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PabloMakes
Canada
Приєднався 18 січ 2010
Hello hello o/ I have been making games for 12+ years. I'm currently a senior game designer on Warframe. I also worked on The Darkness 2, FIfa and others, and I want to share some of what I've learned and I'm still learning with you.
Mostly going to focus on Unity development with sprinkles of design thoughts.
Mostly going to focus on Unity development with sprinkles of design thoughts.
Sea Of Stars Design Highlights
I talk about a few of the things that stood out to me as great game design choices in Sea Of Stars.
I used demo footage jsut because it allowed me to more easily get to full combat, didn't have my save available since I played on console.
I used demo footage jsut because it allowed me to more easily get to full combat, didn't have my save available since I played on console.
Переглядів: 967
Відео
Procedural Shapes ShaderGraph tutorial for Unity
Переглядів 25 тис.2 роки тому
Being able to draw different shapes in a shader can be really useful to avoid having to use a lot of textures, make images that can scale in resolution without being pixelating like a texture would or make shapes that can be modified on the fly. This tutorial shows the principles that can be used in any shader, but focuses on using ShaderGraph, works on URP and HDRP and even the built in pipeli...
Refraction ShaderGraph tutorial for Unity
Переглядів 12 тис.2 роки тому
Refraction shader using ShaderGraph, works both on URP and HDRP. Uses the opaque texture to achieve screen space refraction. (づ ̄ ³ ̄)づ ~(˘▾˘~) TWITCH ( ͡° ͜ ͡°) www.twitch.tv/PabloMakes TWITTER (ಥ﹏ಥ) PabloMakes ₪ ₪ Time Stamps ₪ ₪ 00:00 - Intro 01:57 - Opaque Texture 05:09 - Refraction 13:14 - Normals #unity #tutorial #shader
The Best Unity Assets (according to this one guy)
Переглядів 6 тис.3 роки тому
Some of my favorite and most used assets, hope you find them useful! Links to all assets. These are associate links, so if you buy something I may get a cut... if I set this up right. All money I get, I will donate to Cat fosters. Fullscreen Editor assetstore.unity.com/packages/tools/utilities/fullscreen-editor-69534?aid=1100lkAUV Selection History assetstore.unity.com/packages/tools/utilities/...
Shader Graph in Built in pipeline. Unity 2021.2
Переглядів 19 тис.3 роки тому
I go over some of the updates that came from Unity 2021.2 In particular the ability to use Shader Graph in the Built in pipeline (づ ̄ ³ ̄)づ ~(˘▾˘~) TWITCH ( ͡° ͜ ͡°) www.twitch.tv/PabloMakes TWITTER (ಥ﹏ಥ) PabloMakes ₪ ₪ Time Stamps ₪ ₪ 00:00 - Intro 00:53 - How To 03:47 - Shader Graph Categories 04:19 - Other nice updates #unity #tutorial #shader
Iridescent Shader Graph tutorial for Unity
Переглядів 9 тис.3 роки тому
A fancy iridescence shader made with Shader Graph, works both on URP and HDRP. Uses fresnel and some gradient to achieve coolness. (づ ̄ ³ ̄)づ ~(˘▾˘~) TWITCH ( ͡° ͜ ͡°) www.twitch.tv/PabloMakes TWITTER (ಥ﹏ಥ) PabloMakes ₪ ₪ Time Stamps ₪ ₪ 00:00 - Intro 01:00 - Fresnel 02:21 - Gradients 04:41 - PBR #unity #tutorial #shader
Wet Shader Graph tutorial for Unity
Переглядів 10 тис.3 роки тому
This tutorial shows how to make a wet shader in Shader Graph. It is based on a Siggraph talk by Naughty Dog about Uncharted 4 technical art. The Technical Art of Uncharted 4 advances.realtimerendering.com/other/2016/naughty_dog/index.html (づ ̄ ³ ̄)づ ~(˘▾˘~) TWITCH ( ͡° ͜ ͡°) www.twitch.tv/PabloMakes TWITTER (ಥ﹏ಥ) PabloMakes ₪ ₪ Time Stamps ₪ ₪ 00:00 - Intro 01:48 - Overview 04:22 - Pr...
Shiny Cube
Переглядів 1,4 тис.3 роки тому
Made a flow map material, but honestly you can't even tell haha Looks cool tho
Shader Challenge! The Sims Ghosts
Переглядів 4,7 тис.3 роки тому
At the request of a viewer, I attempt to make a shader based on The Sims and their ghosts. Things... well, plans are there to fall apart I guess. Made with Shader Graph in Unity URP Previous Tutorial ua-cam.com/video/PO46vRZF7VI/v-deo.html (づ ̄ ³ ̄)づ ~(˘▾˘~) TWITCH ( ͡° ͜ ͡°) www.twitch.tv/PabloMakes TWITTER (ಥ﹏ಥ) PabloMakes ₪ ₪ Time Stamps ₪ ₪ 00:00 - Intro 03:08 - Start the shader 0...
