That came in the right moment, i have a project in built in render pipeline and i was trying to use the shader graph, even tried to update the whole project to URP but it only messed everything up.
This one in specific wouldn’t since it’s new features but the rest should, since I try to focus on teaching the concepts too, so hopefully there’s always useful stuff
Yeah if that’s an option for you, I think that’s the right choice, they also added some extra URP stuff in this update like reflection probe blending, decals and some other stuff
Great video ;) Quick question: Is the created shader interchangeable between all pipelines of HDRP, URP & Standard in a universal manner without any manual modifications?
It is, you can under the graph settings add targets, like built-in, hdrp, visual effect. Adding these will add more slots to the fragment output, some shared.
@@PabloMakes That "some shared" is where it plays a big role and I suppose for more advanced and complex shaders, it will break features here and there!
Well it’s more that lit shader on hdrp has different outputs than on urp like bent normals, so they won’t look exactly the same since different pipelines, but close enough in vast majority of cases
@@PabloMakes Good to know, thanks for sharing. We plan to port our custom shaders into Shader Graph and have them in all 3 pipelines with this. Do you have any idea of when Unity supports terrains in Shader Graph?
Sorry total newbie here, but after I install shader graph (I can only see v10.8.1) and pull up the menu. I only see Create > Shader. I don't see Create > Shader Graph. Do you know why this is? I only have black shader graph, and sub graph as options.
Doesnt work for me, Shader Graph says it is installed but still is not showing up when i want to add a new ShaderGraph... For me the only way to add a lit shader graph is in the URP... any ideas why or what i did wrong?
Love it! Game changer! But... lol Now I only have questions about Warframe Mom. My brain exploded. Please explain. I'm new around these parts. hahaha Thanks for the showcase!
When I was recording my first video I kept messing up my outro, told her jokingly she should make me one and she texted it a couple minutes later. True homie move
That's smart from a marketing perspective, cuz people tend to forget how many good tools rhere are for built-in, that the original devs had no interest in updating. Now, everyone "should" use URP ... BUT, at the end of the day some people expecially hobby-ists might just not care about performance ... thus, more options like in this case is better. Good on Unity ah ... my only gripe now is that we can't "Frame Debug" the shaders :( That'd be so useful
@@PabloMakes lmao. That indeed sounds exactly like Unity. I meant that studios like Geshin Impact might be more common than one would assume, still using old-hek pipelines, out of fear/lack of incentive to change it. Facing engine limitations and other engines competition, now they have still the incentive to remain with Unity and be instantly production ready.
Few reasons, for example you can be working on a project that has already been on built in for some time, so migration of features is tough, maybe you want to use some assets form the asset store that don’t support the newer pipelines. Or for example I have one project that is a twitch integrated game and transparent windows don’t work in URP.
@@PabloMakes That is a sound reason. Thanks. Also would you happen to know anything about tessellation in URP as a future video. I've been looking for eons, so I understand if not. No worries
This is great
its also possible to use VFX Graph in this unity version with built in render pipeline 🤤
No more need for silly render pipelines
Wait, VFX graph too?
Thanks for the video
That came in the right moment, i have a project in built in render pipeline and i was trying to use the shader graph, even tried to update the whole project to URP but it only messed everything up.
Yeah it can be tough to migrate existing projects, this gives you the functionality and also leaves the door open to update later
That uniform scaling is awesom! Great video Pablo!
I use it all the time! great little qol change
you are a legend Pablo
Dude… you are a Shader Graph God. Thank you so much, I might have to become a patron.
p.s. Do your tutorials work with 2020.3.26 LTS?
This one in specific wouldn’t since it’s new features but the rest should, since I try to focus on teaching the concepts too, so hopefully there’s always useful stuff
Hello! what is the name of the background music used in this video and who was the artist? :>
hey! they actually made it work! nice, but i think i'll stick to URP
Yeah if that’s an option for you, I think that’s the right choice, they also added some extra URP stuff in this update like reflection probe blending, decals and some other stuff
wow this is incredible that this is in BIRP. You can just make shaders and then export them to WebGL thats awesome!!!
Great video ;) Quick question: Is the created shader interchangeable between all pipelines of HDRP, URP & Standard in a universal manner without any manual modifications?
