Great tut, worked like a charm thank you. My scene camera didnt have Depth Texture switched on so didnt show in game at first, thought I'd mention it in case anyone else has that issue.
@stor3143 жыл бұрын
thank youuu!!!!!!!
@wywarren3 жыл бұрын
On 2021.1.16f1 After switching on depth texture for URP it disappears for the game window. Scene is still rendering fine. This is on a MacBook Pro 16. At first I thought it was because I was targeting WebGL but after switching to Standalone it still happens. Not sure if it’s not supported on certain hardware or not.
@lando65833 жыл бұрын
followed this tutorial a year ago, and today I found a completely different use for this shader! Thank you so much again for this.
@haxpor4 жыл бұрын
Wow! Discovered so many nodes in this single videos. As well good technique to make use from foundations, and no need to look for specific feature provided by Unity! Thanks!
@T0xIcNigHtMarE4 жыл бұрын
100% worth the watch. very well put together n i'm glad somebodies making shader graph tutorials, there's too many possibilities with it for there not too be more videos out there. loved the tutorial.
@boggledeggnoggler54724 жыл бұрын
You are a badass. Thank you so much for this. I've been using HDRP in my VR project and recently decided I should switch to URP. But I didn't want to have ditch my beautiful volumetric light in my level. Now I don't have to!
@Bannock885 жыл бұрын
Very informative, and I enjoyed the dry humor. Thanks for sharing!
@MrTriPie5 жыл бұрын
Thank you!
@racrity19 күн бұрын
This was simply awesome. Thank you so much man!
@danialzamary70444 жыл бұрын
That was great! I kinda had this problem making fog in lwrp with the camera set on forward, this really helped.
@MrTriPie4 жыл бұрын
Thanks! Glad it helped
@pacusz3 жыл бұрын
Cool, this is a great resource to learn! Keep up the good work.
@CaptainCling3 жыл бұрын
Great video. I cannot wait to try it out.
@adailsoncarlos31225 жыл бұрын
Man, your channel is awesome! Im learning so much, thank you! keep the videos!
@zhaoxuefei38293 жыл бұрын
very creative man, I love it so much
@CatOnDeWall7 ай бұрын
protect this man at all costs.
@AtmosMr3 жыл бұрын
Wow. Great stuff. New to volumetric shaders but great to see you work though it. I'll check out your channel.
@lando65834 жыл бұрын
excellent tutorial. very concise and well thought out!
@drewmileham2025 жыл бұрын
Really awesome that you left download files :) Thanks for this tutorial!
@MrTriPie5 жыл бұрын
You're welcome, glad you liked it!
@zig89253 жыл бұрын
You could also fix the low poly look, by choosing "Shade smooth" in blender, before exporting the mesh
@arsizhifenerprozhod2 жыл бұрын
I exported the smoothed mesh, still having hard edges, maybe the smothness is ignored when rendering transparent emission?
@zig89252 жыл бұрын
@@arsizhifenerprozhod You might have forgotten to auto smooth, which makes every angle below a certain threshhold smooth. It's also worth noting that when you shade something smooth, the otuline of the object will not change, only the way thil filling looks if you think of it as 2d
@lukdev5 ай бұрын
dude, what gem this tutorial. TNKSSSS!!!
@gameexplorer49635 жыл бұрын
Simple and nice. Keep up the great work!
@talismanskulls28572 жыл бұрын
Or a simple way is turn the material shader setting to mobile/particles/additive. Then all you do is create the texture in something like Photoshop and create a variety of color tones as gradient and then set them as sprites. That way the mesh ceases to receive shadows.
@DiegoMaisy Жыл бұрын
People who domain nodes are ET. Good tutorial!
@aidennymes6335 Жыл бұрын
exactly what i was looking for ! thanks a lot
@PascalAchermann5 жыл бұрын
Thank you very much for sharing! Would love to see more LWRP and shader Tutorials :)
@MrTriPie5 жыл бұрын
Thank you! I'm not sure there will be much more on Unity. I was thinking about switching back to it from unreal since they're adding the new render pipelines and I find C# to be quicker to work with than blueprint/c++, but I just don't feel as comfortable about using it on a longer project as I do unreal.
