could show how to change the vertex colors in code to make a splatoon like panting effect?
@LlamAcademy Жыл бұрын
For Splatoon it is probably painting to a virtual texture or using decals instead of vertex colors. The level of detail on those is higher than is feasible with Vertex colors. For setting in code, you can use Mesh.colors and Mesh.SetColors docs.unity3d.com/ScriptReference/Mesh.html
@gloom66814 күн бұрын
Vertex Color from ProBuilder DO NOT aply to my mesh! Why???
@LlamAcademy10 күн бұрын
It only applies to ProBuilder meshes as far as I know. Your mesh can get converted with the “probuilderize” option from ProBuilder
@trafalger_law_05628 ай бұрын
Hi, can you please help me use this at runtime?
@LlamAcademy8 ай бұрын
What aspect of this is not working at runtime for you?
@caponeart35967 ай бұрын
Unfortunately this doesn't seem suited to typical gamedev pipelines because polybrush creates a new mesh, so if you're making assets in a 3D program (i.e not probuilder) then if you need to do revisions and re-export it's not going to update in engine because it's using the mesh from polybrush. Please someone correct me if wrong?
@LlamAcademy7 ай бұрын
You are right. In your 3D modeling program you can do the vertex color painting and re-export / import to Unity to avoid the poly brush mesh creation, or you can also export the modified mesh and use that as your new mesh
@caponeart35967 ай бұрын
It’s good to have clarification, wasn’t quite sure. The export option is nice, just wish it wasn’t needed (like Unreal). Hopefully something that is addressed in the near future. Thanks for the info!
@shpoinkervr5 ай бұрын
i cant even get polybrush to begin with
@kaderkader792 Жыл бұрын
I have a 2d texture flag sprite. I want to make a flag shader and I couldn't manage it, please make a video. ı use urp
@DirtyShampoo11 ай бұрын
Is there a way to add normals etc
@DirtyShampoo11 ай бұрын
Edit to my comment is there a way to add more than two textures like 4/5 or something like that I didn’t watch the full video and that’s the reason I commented the thing before hand.
@LlamAcademy11 ай бұрын
Yes. You can use each R, G, B, and A channels for a different texture
@testt31344 ай бұрын
@@LlamAcademy how to do it?
@LlamAcademy4 ай бұрын
@testt3134 it’s the same process as we used for the R channel here, just with each of G/B/A showing a different texture
@testt31344 ай бұрын
@@LlamAcademy how i can make more colors, e.g pink or orange?
@karole5646 Жыл бұрын
Hi, anyone using mac having problem with probrush like me: anytime i try to use the paint brush, the window goin crazy, it keep zooming in and out and super hard to paint. It happen on my M1 mac, but work fine on window xD