Just a quick math note: 3:47 "And because the dot-product of two parallel vectors is 1" That is not generally true. This is only true, if the product of the lengths of these vectors is 1. Typically, normal vectors have a length of 1, as well as automatically initialized direction vectors, so in this scenario it's true. But it could yield to some strange effects in other circumstances. Edit: A general solution to this would be to normalize the vectors. As stated by Small Pixel, changing the direction, whiteout changing the length is pretty hard. So by changing the direction, the intensity would also be changed. Solution: Normalize the vectors
@junpeiiori47205 жыл бұрын
yeah he should have said "unit vectors"
@smallpixel68745 жыл бұрын
There is another thing - on 7:47 he changed the SnowDirection vector and it stopped being a unit one, so the dot product is not going to be 1 in this case and the snow will have more opacity than it should have on the sides.
@esben1815 жыл бұрын
I literally just learned about vectors today so I picked that up too
@Joacim-A5 жыл бұрын
I reacted on the fact that he, at 4:59 used a clamp node to clamp the dot product between 0 and 1, this is incorrect but doesn't matter as long as the vectors are normalized. The correct procedure would be to first normalize both vectors and used the dot product of those.
@Brackeys5 жыл бұрын
This is very true. Thanks for pointing it out! :-)
@GabrielAguiarProd5 жыл бұрын
It's quite an interesting shader isn't it? Thanks for the credit. Great video.
@GabrielAguiarProd5 жыл бұрын
Here's my version just in case: kzbin.info/www/bejne/h2WWiXWvmM12e7s
@PolyToots5 жыл бұрын
Be nice if he mentioned you in the actual videos though. This isn't the first time he's used your stuff.
@Xadness225 жыл бұрын
Bro your channel have really cool shader tutorial Thanks bro!I also watch your shader tutorials.:D
@harrytaylorj5 жыл бұрын
Brackeys! One thing that I noticed in your video is when you changed the shader for all of the materials in the full environment, it changed the Base Map of all the floor!! Look closely at 13:34, all the floor has the 'dungeon_set_02_atlas_01' texture instead of their pre-existing texture. You have to change the base map manually afterwards to get the snow on the floor tile textures
@sambojinbojin-sam65505 жыл бұрын
Thanks Brackey. Loving your shadergraph tutorials. Always simple enough and well explained enough so that we know what you're doing, but also complex enough so I feel I can take the next step on my own with the basics I've learned to expand such effects into other areas or tweak them to be how I want.
@past8745 жыл бұрын
Snow in a mayan temple? A conspiracy I say.
@humanbeing91405 жыл бұрын
It never happened in Assassin's Creed 4
@Lost1nTranslation5 жыл бұрын
Your videos keep getting better and better! (and they were already fantastic!)
@leak50055 жыл бұрын
I watch his videos and I don't even code anything I just find it super relaxing to watch him code.
@lusun8820 Жыл бұрын
If all materials use this shader, how to make the surface of the blocked object free of snow, such as indoor, tunnel?
@Definitely_a_Fox5 жыл бұрын
I was kinda hoping you'd use vector displacement to allow the snow to actually pile up, but this is a great video anyway!
@ChaosCreations05 жыл бұрын
I just wanted to say a thank you for your explanation of Dot Product, it was very concise and finally helped me to understand its purpose for future applications!
@romisflasher5 жыл бұрын
Thank you so much! Your videos aren't the first time they are helping me out. By the way, here you can add a TilingAndOffset after the NormalVector to adjust the height of the snow cap and adjust along the "Y" axis
@bbugarschi5 жыл бұрын
nobody: Barckeys: "XML in general is very fun and easy to work with"...
@benmeister5 жыл бұрын
lol
@steffennilsen21324 жыл бұрын
The things you say for money
@factoberplay3 ай бұрын
Hey Brackeys, this is a useful resource even in 2024.
@looserdev5 жыл бұрын
Hi Sebastian! i just wanted to say i love your videos, and you give me a smile every day, i really love the way you're teaching and it just sucks to see your tutorials then see someone else's tutorials.. :P anyways, thanks for making all of those tutorials over the years, and i hope you would continue doing it for a long time :)
@hermesdavidms5 жыл бұрын
great stuff, i love this kind of tutorials. on a side note, yeah sure, mayan ruins covered in snow, instead of the usual scorching heat they are usually in
@thehuggz-i9k5 жыл бұрын
Should have named that variable "Snowpacity" Great video!
