I added Realistic Material Lighting to Minecraft - Code Your Own Shader Part 2

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  • Опубліковано 9 лис 2024
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КОМЕНТАРІ • 245

  • @MrFunny01
    @MrFunny01 2 місяці тому +123

    These series are priceless. You are either overwhelmed by amount of examples in the shaderlabs server or find very outdated tutorials. Here you see what does what. After this video I can comfortably understand examples from shaderlabs.

    • @samuelgerkin
      @samuelgerkin  Місяць тому +9

      Thanks so much, glad I could help!

  • @danielcurlyoc
    @danielcurlyoc 2 місяці тому +98

    YES I'VE BEEN WAITING FOR THIS🔥🔥🔥🔥🔥🔥

    • @JonasCorner
      @JonasCorner 2 місяці тому +4

      Same

    • @CastleRene
      @CastleRene 2 місяці тому +4

      Hold my slime.

    • @CastleRene
      @CastleRene 2 місяці тому +4

      Wait, scratch that, hold one of my various crafting tables.

  • @zaceziedane45
    @zaceziedane45 2 місяці тому +52

    I got zero idea but still enjoying his video.

  • @SpacEagle17
    @SpacEagle17 2 місяці тому +114

    As a shader dev, this was a great video to watch! But wow was it painful seeing that high res shadow resolution, RIP performance :p

    • @samuelgerkin
      @samuelgerkin  Місяць тому +13

      Haha yeah I forgot to switch back at the end :) Glad you enjoyed it though!

  • @Chamarel
    @Chamarel 2 місяці тому +18

    Please keep this series going, this is the best shader tutorial series I've found so far.

  • @francoyaco240
    @francoyaco240 2 місяці тому +43

    thanks for uploading part two, i really like how you explain your videos

    • @samuelgerkin
      @samuelgerkin  Місяць тому +1

      Thank you! Hope it is helpful!

  • @Verchiel_
    @Verchiel_ 2 місяці тому +43

    Nothing quite like wet glossy sandstone

    • @samuelgerkin
      @samuelgerkin  Місяць тому +7

      haha yeah its a bit overly reflective

    • @Jonathan-rw8uw
      @Jonathan-rw8uw Місяць тому +4

      Yeah I wish someone would just make something that actually looks good. Everyone seems to be brainwashed into thinking the more reflective it is, the better it looks. That metal at 1:00:25 is atrocious.

  • @訓練された鶏
    @訓練された鶏 15 днів тому +1

    Although just a video as a Minecraft mod developer, the content is a great Resource for shader/GLSL programming.
    Keep up this great series!

  • @sirhoog8321
    @sirhoog8321 2 місяці тому +8

    Thank you for showing the entire process and sharing great resources. The way you teach is also very helpful. Thanks.

  • @timv.2683
    @timv.2683 2 місяці тому +4

    OMG perfect timing. I have a test in computer graphics next week and was hoping this video would come out before that. Thanks! :)

  • @cleverman383
    @cleverman383 2 місяці тому +7

    hopefully more people will start making shaders because of your hard work in creating these videos

    • @DigitalJedi
      @DigitalJedi 2 місяці тому +3

      I'm finally doing my first because of this. I've been following along to learn how things work, but I started from scratch on the actual code so I can organize it how I want.

    • @samuelgerkin
      @samuelgerkin  Місяць тому +1

      Nice! That's a great idea, best of luck with your shader!

    • @samuelgerkin
      @samuelgerkin  Місяць тому +1

      I hope so!

  • @LiamNajor
    @LiamNajor Місяць тому +1

    As someone who was struggling with the concepts tryingnto write shaders for my game engine, this series is shaping up to be the best resource I have found.

  • @xj58
    @xj58 17 днів тому

    the way how reflections looks is EXACTLY what i been searching for since i found out about shaders

  • @Xa31er
    @Xa31er 2 місяці тому +12

    Did any part of the code change inbetween videos? I'm following along and you seem to have different code then me. Thank you so much for doing this series, people who are willing to spend their time and resources like this to teach other people are hard to find. The way you explain things is very good, and I don't feel overwhelmed with all the info. Keep it going!! 👏👏

    • @חננאלרועיארבל
      @חננאלרועיארבל 2 місяці тому +3

      yes, some of it changed, but the code is still recognizable

    • @samuelgerkin
      @samuelgerkin  Місяць тому +1

      Yes, apologies for the inconsistencies. There were some mistakes I made while editing that made different code appear where it shouldn't. But if you focus on the main code I'm talking about as I go you should be good!

    • @Xa31er
      @Xa31er Місяць тому +1

      @@samuelgerkin thanks, I was able to solve it in the end, can't wait to see what's coming up next from you!