@PascalAchermann5 жыл бұрын
@@MrTriPie alright, well it's always a big step to switch the tool. i anyway follow you and i see if something turns up :)
@gabdar225 жыл бұрын
This is a great tutorial, though I think for future ones I'd love to hear explanations as to why you're using what node. I'm trying to figure out how to reverse the fade and can't for the life of me figure out how, and I think understanding what each node is for would be super useful
@MrTriPie5 жыл бұрын
Thank you! I'll try to explain things better next time. For reversing things, doing a 1 - whatever you're trying to reverse usually does the trick (for example, white is 1, so 1-1=0 black, and vice versa)
@gabdar225 жыл бұрын
@@MrTriPie Thanks for the reply!
@balasubramanimudaliar13363 жыл бұрын
Thanks for great explanation.
@ksam20004 жыл бұрын
nice execution
@MrTriPie4 жыл бұрын
Thanks!
@StratoChigo4 жыл бұрын
10/10 tutorial, thanks
@hitman170119863 жыл бұрын
This was awesome
@Lupain4 жыл бұрын
Holy shit I never really worked on shaders before, this seems so be so complicated and confusing for me>_> Your tutorial is nonetheless very great and it helps me alot, thank you!
@joshpolman2015 жыл бұрын
Thanks man, great tutorial.
@V0LAT1LE_Ай бұрын
Awesome video
@Auraregent5 жыл бұрын
Great tutorial thank you !
@VinsentVH5 жыл бұрын
That's so good, subscribed :) Thanks alot!
@MrTriPie5 жыл бұрын
Thanks :)
@TheExoticCerdos5 жыл бұрын
Very nice! Well done!
@mszczesnik5 жыл бұрын
Very nice tutorial.
@MrTriPie5 жыл бұрын
Thank you!
@BitwiseMobile11 ай бұрын
I need a mesh like this for a frustrum collider I'm using on security cameras in my scene.
@werti48945 жыл бұрын
great tutorial!
@GameShorts4842 жыл бұрын
thank you so much
@DimensionX9852 жыл бұрын
Thanks . I benefited a lot from you. Keep it up ❤️🤍💙
@vieirapereira12983 жыл бұрын
awesome!!
@hrishikeshkumar22645 жыл бұрын
great video thanks
@MrTriPie5 жыл бұрын
Thank you!
@mohamedhamdy67225 жыл бұрын
good work . but the question is . why we modeling the cone in blender if were model it in Maya (pro builder)?
@MrTriPie5 жыл бұрын
Thank you! Simply, it's the modeling program I'm most used to, and I have blender videos on my channel already. It's as simple as models get, so it should be easy to convert to your favorite program, and if someone isn't already used to any modeling program, it's free.
@farianderson1684 жыл бұрын
is there any trick to make this cast volumetric shadows? :D for example when an object crosses under the light we shouldn't see any volumetric lights after it.
@vincentdemers60663 жыл бұрын
Following this and for some reason when the material is over the sky depending on the angle its white only in the area that overlays the sky. If its over another mesh its fine.
@EpicGamer63637 Жыл бұрын
Simple and excellent :)
@oliverweiss71755 жыл бұрын
Thank you for sharing! It helps a lot. I am having difficulties to understand the logic behind the Scene Depth, Camera Far Plane and Screen Position calculation. Can you explain a little bit further what is happening here? Thank you!
@NikhilJolly4 жыл бұрын
Amazing tutorial! Would have really loved an explanation on the nodes you used. Btw, I am facing a problem where if I use an "Unlit - Transparent" type shader behind this lovely volumetric light, it doesn't render over it (the overlapping part clips entirely). Any idea why?
@MrTriPie4 жыл бұрын
Its likely an issue with sorting the order to render the objects (multiple transparent objects tend to have this issue). I'm not really sure if there is a great solution for this, one thing that might improved be to force it to always render it on top (maybe by putting it in a different layer and setting up the cameras to render that layer on top (I think you need 2 cameras, 1 rendering all other layers, and the other only your volumetric one). But that isn't a perfect solution. Avoiding transparent objects when possible helps.
@soma782 жыл бұрын
excellent ! thank you
@wen-hanku17765 жыл бұрын
very helpful!! thanks!
@MrTriPie5 жыл бұрын
Thank you!
@flyingroads34982 жыл бұрын
Hello please do this titorial for new unity. It is diferent here. 2.8
@dansv97784 жыл бұрын
It shows purple on my URP project
@KillerGameDev3 жыл бұрын
Ive went through this tutotial so many times...I can seem to get past the part where we need to blur the edges. I get some weird functionality at that point. When your mesh is white, mine is black. Tweaking the opacity ofcourse only makes it transparent. I figured maybe it was a setting, but when I get to 8:30 in the video, my light is just invisible regardless of my settings. I tried following the same steps in amplify shader and im getting the same result. Am I missing something?? im using 2019.4.17f1 and urp
@freetimedevelopment3 ай бұрын
Same to me, I currently try to figure out what happens...