@Oxmond5 жыл бұрын
❄️Let it snow!!! Great tutorial as usual! 👍🤓
@omri_st40465 жыл бұрын
Hi I realy liked this video but I think you should do more series about creating a game (many videos about the same game), you did this before and you improved your Unity skils so much sience you started uploads videos into youtube. This is so important because every video that you upload is so helpful for me personatly.
@NarTheNecromancer4 жыл бұрын
Is there a way to do this without having to go in and manually change the base map for each material?
@Atezian3 жыл бұрын
Im thinking that right now. :-( its not uncommon to have 100s of materials in a project
@brodakarat63403 жыл бұрын
10:30 how are all the materials changed without the base map resetting to the default?
@BJ-wz2mu5 жыл бұрын
Is that blackthornprod merch, its so wholesome for you to be wearing it. Love the unity community! Great video brackeys.
@tsukuyomin5 жыл бұрын
That's a lovely blackthornprod t-shirt you have there.
@Jabrils5 жыл бұрын
tight
@Cortus4 жыл бұрын
It's wild that it's been a year and no one thumbed up or geeked out that Jabrils commented!
@Welnianyy5 жыл бұрын
The half of the may... you know.. spring.. about... 68°F/20°C outside... Brackeys: HMM LET'S MAKE A SNOW SHADER!
@guilleacq5 жыл бұрын
Well, I mean; the world has plenty of countries with different seasons, you know?
@Welnianyy5 жыл бұрын
@@guilleacq oh, u are totally right.. i didn't think of that..
@raigallino3 жыл бұрын
I miss u brakeys
@albarnie11685 жыл бұрын
a good idea is to factor in the normals and ambient occlusion for snow
@robertmcdonell8314 жыл бұрын
Loving that BlackThornProd shirt
@johndeleon87415 жыл бұрын
You still have to apply the material to every object you want snow on which will affect performance. Also what if you wanted to add footsteps or skid marks? This needs to be converted into a post-process shader, I think.
@Dante4F85 жыл бұрын
Is the Base Map suposed to get swapped automatically? I tried to do this with the base LWRP scene but I ended up needing to swap the map manually.
@davidmoll72505 жыл бұрын
Short question: At 8:00 you show that we can change the Vector3-value to change the direction the snow comes from. If I make a snowstorm moving to a random position, could I change that value to the Vector3-value of my snowstorm so it always looks like my objects get covered from the right angle? How could I do that?
@vornamenachname52675 жыл бұрын
I think that would look weird, because the surfaces that were covered in snow would just become clear again. If you want to try it though, you would have to set the snow direction from a script according to the direction of your particle system. Just look up how to set shader values from a script.
@Sagaan425 жыл бұрын
David Moll you can access shader property values in script from the materials. (materials.setVector("nameOfProperty", value))
@cameronschiralli35695 жыл бұрын
Wonderful tutorial. Also, nice shirt there
@derulan61115 жыл бұрын
The forecast is a chilly 10 degrees with heavy lambertian snow
@roxannafabiolastefaniuc36062 жыл бұрын
You are really good in this. Thank you for making this video too ^^
@GameSupporterBen5 жыл бұрын
I was just wanting to do something with snow he other day in Unity! Thanks, Brackeys!
@Deepankarsingh19935 жыл бұрын
Barkeys, can you make shader graph tutorial for making LWRP shader for speedtrees
@CharleyWright-w1y5 жыл бұрын
can we get a barkeys in chat?
@kennethvedder10 ай бұрын
Man, I miss this dude
5 жыл бұрын
It's a bit of a trick but I think it works wonders! Very nice!
@softandsgame48745 жыл бұрын
The winter is comi... Sorry it's finish :( Good effect brackeys !
@YulRun5 жыл бұрын
Does this automatically take the previous base map? or would you have to manually add them for every single texture?
@MizoxNG5 жыл бұрын
I made something similar to this in shaderforge at one point, but with more values, it chose between 3 different textures depending on the geometry normal, then set the texture coordinates based on the world space
@pratibhakumari37402 жыл бұрын
Is this dynamic like will the snow still be on top if you rotate objects
@nonyabiness48385 жыл бұрын
Quick question... Why would you use XML instead of JSON? JSON is smaller, faster, and I feel like it's easier to learn and write than XML. Genuine question.