  • @gdcookieoop
    @gdcookieoop Місяць тому +11

    0:49 Just got flashbanged

  • @MLWJ1993
    @MLWJ1993 2 місяці тому +4

    This is fun to follow, I don't play minecraft myself, but it looks like a great playground for coding stuff!

    • @samuelgerkin
      @samuelgerkin  Місяць тому +3

      It really is! especially since you can so easily place different materials in different places for whatever graphics thing you're testing out at the time!

  • @404-AnimationYT
    @404-AnimationYT Місяць тому +2

    as someone who loves pbr materials I couldn't resist watching this

  • @rasberrypies
    @rasberrypies 2 місяці тому +5

    can't watch now as i'm about to go to bed but i'm excited for this tomorrow! thanks for another vid :)

  • @stratos2
    @stratos2 2 місяці тому +8

    Awesome, teaching graphics programming and mc shaders in an easy to understand way.
    In a future video, could you perhaps also cover why create mod kinetics wreck shader performance and how that could possibly be avoided?

    • @jbritain
      @jbritain 2 місяці тому +1

      I've never used create with shaders but if this is a common issue, I doubt this is something that could be avoided. Shaders just take in vertices and render them, the kind of vertex it's taking in doesn't really change much.

    • @stratos2
      @stratos2 2 місяці тому

      @@jbritain It may be a lower level issue then, but when using shaders I get about 150 or so FPS with 16 chunk render distance and DH. If I get close to create mod machinery my FPS drops to 15. This seemingly happens with any shader, and is only minorly improved with the flywheel iris compat mod.

    • @commander3494
      @commander3494 2 місяці тому

      @@stratos2 that's very extreme... wtf

    • @samuelgerkin
      @samuelgerkin  Місяць тому +1

      Very strange, I haven't used that mod before so I'm not sure. Maybe the machinery has significantly more vertices, but even then it shouldn't drop by that much.

    • @stratos2
      @stratos2 Місяць тому +1

      @@samuelgerkin I don't know what causes it either, perhaps it's flywheel, the batching/instancing engine create uses to render. Flywheel automatically disables itself with shaders on, but iris flywheel compat fixes that. That improved performance, but it is still atrocious even with it.

  • @alefnull
    @alefnull 2 місяці тому +7

    finally! i've been waiting for this for so long lol. looking forward to following along with this when i get the time. thanks for your hard work in making this so digestible for dum dums like me.

  • @FrozenSnowDropRoses
    @FrozenSnowDropRoses 29 днів тому +1

    I don't create or modify shaders or know any coding but I really enjoy using them and messing around with the options in Optifine to take nice screenshots of my builds - this is so cool to know. I'm curious about shaders in other games too, now. cheers!

    • @samuelgerkin
      @samuelgerkin  29 днів тому

      @@FrozenSnowDropRoses Glad you enjoyed learning about them! It’s fun to know how games make their world appear on screen :)

  • @BinaryWhale
    @BinaryWhale Місяць тому +1

    I don't care about shaders, but I like your style, so I'll be checking out the rest of your videos.

  • @Jerdeeen
    @Jerdeeen 2 місяці тому +1

    Crazy I found your last video yesterday and was like damn that's awesome no part 2 yet but lo and behold I think I might have to actually do this

  • @ftrouge8189
    @ftrouge8189 2 місяці тому +1

    This is super cool, thank you!

  • @bodyblend
    @bodyblend Місяць тому +1

    Your voice is very soothing

  • @This1Dude.0
    @This1Dude.0 Місяць тому

    om I'm using this forever (love the progress!)

  • @Blue-the-broke
    @Blue-the-broke 2 місяці тому +2

    absolutely love this series, but I would also love it if you were to make a series about making small mc mods (also explain it lol).

    • @commander3494
      @commander3494 2 місяці тому +1

      I think KaupenJoe is who everyone recommends for modding tutorials. But the NeoForge docs are also very good.

    • @Blue-the-broke
      @Blue-the-broke 2 місяці тому

      @@commander3494 Thanks I’ll check it out later today

    • @samuelgerkin
      @samuelgerkin  Місяць тому +1

      I plan to eventually! I'll have to learn it myself first though haha

  • @PeytonGaming526
    @PeytonGaming526 2 місяці тому +1

    I love your shaders tested them out and there fire glad to see the update

  • @gabelster3729
    @gabelster3729 23 дні тому

    I knew linear algebra was one of those classes I needed to deeply learn THE MOMENT I heard about how deep it delved into vectors, and this proves it.
    (I’m a software engineer)

  • @Winds-p3d
    @Winds-p3d Місяць тому

    Amazing I am already developing shader for Bedrock edition wanted to move to java shaders this tutorial has helped me alot

  • @vk8a8
    @vk8a8 2 місяці тому +2

    never worked with shaders. its still so easy to understand! well dome.

    • @samuelgerkin
      @samuelgerkin  Місяць тому +1

      Thank you! Glad it was helpful!

