Just does not work anymore. It's very sad that lots of content out there like this is broken. Shadow Attenuation is always 1, you cannot get shadow values in your shader this way anymore. :(
There was a really good question " Why there is no simple get the main light node in URP". But still there is no such node and instead you now can not even get a simple shadow data in unlit graph with provided custom function...
If it's this easy, why isn't it provided for free with unity? No need to reinvent the wheel all the time. Just give us the good stuff and let the art be how we tweak and use the shaders. I rather reverse engineer in order to understand things then follow a tutorial. Whine aside, do anyone have a collection of good script nodes and shaders they care to share?
@@LucretziaOfficial I think you misunderstood. I think a lot of the nodes created or used should be presets and default nodes but you have to create them yourself. And it costs time, hence not free.
I really want to follow this tutorial but I get stuck instantly with the error Shader error in 'Master': struct Light does not have the method GetMainLight at line 234. Any advice?
Wow, superb sheet definitely going to look on this This guy genius! My guess is people are just thinking; in gonna grab that Shader hehehe Very cool, I think I learned more about lighting and multiplying on Shader code thank you! Specially good since I don't have Photoshop background Awesome samples btw, unity definitely leveled up
I see your point but it is not as simple as just add whole complex nodes into shader graphs. Here is why: 1. People already can just copy and past the public nodes into their projects and modify them anyway. 2. This node is very big and complex, what if someone does not want a specific path in the graph? Or want to modify its value (Like gradients...)? They can not delete a logic path in a node but they can modify the shader graph any way they can. 3. If they add this node then they have to maintain it. And people will start asking to add other stylized nodes as well. There will be hundreds of them. So, in short, it isn't gonna happened. But I would love to see light nodes and shadow nodes as well. That is essential in my opinion.
I wish i could get the results at 1:50, all 3 of them, your example with toon shading is something else, i keep trying the asset store and guides but its too difficult to get those results, i need realtime shadow+ baked mixed + AO at the same time i need stylized shading based on surface normals with different colors on each side and/or different shade generated like most stylized games. I cant build it myself this is expert level shading, i cant buy there is only 1 asset in the store Minimalist shading but for some reason shadows do no work on the shader material surface so its not usable.
"And then I do some stuffs". LOL. How am I supposed to know what you did? It's such a pity you didn't include the final or show the 10K resolution image version of your spaghetti graph because the slide is too small, i don't know what you did in those stuffs.
Just does not work anymore. It's very sad that lots of content out there like this is broken. Shadow Attenuation is always 1, you cannot get shadow values in your shader this way anymore. :(
There was a really good question " Why there is no simple get the main light node in URP". But still there is no such node and instead you now can not even get a simple shadow data in unlit graph with provided custom function...
If it's this easy, why isn't it provided for free with unity?
No need to reinvent the wheel all the time. Just give us the good stuff and let the art be how we tweak and use the shaders.
I rather reverse engineer in order to understand things then follow a tutorial.
Whine aside, do anyone have a collection of good script nodes and shaders they care to share?
it is provided free with unity.
also, you're still able to reverse engineer
@@LucretziaOfficial I think you misunderstood. I think a lot of the nodes created or used should be presets and default nodes but you have to create them yourself. And it costs time, hence not free.
Models have normal map. How can you insert normals even though you are using Unlit shader graph?
Finally some good shader content ❤
"stylised shaders that are slightly different"
In my case, I'll make shader graphs that are *starkly* different to each other, but still stylised.
Very good talk and presentation! Thank you.
hi I'm using unity 2019.2 and the shadow only shows in the scene view and not in the game view... can anyone help plaese
I really want to follow this tutorial but I get stuck instantly with the error Shader error in 'Master': struct Light does not have the method GetMainLight at line 234. Any advice?
Can I use emission instead of directional lights to get similar result
Wow, superb sheet definitely going to look on this
This guy genius!
My guess is people are just thinking; in gonna grab that Shader hehehe
Very cool, I think I learned more about lighting and multiplying on Shader code thank you!
Specially good since I don't have Photoshop background
Awesome samples btw, unity definitely leveled up
gold
if this is publicly available why not just add the nodes inside the shader graph?
I see your point but it is not as simple as just add whole complex nodes into shader graphs. Here is why:
1. People already can just copy and past the public nodes into their projects and modify them anyway.
2. This node is very big and complex, what if someone does not want a specific path in the graph? Or want to modify its value (Like gradients...)? They can not delete a logic path in a node but they can modify the shader graph any way they can.
3. If they add this node then they have to maintain it. And people will start asking to add other stylized nodes as well. There will be hundreds of them.
So, in short, it isn't gonna happened. But I would love to see light nodes and shadow nodes as well. That is essential in my opinion.
one word: AWESOME
.
Awesome presentation, thank you!
Thank you.
I wish i could get the results at 1:50, all 3 of them, your example with toon shading is something else, i keep trying the asset store and guides but its too difficult to get those results, i need realtime shadow+ baked mixed + AO at the same time i need stylized shading based on surface normals with different colors on each side and/or different shade generated like most stylized games.
I cant build it myself this is expert level shading, i cant buy there is only 1 asset in the store Minimalist shading but for some reason shadows do no work on the shader material surface so its not usable.
Thanks a lot.
21:25 👍🏼😎 Nice
dope !
"And then I do some stuffs". LOL. How am I supposed to know what you did? It's such a pity you didn't include the final or show the 10K resolution image version of your spaghetti graph because the slide is too small, i don't know what you did in those stuffs.