I have been trying to learn this very subject for over a year. Thank you. Thank You! THANK YOU!!! Every other UA-cam video is either too old or expects more knowledge of shaders than I currently possess. You've gained yourself one loyal Patron. I still have a lot to learn before I can complete my app but this is the most important step. Again, THANK YOU!
I love your video!!! One suggestion is to make sure to match the URP maps references to avoid reassigning texture maps again In case anyone don't know how, from the shadergraph click on the property and from the graph inspector change the reference Base map= _BaseMap Normal map = _BumpMap Metallic map = _MetallicGlossMap Occlusion map= _OcclusionMap Make sure to copy it with the underscore mark Note: you can find these references by clicking on the edit button in the material near the Universal rendering pipeline shader word when assigned as a shader to a materail
At 6:09 it stopped looking the same on my end. Instead of the "surface options" "surface inputs" and "advanced options", I'm getting "render queue", "enable GPU instancing", "double sided global illumination", and "emission". Apparently these are the default options so I don't really know what to do from here.
Hi there, Simon, again. I haven’t heard back from you about a way I can keep my commitment to you without going through Patreon. The reason I don’t want to use Patreon is because they make it nearly impossible to quit. I always wind up having to call my bank and tell them to not accept any Patreon charges. That being said, I meant it when I said I’d be a loyal customer/supporter.
Very helpful but i have a night scene and lights(pointlight/spotlight) since don’t have materials not curving along with mesh objects. Anyone can help me ?
Hey, thanks to your video I managed to have a properly working subway surfer-like shader. But when it comes to lightning the lights doesn't bend like the objects affected by the shader. For instance I placed a point light on a pillar and the pillar is bending backward and to the right but the attached light doesnt stick with the pillar, wich is normal since the light doesnt have the shader. Is there a way to add this shader to my light?
I tried this out and it only works with meshes that have enough vertices and edge loops that allow it to bend. Maybe that's why it does not work well with the TextMeshPro object
That's a good question! From my knowledge, the shader doesn't actually change the vertex position on the CPU side, so if you wanted the colliders to be the exact same position as the shader you would have to write a script to do the same calculation that the shader does. That can be costly, depending on the complexity of the objects. My guess, since Subway Surfers is a mobile game, is that since the deformation is minimal when the objects actually come close to the player that subway surfers may not even mess with trying to correct the colliders position.
Kinda depends on what you're going for, but in 2d since there's no z-axis there would be nothing for the plane/objects to bend over--however you could play around with the plane bending over the y-axis. Hope this helps!
@@RigorMortisTortoise Thanks for being back with me. You can get some funky x axis bending with post processing distortion, I might have to try em both together.
I have been trying to learn this very subject for over a year. Thank you. Thank You! THANK YOU!!! Every other UA-cam video is either too old or expects more knowledge of shaders than I currently possess. You've gained yourself one loyal Patron. I still have a lot to learn before I can complete my app but this is the most important step. Again, THANK YOU!
I'm so glad I could help! That means so much to me, thank you!! 🥹
I love your video!!! One suggestion is to make sure to match the URP maps references to avoid reassigning texture maps again
In case anyone don't know how, from the shadergraph click on the property and from the graph inspector change the reference
Base map= _BaseMap
Normal map = _BumpMap
Metallic map = _MetallicGlossMap
Occlusion map= _OcclusionMap
Make sure to copy it with the underscore mark
Note: you can find these references by clicking on the edit button in the material near the Universal rendering pipeline shader word when assigned as a shader to a materail
My queen you dropped this 👑
Thank you so much for this video, I don’t need to move the world now and this shader actually works rather than certain objects floating in the air
That was awesome! Super informative, while easy to understand!
amazing video!
the surface inputs doesn't show... what can i do?
Great video, saved my life with this, you just gained a new sub, thank you for sharing with the community
great tutorial! I've made this graph for my simple car game. Watching this made me wanna learn shaders in detail. Thanks a lot!
YOU'RE SO AWESOME A GAMING DEVELOPERS!
Cool tutorial, thought it was interesting. There’s so much that can be done with this it’s amazing.
Thank you so much!!
Damn that was exactly what i needed, thank you :D
Amazing tutorial! You're my new favourite tutor Thanks heaps for this [and your other tutes]
Thank you!!
At 6:09 it stopped looking the same on my end. Instead of the "surface options" "surface inputs" and "advanced options", I'm getting "render queue", "enable GPU instancing", "double sided global illumination", and "emission". Apparently these are the default options so I don't really know what to do from here.
Thank You, so easy to follow.
Hi there, Simon, again. I haven’t heard back from you about a way I can keep my commitment to you without going through Patreon. The reason I don’t want to use Patreon is because they make it nearly impossible to quit. I always wind up having to call my bank and tell them to not accept any Patreon charges. That being said, I meant it when I said I’d be a loyal customer/supporter.
Very useful ❤
easy and very good tutorial. thanks
Very helpful but i have a night scene and lights(pointlight/spotlight) since don’t have materials not curving along with mesh objects. Anyone can help me ?
Actually great job, you mentioned that shader graph isn't supported in built in RP in the version you are using (+2021) it's actually supported
Texture isn't be applied correctly when you give it to a blender model... 😢 idk why... Even using tile strenght...
I wonder if it works in VR?
so basically adding this effect will ruin my optimization, cant we do this without editing the models, like isn't there any camera setting?
Hey, thanks to your video I managed to have a properly working subway surfer-like shader. But when it comes to lightning the lights doesn't bend like the objects affected by the shader.
For instance I placed a point light on a pillar and the pillar is bending backward and to the right but the attached light doesnt stick with the pillar, wich is normal since the light doesnt have the shader. Is there a way to add this shader to my light?
There is no free alternative? Why?
Great job, thank you, but how can i adjust textmeshpro to this effect, it is not working with it
I tried this out and it only works with meshes that have enough vertices and edge loops that allow it to bend. Maybe that's why it does not work well with the TextMeshPro object
how does this work when it comes to collision?
That's a good question! From my knowledge, the shader doesn't actually change the vertex position on the CPU side, so if you wanted the colliders to be the exact same position as the shader you would have to write a script to do the same calculation that the shader does. That can be costly, depending on the complexity of the objects.
My guess, since Subway Surfers is a mobile game, is that since the deformation is minimal when the objects actually come close to the player that subway surfers may not even mess with trying to correct the colliders position.
❤❤❤
ah I see the material is simply applied to everything.. that makes a lot of sense lol
can this work in 2d?
Kinda depends on what you're going for, but in 2d since there's no z-axis there would be nothing for the plane/objects to bend over--however you could play around with the plane bending over the y-axis. Hope this helps!
@@RigorMortisTortoise Thanks for being back with me. You can get some funky x axis bending with post processing distortion, I might have to try em both together.
Does this work on Terrains?
Nope. It requires meshes with enough vertices and edge loops that allow it to bend
This is cool, but god dam it hate visual scripting; can they just stop pls