@bugge19472 жыл бұрын
I've got a problem where the Fresnel effect fades from the view height and up instead of the edges? I've even downloaded your shader and I've still got the same problem.
@AU-cs6er5 жыл бұрын
Have you tried using this approach using universal render pipeline? I followed your instructions, but unfortunately, it's not rendering the shader at all. I'm developing a VR scene using 2019.3.0b6.
@MrTriPie5 жыл бұрын
I haven't tried it. I've been using Unreal for a while now, when Unity had the LWRP taken out of preview I tried it a bit to see if I wanted to switch and made this video. My opinion of it at the time was that it should have been in preview still, I had multiple times in the course of a few days playing with it where the shader editor wasn't working properly (I think one of the problems was it sometimes wouldn't open certain shaders until I restarted Unity). There were also things that didnt seem to work the way I expected it too and I couldn't figure out, not sure if they weren't working correctly or I just couldn't find any documentation that would explain them to me yet. Anyway, between those problems, changes that users would want, and maybe changes that had to do with the HDRP, I wouldn't be surprised if the URP has changed a lot and broken some stuff. If you figure out what parts seem to break the shader, maybe we could figure out how to fix it.
@sixdegreesofcrispybacon4 жыл бұрын
I managed to get some results here under URP today (Unity 2019.3) by setting AlphaClipThreshold in the Unlit Master node to zero. Also, had to go check in the Inspector for Project > Settings > Universal RP - High Quality that Depth Texture was set (it wasn't)
@petermartin93944 жыл бұрын
@@sixdegreesofcrispybacon Thanks, fixed my problem.
@sixdegreesofcrispybacon4 жыл бұрын
@@petermartin9394 I'm glad I decided to post then. Nice one. (Y) Now, make sure you show us what you get up to, eh? ;-)
@haxpor4 жыл бұрын
@@sixdegreesofcrispybacon Thanks six! By the way, new user like me or others might be confused as it is at Inspect panel window after locating and clicking on the project's UniversalRenderPipelineAsset file, click on it then toggle on Generate->Depth Texture. Thanks btw.
@easygamestudio28263 жыл бұрын
Will game objects illuminated by this light generate shadows?
@MrTriPie3 жыл бұрын
Assuming you have a spot light in the same position, regular cast shadows, yes. But unlike more complex volumetric effects, there won't be a volumetric shadow (the light you can see in the air won't be blocked). So this effect should be placed carefully to make sure that kind of issue isn't too noticable.
@hereticstanlyhalo69163 жыл бұрын
Wouldn't the effect break if a player walks through it because it's a mesh? Edit*: Lol, just realized he made it disapear as you get closer, but still, wouldn't that break the illusion of being volumetric if it just fades away?
@MrTriPie3 жыл бұрын
I don't think the player is likely to be paying enough attention to it to notice, and lots of games have things such as fake volumeric Godrays, fog clouds and other particles fade out when approaching them so they don't clip with the camera. Some games even have more solid things do it to get out of the way the camera, such as the Witcher 3 fading out trees and bushes. So the player is likely to be used to the effct too. In the end it's better than nothing when you can't use a full volumeric effect, and you can always tweak instances to make sure they aren't bothering players.
@caio37264 жыл бұрын
Can you recreate this in the Amplify Shader? I've tried following a long about 5 times, but it never looks like yours.
@sureztv58362 жыл бұрын
Can you replicate this sin Amplify Shader Editor
@ajef61194 жыл бұрын
hey, I'm using your graph in a project, an while it works great in most cases, when there is objects with a material set to transparent that are being rendered inside or in the frame of the cone of light they look really weird. Is there a way to fix this ?
@danlee79234 жыл бұрын
My unity doesn't have unlit graph, where can I find it? I have 2018.4.19 LTS
@MrTriPie4 жыл бұрын
Do you have universal render pipeline installed (used to be LWRP)? docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.1/manual/InstallURPIntoAProject.html#installing-urp
@danlee79234 жыл бұрын
@@MrTriPie it says, URP only works in 2019. My package manager doesn't have it. I don't want to upgrade to 2019 because the camera panning is terrible, I mean 100 mile pan terrible. This is the reason I am currently using 2018, but my current project doesn't have a rendering pipeline and I can't find one.