  • @invalidcode1006
    @invalidcode1006 2 місяці тому +1

    Awesome video. Makes me wanna to create my first shader as well

    • @samuelgerkin
      @samuelgerkin  Місяць тому

      Go for it! It's a great experience!

  • @temanor
    @temanor 2 місяці тому +3

    This is really interesting. I kinda want to make a shader now...
    Part 3 when? :D

    • @samuelgerkin
      @samuelgerkin  Місяць тому +1

      not sure on an exact date but I'm working on it! You should go for it, its lots of fun!

  • @lordrico5988
    @lordrico5988 19 днів тому

    I’ve never written a string of code before let alone create a shaders for a game, but I watched this whole video through the end 😂

  • @Matthew73326
    @Matthew73326 2 місяці тому +1

    No clue what he’s saying but I am loving watching it

    • @samuelgerkin
      @samuelgerkin  Місяць тому

      Haha glad you enjoyed! Might be worth another watch to help learn the concepts :) there's some complex ray tracing videos I've watched like 20 times lol

  • @SuperLlama88888
    @SuperLlama88888 2 місяці тому +1

    Fantastic tutorial, thank you so much!

  • @Taimoor.
    @Taimoor. 2 місяці тому +1

    Finally!!! new vid.

  • @guillaumegauthier8806
    @guillaumegauthier8806 26 днів тому

    These videos are a pillar for learning minecraft shaders, and it has the bonus of showing Distant Horizons settings too ! you're a savior ! I'm trying to implement distant horizons compatibility to a non compatible shader and your vids saved me, only thing remaining is the implementation of the reflective water ! Do you have an idea of when your next video is scheluded ?

  • @jbritain
    @jbritain 2 місяці тому +1

    Great tutorial! Couple of criticisms:
    Now you've got shadow distortion implemented, you should probably have reduced the shadow map resolution, 8192 is pretty damn large.
    Also, obligatory complaint about using the core profile.

    • @samuelgerkin
      @samuelgerkin  Місяць тому

      Haha yeah! I'm planning on talking about the benefits of compatibility next episode. And definitely should have reduced that shadow map!

  • @LeandroSQ01
    @LeandroSQ01 2 місяці тому +1

    great format!

  • @blackstone12
    @blackstone12 2 місяці тому +1

    This is so amazing

  • @HamzaElashry.h
    @HamzaElashry.h 2 місяці тому +2

    A new subscriber for that video! I just know C++ so a bit of that.

    • @samuelgerkin
      @samuelgerkin  Місяць тому

      C++ is my main language right now! Thanks so much, glad you enjoyed!

  • @turkey_sandwhich
    @turkey_sandwhich Місяць тому

    oh man i love *_reflective sandstone_*

  • @Jacob_Animates
    @Jacob_Animates Місяць тому

    This is the most nerdy thing I've ever seen, its so me fr. I feel that I would love this video if I knew how to code though

  • @wibiz9657
    @wibiz9657 Місяць тому

    Very cool, though I would've liked to have seen some different locations for the sun to see some different shadow angles. Also, it does seem a little unnatural to have the shadows have the same tilt, since the sun is a point in space and not just a wall of light, but I fully trust your judgement and skills to make it a little better.

  • @חננאלרועיארבל
    @חננאלרועיארבל 2 місяці тому +2

    Awesome video! From what I've seen, it looks like just getting vaNormal from the vertex shader also gives you the world space normals. Why not just use vaNormal instead of multiplying geoNormal with the matrices(and possibly sacrificing some small amount of performance)?
    EDIT: it's because the hand item vaNormals don't change when looking in different directions

  • @SpiderTodd
    @SpiderTodd Місяць тому

    Somehow this is way simpler than i thought it would be to make a shader, but also wayy more complicated

  • @pdbsstudios7137
    @pdbsstudios7137 Місяць тому

    Samuel Gerkin your explaining is as good as a gymnastics teacher trying to explain alchemy but atleast you try which is good, keep trying, eventually people will be able to undesrtand.

  • @BobisHERE
    @BobisHERE 2 місяці тому +1

    These videos are awesome!!!

    • @samuelgerkin
      @samuelgerkin  Місяць тому

      Thanks so much! Glad you enjoy them!

  • @Eglijohn
    @Eglijohn 2 місяці тому +1

    yay new video :D

  • @Henrix1998
    @Henrix1998 Місяць тому +3

    Why doesn't every shaderpack use the shadow distortion? Thats just so good idea

  • @NightCloak
    @NightCloak 2 місяці тому +2

    Nice. I'm following this entire project through to get a gist on shaders. The shadows looks a bit too sharp, so I added a bit of a gaussian blur to them and added diffusion to shadow edges so they're a bit more softer.

    • @jbritain
      @jbritain 2 місяці тому +2

      You might want to look into percentage closer filtering as a way to get soft shadows. Essentially you just take multiple shadow samples in a radius around the original position and average them.