Copy Animation State in Unity Tutorial
Переглядів 6 тис.3 роки тому
In this tutorial I show how to copy the animation state from one character to another and how and why to use pooling for objects. Previous Tutorial ua-cam.com/video/P1TnQ IUFw/v-deo.html (づ ̄ ³ ̄)づ ~(˘▾˘~) TWITCH ( ͡° ͜ ͡°) www.twitch.tv/PabloMakes TWITTER (ಥ﹏ಥ) PabloMakes ₪ ₪ Time Stamps ₪ ₪ 00:00 - Intro 01:45 - Copy Dem Bones 04:13 - Pooling 12:41 - Why pooling? #unity #tutorial #a...
Chess Vs Chat
Переглядів 1,2 тис.3 роки тому
This is a project I did for fun, if you stream and play chess, check it out, maybe you would enjoy playing with your community. If you want to try it out, just send me a DM on PabloMakes
Inner Galaxy Tutorial with ShaderGraph in Unity
Переглядів 3 тис.3 роки тому
I go over how you can make a galaxy shader similar to some skins from Valorant or Fortnite. We use cubemaps and fresnel. Previous Tutorial ua-cam.com/video/1-9RULLA4cA/v-deo.html (づ ̄ ³ ̄)づ ~(˘▾˘~) TWITCH ( ͡° ͜ ͡°) www.twitch.tv/PabloMakes TWITTER (ಥ﹏ಥ) PabloMakes ₪ ₪ Time Stamps ₪ ₪ 00:00 - Intro 00:40 - Cubemap 03:33 - Fresnel 06:59 - Variations #unity #tutorial #shader
Beginner Unity Tutorial: Among Us Wires Part 2
Переглядів 9543 роки тому
Part 2 of a tutorial for beginners on how to make the wire minigame from Among Us. The intent of it is to be a first project you can make in Unity to start learning. Tutorial Assets sudokumaker.ca/AmongUsWiresAssets.zip Part 1 ua-cam.com/video/1-9RULLA4cA/v-deo.html (づ ̄ ³ ̄)づ ~(˘▾˘~) TWITCH ( ͡° ͜ ͡°) www.twitch.tv/PabloMakes TWITTER (ಥ﹏ಥ) PabloMakes ₪ ₪ Time Stamps ₪ ₪ 00:00 - Intro...
Beginner Unity Tutorial: Among Us Wires Part 1
Переглядів 2,1 тис.3 роки тому
Beginner Unity Tutorial: Among Us Wires Part 1
Twitch integration with Unity Tutorial
Переглядів 15 тис.3 роки тому
Twitch integration with Unity Tutorial
Code Assisted Level Design in Unity
Переглядів 1,8 тис.4 роки тому
Code Assisted Level Design in Unity
hi!, i really want to try this tutorial but when i try to download the assets file it says that is not available, is there a way you could share the file with me
Coming back to this video after a year of making my own shaders, and everything makes so much more sense now. lol
Lmao, I played warframe since 2016 and today ended up on this video when learning shadergraphs at school. Didn't know Pablo made some Unity tutorials
I shouldn’t have watched this, now everything I make must have a tiny bit of refractive shader in it 😂
Why the hell am I only just now discovering that Pablo makes Unity tutorials??
oh, Im sorry for being rude and im happy you made a tutorial but this could have been much shorter. Again, Sorry.
Does this work on unity terrain or only on objects?
Thanks so much!
i thought this was a tutorial, this is just an explanation, i cant follow this at all
im gonna add physics to this and make a procedual math game for zero players
Hello! what is the name of the background music used in this video and who was the artist? :>
I've been so confused on various aspects of shader graph, and no other tutorials seemed to explain it well. I'm only 12 minutes into the video but you've already cleared up so many things I was confused about. Thanks!
Nice!
sir, how you gonna just skip half the tutorial lol like wheres the part where you put it all together
Thank you so much, this works really well and is so versatile too! I wanted to avoid using humanoid lookat workflow because I wanted to use the same system for every type of creature in our game. and this is just the solution!
I used your tutorial for something else (changing my character's skins), I seriously spent months looking for how I could implement it and your code helped me a lot.
I love your workflow and the explorative approach you take. Very useful, and very encouraging. Getting to see you not having the exact answer for everything is very human and makes me feel like I can get there too. 🙏 Many thanks! ✌️
good video but I don't understand what the fruit script has and what type of object fruitvendor is, please someone explain to me :c @PabloMakes @PabloMakes
wow this is incredible that this is in BIRP. You can just make shaders and then export them to WebGL thats awesome!!!
That's very impressive.