@nochtans3425 жыл бұрын
It is pretty normal to use XML for UI. properties and children are written in different ways, creating more structure.
@nonyabiness48385 жыл бұрын
@@nochtans342 I suppose that's true. It's quite easy to differentiate between a property and a node in XML making use of xpath queries. hmm... Thanks for the response!
@rashiddev75455 жыл бұрын
How about next video about Character footprints? I can't find any videos about this topic anywhere!
@joshpeace26735 жыл бұрын
You could instantiate a footprint "decal" with a deep hight and normal map at your foot position while walking Public bool isRightFoot; Public game object Footprint; Game object right foot bone; Game object leftfootbone; Void walking () [ Movement code here ; SpawnFootPrint (); ] Void SpawnFootPrint () [ IsRightFoot == ! IsRightFoot If (isRightFoot==true) [ Instantiate Game object Footprint(footboneRIGHT.transform.position.location) ] Else [ Same as above but for left foot bone ] ] Hope this helps also put a destroy timer script on your decals for clean up
@curranh.83285 жыл бұрын
@@joshpeace2673 the hero we need, but dont deserve...
@joshpeace26735 жыл бұрын
@@curranh.8328 have you tried the code I haven't used unity in a while and have forgotten some of the unity spacific syntax and structure so I hope this works for you
@curranh.83285 жыл бұрын
@@joshpeace2673 I haven't tried it myself, yet, its 3 AM 😂 But you basically accomplished most of the legwork from what I can see, I greatly appreciate it! I'll come back for this soon, and I'll let you know when I do
@stigmamax99962 ай бұрын
ton tuto m'a bien aidé !😊
@JohnWeland5 жыл бұрын
It would be really neat to control the snow direction from wind direction over time. so on a map, if its snowing and the wind is coming from the north the snow builds up more on the north, likewise over time if the wind changes to coming from the east snow would pile up more on the east.
@arzifactstudios21465 жыл бұрын
Making it easy again Brackeys 🤪 Next video mud on a tank driving? Thanks Brackeys!
@ashpats25 жыл бұрын
Same as this, but take normal direction Vector3.down instead of up and change color from white to muddy
@pekame5 жыл бұрын
@@ashpats2 is not coding you don't have vector3.down and in this he uses normal vectors not vector 3
@bruno_retro5 жыл бұрын
I don't know why but I have not shader graph in package manager. Can share with me the snow.shader or help me please??
@StaredownGames5 жыл бұрын
this stuff blows my mind, lol It's why I subscribed in the first place. Good job Brackeys! Can you do a modern road tutorial? I can't figure it out.
@walterwhite420685 жыл бұрын
Just what i needed alongside your water tutorial and grass sway to create an awesome level.
@johnnydalvi39785 жыл бұрын
nice, you could add some vertex displacement on the y axis too btw
@muncheybobo37725 жыл бұрын
Rain puddle shader next please. :) Loving the shader graph tutorials. Keep it up!
@TimeInRain3 жыл бұрын
It really helps a lot! I love it so much!!!
@justinwhite27255 жыл бұрын
Omg I’ve been wanting to do this awhile but for sand (which is similar) thanks!
@Feyhua5 жыл бұрын
recently i got to look at a game called the Last Night, any idea how to recreate the "2d in 3d effect"? It seems very liberating for pixel art games, and I wanna try playing around with it, but have no idea where to start.
@random_precision_software5 жыл бұрын
Can modify it in a script?..so it get more snow over time
@LahceneBelbachir5 жыл бұрын
Yes just modify the Snow Opacity variable, like this: renderer.material.SetFloat("SnowOpacity", 0.5f);
@pixboi5 жыл бұрын
What about normal vectors that are under normal vectors? Eg. places that are covered with roofs, etc.
@mahamed1001005 жыл бұрын
Me:I wanna goto my house school's director:why Me:brackeys published a new video school's director:take my car
@jojobee2285 жыл бұрын
Is it possible to add thickness for the snow? Add round dome shape some sorts by using shader graph?