It is, you can under the graph settings add targets, like built-in, hdrp, visual effect. Adding these will add more slots to the fragment output, some shared.
@@PabloMakes That "some shared" is where it plays a big role and I suppose for more advanced and complex shaders, it will break features here and there!
Well it’s more that lit shader on hdrp has different outputs than on urp like bent normals, so they won’t look exactly the same since different pipelines, but close enough in vast majority of cases
@@PabloMakes Good to know, thanks for sharing. We plan to port our custom shaders into Shader Graph and have them in all 3 pipelines with this. Do you have any idea of when Unity supports terrains in Shader Graph?
Thanks for sharing Pablo
I switched to URP last week just to use Shader Graph LOL
But I will stick to URP. It is the future.
For sure, I think if you have the option it’s better to use URP
Great video! Thanks for sharing!
Sorry total newbie here, but after I install shader graph (I can only see v10.8.1) and pull up the menu. I only see Create > Shader. I don't see Create > Shader Graph. Do you know why this is? I only have black shader graph, and sub graph as options.
Which version of unity are you using? I feel like you are using an older one, shader graph is on version 11 atm
@@PabloMakes I am on 2020.3.26f1 It is an LTS version, would that be the reason?
Yeah shader graph on the built in pipeline is a brand new feature
@@PabloMakes I am using 2021.2.0a6.1011 but i also have this issue
Doesnt work for me, Shader Graph says it is installed but still is not showing up when i want to add a new ShaderGraph... For me the only way to add a lit shader graph is in the URP... any ideas why or what i did wrong?
I was wondering if you can show me how the hypnotize shader
how can i use depth fade in shader graph in Builtin? Thansk
I am using the 2020 LTS version with the built in pipeline. Will I be able to use shader graph?
idk if I'm too late on this or not, but LTS versions don't add new features unless it's like 2020 LTS -> 2021 LTS
why i cant build
Can you make a shader in the new graph editor and then import it to an older unity version?
A little bit but not for standard pipeline. For that you will need minimum this version
Love it! Game changer! But... lol Now I only have questions about Warframe Mom. My brain exploded. Please explain. I'm new around these parts. hahaha Thanks for the showcase!
When I was recording my first video I kept messing up my outro, told her jokingly she should make me one and she texted it a couple minutes later. True homie move
Bhai yaar ye build me tho chal nahi kya karu iska
+
That's smart from a marketing perspective, cuz people tend to forget how many good tools rhere are for built-in, that the original devs had no interest in updating.
Now, everyone "should" use URP ... BUT, at the end of the day some people expecially hobby-ists might just not care about performance ... thus, more options like in this case is better.
Good on Unity
ah ... my only gripe now is that we can't "Frame Debug" the shaders :(
That'd be so useful
I don’t know about it being good marketing 😅 have seen no mention of it anywhere, feel like they are trying to keep it a secret haha
@@PabloMakes lmao. That indeed sounds exactly like Unity.
I meant that studios like Geshin Impact might be more common than one would assume, still using old-hek pipelines, out of fear/lack of incentive to change it.
Facing engine limitations and other engines competition, now they have still the incentive to remain with Unity and be instantly production ready.
Why would people prefer to use SRP over URP?
Few reasons, for example you can be working on a project that has already been on built in for some time, so migration of features is tough, maybe you want to use some assets form the asset store that don’t support the newer pipelines. Or for example I have one project that is a twitch integrated game and transparent windows don’t work in URP.
@@PabloMakes That is a sound reason. Thanks. Also would you happen to know anything about tessellation in URP as a future video. I've been looking for eons, so I understand if not. No worries
I think I remember a video from MinionsArt on tessellation earlier this year, so that might be a good place to start.
@@PabloMakes yoooo, thats exactly what I was looking for. You're amazing
Awesome, she does fantastic stuff, so definitely worth keeping an eye on her content
Nice video, great showcase and editing... BUT.. Why are you so WET ?! Did you just come out of a pool or what ?
I prefer to lead a moist life
not working in LTS.
The video is about the new features in 2021.2 so no LTS
hi why you show your cats in every videos.......?????????
Cause I love them and want to share them with the world!
He controls me Ratatouille style
this depressed me so bad, i cant find any tutorial on how to make a distortion shader in SRP... everything is URP