Best shader graph tutorial I've seen. Love it.
cat camera is awesome
I've been searching 2 days for a decent tutorial. THis is .... something.... freaking... Why did it take me over 40 hrs to find this? YOU ARE AWESOME!!!
how to make the tilingdiamond
Great tutorial, thanks. The only thing I would add here for better understanding - is offset usage to move the generated textures
You can get Y Bound Size in Shader Graph's "Object", then use "Split". What's next - no idea, help
I made it work with the bounds sizes: there is a node called Object from which we can extract the Bounds Size. Divide the Y component of the object's position by the bound size value and feed it to Alpha and the edge-related nodes group. I could not find any documentation, but probably the position node already gives values calculated for bounding sizes, and we just have to transform it for 0-1 range alpha values
this depressed me so bad, i cant find any tutorial on how to make a distortion shader in SRP... everything is URP
nossa muitas possibilidades com isso , acredito que só + um video de manipulação de uv e propriedades do shader com script ficaria incrível
This game looks so amazing I would love to play this game
Great tutorial thank you! I wonder, how can I smooth the other edge in the circle at 13:46
I was having a problem for my base rotation logic with too much scrupts with rigidbody but after this video I got alot better and my rotation logic is now in one line of code ❤
You are amazing dude, not only was I able to follow the tutorial, thanks to your workflow I was able to customize my own shader. I created a variation that contained both Emissive color and Texture blended with the Outerglow Area of the dissolve. I used the Dissolver Slider as the "Alpha". My point : this is not about achieving the results, you are teaching the reasoning as well. Thank you !
how can i use depth fade in shader graph in Builtin? Thansk
This is an amazing and easy tutorial . Well done 👍
great job,i like it
Crazy stuff. Thank you!
Hi, coming from the future, could you please make an update about this? For some reason using System.Linq looks like it change in 2022.2.21 version and therefore the first statement List<PointOfInteres> POIs; is marked as error: Severity Code Description Project File Line Suppression State Error CS0246 The type or namespace name 'PointOfInteres' could not be found (are you missing a using directive or an assembly reference? I tried to substitute the list with an Array yet still the Target.position is still needed to have the character work, somehow yes is working like this but the character never ends up looking at the target: using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.Animations.Rigging; public class HeadTracking : MonoBehaviour { [Header("Head Tracking Variables")] [SerializeField] private Transform Target; [SerializeField] private Rig HeadRig; [SerializeField] private float Radius = 5f; [SerializeField] private float RetargetSpeed = 5f; [SerializeField] private float MaxAngle = 80f; [SerializeField] GameObject[] EnemyPOIs; float RadiusSqr; //List<PointOfInteres> POIs; //[SerializeField] List<GameObject> POIs = new List<GameObject>(); // Start is called before the first frame update void Start() { //Head tracking section //POIs = FindObjectOfType<GameObject>().ToList(); EnemyPOIs = GameObject.FindGameObjectsWithTag("Enemy"); RadiusSqr = Radius * Radius; } // Update is called once per frame void Update() { Transform tracking = null; foreach (GameObject enemy in EnemyPOIs) { Vector3 delta = enemy.transform.position - transform.position; if (delta.sqrMagnitude < Radius) { float angle = Vector3.Angle(transform.forward, delta); if (angle < MaxAngle) { tracking = enemy.transform; break; } } } float rigWeight = 0; Vector3 targetPOS = transform.position + (transform.forward * 2f); if (tracking != null) { targetPOS = tracking.position; rigWeight = 1; } if (RadiusSqr == 5) { Target.position = Vector3.Lerp(Target.position, targetPOS, Time.deltaTime * RetargetSpeed); HeadRig.weight = Mathf.Lerp(HeadRig.weight, rigWeight, Time.deltaTime * 2); } } }
para elegir que parte del sprite pintas, tienes que haber añadido diferentes sprites a la imagen supongo, no puedes elegir q color del sprite cambiar y ya no?
That's an awesome introduction, thank you very much!
Is there a way to use polar coordinates, add a bunch of nodes, and revert it to standard UV coordinates before final output?
That was very helpful. Thanks.
If anyone else is following this in 2023, need to replace the UnityEvent with something like this on older versions of Unity: [Serializable] public class ChatMessageEvent : UnityEvent<string, string> {} public ChatMessageEvent OnChatMessage;
This helped me get it working fast. Thanks! I’d love a video that shows how to write messages inside the text chat.
Waifus and cats, you are the best Pablo. ✨😖✨
Thank you so much for explaining uv step nodes exactly what i was looking for😊
Pablo back at it again! Would love to see this series expand!
What a great format! Can go as wide or narrow on a topic, and it's great to hear your insight! Hopefully you'll get to do more of these. 😸
if your menu is not well align is probably because in rearrange function "x" is Cos and "y" is Sin
Welcome back !