@dark_32535 жыл бұрын
which is the best software for making video game unity or unreal engine beacause i am a beginner in developing game and i am new in your channel please tell me please
@toluyole4 жыл бұрын
*PETITION TO BRING BRACKEYS BACK*
@toluyole4 жыл бұрын
YA
@toluyole4 жыл бұрын
YOU BET
@toluyole4 жыл бұрын
FOR SURE
@toluyole4 жыл бұрын
*PLEASE*
@sophiasun8175 жыл бұрын
Oh my god. Thank you so much!!! It is so wonderful and useful!
@yefersonramirez95855 жыл бұрын
I have a question, it's posible achieve the same effect in 2D objects, in shader graph? I'm new in this of shaders but i'd like to learn more.
@ScorgeRudess5 жыл бұрын
This channel is not about game dev anymore. Is a shadergraph tutorial channel 😂
@djdomain5 жыл бұрын
I like the shadergraph stuff, I think of it as the front-end for adding visual effects to make a game pretty, whereas the vids about game mechanics are back-end. Maybe make some suggestions on what you would like them to cover.
@melonheadwt5 жыл бұрын
nobody : brackeys : uses a country flags image as a texture
@gigos25 жыл бұрын
AMAZING! YOU ARE SIMPLY AMAZING!
@Matt-qr7sy5 жыл бұрын
Hey is there a way to recreate simple lit in shader graph?
@komamon55665 жыл бұрын
Can you make a video about animation state behaviours?
@magnusm45 жыл бұрын
I'd love a more detailed video on the animation and animator and ways to have it interact with scripts. Like executable code in Scriptable Objects and calling methods in the animation. Like for example a method being called right when the animation of a gun pulls back the hammer which reloads the gun, so no need to program in the time it takes for the animation to finish or based on it's length
@okaybenji5 жыл бұрын
thanks so much for this and all your wonderful videos! would you please expand on this to add the *sparkle* you’d see in snow or sand in games like journey and uncharted? the sparkles appear in randomized positions based on the position and angle of the camera, which simulates the individual grains/snowflakes having random angles and catching the light from the sun as you move around. also, since snow adds some volume/puffiness, it would be nice to see how we could smoothen and expand the scale of the models slightly where the snow shows up!
@gameexplorer49635 жыл бұрын
Very nice. It would be interesting to see this applied with a nice mask, to better define the borders.
@DioSatyaloka5 жыл бұрын
How to do snows like in Praey? Where it's deep snow and you left traces when you walk through
@KimboKG145 жыл бұрын
you should add the normal map to the world space position before calculating the dot product. than the mold between the bricks would become snowy too
@JulioCesarCruzaltaNarvaez3 жыл бұрын
Thank you very much!!! :)
@aresbs20005 жыл бұрын
how I can another color instead white? I can use it for dirt or dust
@ghostinteractive5 жыл бұрын
Can you please make a video on zoom / magnification shader with shader graph.. thanks in advance
@BeardedCatDad5 жыл бұрын
Great tutorial! I would love something similar but with wetness :)
@TheSpacecraftX5 жыл бұрын
This only works for scenes where they all use the same texture atlas though right?
@Mantajochem5 жыл бұрын
As always, great tutorial! Do you have any plans on a new Tutorial Series on how to create an Online Multiplayer Game (FPS) with Unity, since UNet is deprecated now? Would really like to see something like this! Thank you.
@arthurdsjrjbr5 жыл бұрын
Can you make a tutorial on Shader Graph high Grass/mud/dirt/snow that gets stomped/crushed/deepened when you step on it?
@kodsxtreme.13595 жыл бұрын
Can you try and make a tutorial on how to make a bounce pad Something that will launch you up to another platform, I need to find out how to bcs I can’t find it anywhere and I was making a platform game that had a block that boosts you in the air to another block When I type launchpad it does come up with the right thing
@NinjatoBlade5 жыл бұрын
I’m kinda confused how you created the template on one material but you can apply them to all? Does it override the base? Anyway, amazingly comprehensive video, thank you!
@marcospires83505 жыл бұрын
I'm very happy when I get a notification of your video
@MisterRhubarb5 жыл бұрын
Any ideas how heavy this kind of shader would be? Is there any way this could be reasonably used on mobile without extreme optimization, or maybe on Oculus Quest in VR? Thanks in advance! :)
@EMPERENIKA2 жыл бұрын
Yes Since it Bee appied real time this is not performant
@danielbrazell5 жыл бұрын
What about getting footsteps in the snow?