@MrTriPie4 жыл бұрын
I think you could probably find the old beta versions of the LWRP, but it may have some issues. If you want to stick to 2018 and the standard pipeline I don't know very much about writing shaders in text code. One option might be to get Amplify Shader Editor add-on as it has support for the standard pipeline, luckily it's on sale now: assetstore.unity.com/packages/tools/visual-scripting/amplify-shader-editor-68570
@NeviiumDАй бұрын
Thanks ;;
@chalogonzalez44684 жыл бұрын
Will this work on a sphere? I need this shader for torches.
@MrTriPie4 жыл бұрын
If you removed the gradient going from top to bottom it should. Although it sounds like something might have changed since there's comments saying they had trouble getting it to work in newer versions
@NexusCool14 жыл бұрын
would this work with hdrp
@MrTriPie4 жыл бұрын
Probably, but I believe HDRP would support volumetric lighting/fog, which should give better results
@levasfilm5 жыл бұрын
How come I See nothing when I run Unity...Do I need more Light in the Scene ??
@MrTriPie5 жыл бұрын
Maybe. One guy was saying this doesn't seem to work in the newest version, so if he did it right, that may be it
@rave96654 жыл бұрын
I may have a solution, my problem was I could see it fine in the scene view, but not in play/build. Hope this helps: Looking at the nodes FresnelEffect>Clamp>Lerp, the Lerp(output) goes into a multiply node on input B. the output of this multiply goes into another multiply node, also on Input B. Again, the output goes into another multiply node on Input B. The full path im looking at goes FresnelEffect>Clamp>Lerp>Multi>Multi>Multi I took the Lerp output, skipped the first 2 multiply nodes, and put it straight into the 3rd multiply node's input B. That's it (Save asset) I don't know exactly how scene depth works, but I reckon this was the problem in my use of the shader. This was left out by skipping the first multiply. I also skipped the second multiply becuase my camera would never reach the shader to clip it, if you still wanted this effect then only skip the first multiply. My version of Unity is 2019.2.17f1
@FelipeGomesRocket5 жыл бұрын
The part with the texture, instead put a texture itself, why not make it procedural?
@MrTriPie5 жыл бұрын
In Unreal engine the procedure noise is usually more performance expensive than using a texture, I'm assuming it's the same case in Unity, but it might not be.
@earlygamer35905 жыл бұрын
The question is how does this perform in mobile devices?
@MrTriPie5 жыл бұрын
Not sure, I would assume that higher end devices would do fine with it, but lower end ones might struggle with it, perhaps they could run a simplified version of it?
@Lukas_CG5 жыл бұрын
Based on your accent, I think you're from Ohio
@MrTriPie5 жыл бұрын
Haha, nope!
@Lukas_CG5 жыл бұрын
MrTriPie dammit!
@KENISEG3 жыл бұрын
its URP or what?
@MrTriPie3 жыл бұрын
The Universal Render Pipeline used to be called the Lightweight Render Pipeline, so hopefully this video is still compatible
@muhammadikram80095 жыл бұрын
can we use this in mobile devices?
@MrTriPie5 жыл бұрын
I believe you should be able to,
@muhammadikram80095 жыл бұрын
I will try then tell you. By the way forgot to tell you that this was a great tutorial
@ginner96353 жыл бұрын
@@MrTriPie yes you can:) its been two years already since the video released, but i hope you will see this and help me if you can! I'm stuck on trying to "cut off" the mesh of volumetric light, that intersects with other mesh. I am using a dynamic light source (flashlight) and when i point it at some objects, it obviously goes through them and player can see that other part of the lightbeam. Is it possible to fade it after intersection?
@MrTriPie3 жыл бұрын
@@ginner9635 I can't believe its already been 2 years. I don't think there would be any way to do this only using shaders, you could try doing something like this: Create a LOW resolution texture for the light cone, and every frame or two do several raycasts from the start of the cone to the ends along the sides to regenerate the texture. It may be a bit expensive on mobile, so you'd have to tweak it a bit. I'm also not sure if it would end up looking strange in a different way as its not a true volumetric, but this is only way I can think of to attempt this.
@ginner96353 жыл бұрын
@@MrTriPie wow man, i didn't even hope you'll answer! Thank you very much! yeah, you're right - it is too expensive on mobiles:-/ I thought maybe there was a way to do it through the shader graph:(