@sudhanshlone82845 жыл бұрын
Could you please make a tutorial on how to use a render pipeline and probuilder together
@CaseyHofland5 жыл бұрын
Did you upgrade all your project materials? (Under Edit > Render > Upgrade all project materials to HDRP / LWRP). That way ProBuilders default materials will change to be compatible with your new render pipeline (though I don't know what to do if writing your own RP.) Unfortunately, the 1m albedo maps aren't exported and the materials also don't support vector colors, though I guess if you really wanted you can modify it yourself. This should help you get started (though I can't validate its success.) answers.unity.com/questions/1516854/probuilder-default-material-with-lwrp.html When he says Material Editor, I think he means the Window from ProBuilder but not sure. Good luck!
@sudhanshlone82845 жыл бұрын
Yeah
@sudhanshlone82845 жыл бұрын
The object only shows the default color
@CaseyHofland5 жыл бұрын
That's what I mean, they don't have vector colors so they revert back to the default settings. Like the post specifies, you need to set your own default material that you can then shape and customize, like adding the albedo map. If you want to use the vector colors I'm afraid you will have to build your own shader that utilizes this, but you would have to know how ProBuilder applies it and I'm afraid I can't help you there.
@allex38425 жыл бұрын
Awesome. Best unity channel out there.
@fecoramirez5 жыл бұрын
Right on time ♥ Thank you guys.
@esben1815 жыл бұрын
I did not know that about the dot product, thanks
@Vimerum5 жыл бұрын
LWRP is great, until you need two directional lights
@Lost1nTranslation5 жыл бұрын
Whats the issue? I haven't used it too much
@Vimerum5 жыл бұрын
@@Lost1nTranslation It only uses the directional light with the highest intensity, so you can't have two or more at the same time :(
@Lost1nTranslation5 жыл бұрын
@@Vimerum oh I see, is this a bug or intended? I'm new to Unity also so I don't know why two directional lights would be used either.
@thedarkside00075 жыл бұрын
what about dynamic snow ? leaving tracks of cars of footsteps in snow
@MichaelGGarry5 жыл бұрын
That could be added on top of this, using something like decals or similar.
@fardinmoqamzada27715 жыл бұрын
thanks From you Great Services dear Absjorn
@zachsimons93345 жыл бұрын
I know this probably won't get seen but a tutorial on 3d grappling hooks/line renderers would be nice. There aren't many tutorials on those topics out there.
@sirstrik74025 жыл бұрын
the hook is too apex for me but a line rendering tutorial would be awesome to learn for rope, electrical lines etc
@Monawa3atCOM5 жыл бұрын
please what's the best method payout is it Paypal or bank transfer !????????????????
@rokolix65445 жыл бұрын
Could you show the slope movement in 2D ? Is there a easy way ?
@muteryu2735 жыл бұрын
I wonder if I could use this for rain puddles
@mattsays5 жыл бұрын
What’s your keyboard?
@Biliogadafr5 жыл бұрын
Nice tutorial, but how to add normal maps for snow (or moss) correctly? If we generate uv from world position then this uv will not match object tangent space. Normal maps for snow will give incorrect shading in this case. And I have no idea how to solve this problem with shader graph. Well, probably most people will not notice that small bumps on snow will have shadows on the wrong side most of the time, but anyway.
@Biliogadafr5 жыл бұрын
There is a dedicated triplanar node for this now, which does this magic.
@Minecraftworld65 жыл бұрын
But you are just now using the same texture for all the objects. Shouldn't it read somehow the texture of the material?
@Pogal5 жыл бұрын
Please can you do fur because I can't find a decent tutorial for that anywhere.
@aurora6865 жыл бұрын
is this shader good for mobile devices ? Because a lot of shader has bad performance for mobile ?
@TubeGuy15 жыл бұрын
pls if you can, It would be really awesome of you if you made a parallax shader or a tesllation shader. all the shaders that I have found are old and they dont work or the texture isn't posible to multiply or add other details. thank you for this videos they are pretty sweet and they help a lot of people.