    • @NightCloak
      @NightCloak 2 місяці тому +4

      @@jbritain I added PCF to both my colored and non-colored shadows based on some chapter I found on nvidia's website. Looks much better that whatever I did before. Thanks!

    • @samuelgerkin
      @samuelgerkin  Місяць тому +1

      Yes that's a great next step! Glad it worked!

    • @NightCloak
      @NightCloak Місяць тому +1

      @@samuelgerkin I'm glad as well. Also, one more thing. I was going through the daybreak 0.2v, and it appears that all metals are black at night. It's an easy fix though, just have to multiply rhoD by a small amount rather than 0 (this was just bugging me).

    • @samuelgerkin
      @samuelgerkin  Місяць тому +1

      @@NightCloak That was intentional actually, to have metals have all their color from reflections, but that is a great way to give them some color, especially since a lot of color that would be there is absent due to the limitations of screen space reflections

  • @VladislavAindrea-07
    @VladislavAindrea-07 29 днів тому

    "Pretended that's a Cube" IM DIEING 💀💀💀

  • @stopmotionsuperstar2209
    @stopmotionsuperstar2209 Місяць тому +1

    I'm surprised how high resolution the shadows are

  • @bryanjamesgermones
    @bryanjamesgermones Місяць тому

    This video feels like the making of Minecraft 2

  • @jessyy12
    @jessyy12 2 місяці тому +1

    FINNALY I WAS WAITING FOR THIS 🔥🔥🔥

  • @yamandoesstuff9755
    @yamandoesstuff9755 24 дні тому

    Looks alot like 2014 roblox lighting. cool!

  • @antonpieper
    @antonpieper 2 місяці тому

    This is very educational 👍 Your textures look weirdly reflective though, are the roughness values inverted or is this an artistic choice?

    • @samuelgerkin
      @samuelgerkin  Місяць тому +1

      I made a few mistakes in using smoothness directly as reflectiveness that I'll fix in the next video!

  • @YanissELT
    @YanissELT 2 місяці тому +1

    I've bien waiting so long for this lmaoooo THANKS

  • @MACMAN2003
    @MACMAN2003 Місяць тому +1

    now make a
    a bi-directional transmittance distribution function

  • @xoxogamewolf7585
    @xoxogamewolf7585 20 днів тому

    The "More Organizing!" section is much smaller than it actually is.

  • @vennstudios9885
    @vennstudios9885 2 місяці тому

    9:17
    Aint that the old 2012 minecraft animation lightings

  • @luislebronaponte2737
    @luislebronaponte2737 2 місяці тому +1

    Now, showcase all of this using integrated graphics.

  • @Speed001
    @Speed001 2 місяці тому +1

    Cool
    20:21 oh only the sun. So far.
    21:42 thanks for clarification

  • @TheBluffStudios
    @TheBluffStudios 2 місяці тому +4

    I get that it's technically impressive but i do not like the way these normals look with this resourcepack XD

    • @samuelgerkin
      @samuelgerkin  Місяць тому

      Feel free to use any other resource pack too! Any labPBR resource pack will work!

  • @brayangames5062
    @brayangames5062 Місяць тому +2

    Can you teach how to make emissive blocks?

    • @samuelgerkin
      @samuelgerkin  Місяць тому +1

      That's a more advanced technique but that's the plan!

  • @Rekotti
    @Rekotti 26 днів тому +1

    does anyone have playable shaders with only the directional lighting? It looks kinda like Minecraft story mode and looks interesting.

  • @Lampe2020
    @Lampe2020 28 днів тому +2

    In the specular lights part you said we only have the sun as a light source. So no specular block light reflections?

    • @samuelgerkin
      @samuelgerkin  28 днів тому +1

      @@Lampe2020 unfortunately those are very hard to get since light blocks can be anywhere in the world, so you need all the world data in the shader to look for them. But they’re possible, and I’m looking into ways to add them in an upcoming video!

    • @Lampe2020
      @Lampe2020 28 днів тому +1

      @@samuelgerkin
      I'm not at all knowledgeable about any of this, but would just be rendering the rgb light intensity from each light source 360° looking from the triangle's center work? Or would that be too computationally intense?

    • @samuelgerkin
      @samuelgerkin  28 днів тому +1

      @@Lampe2020 the tough part is knowing where the light source is and whether another block might be blocking it!

    • @Lampe2020
      @Lampe2020 28 днів тому +1

      @@samuelgerkin
      That's what I meant with rendering from the triangle's perspective, as only light sources that can hit the triange would be visible to it. But I think it would be too computationally expensive to render the world from billions of different perspectives.

    • @samuelgerkin
      @samuelgerkin  28 днів тому +1

      @@Lampe2020 oh, you mean like the sun! yes unfortunately that would be too expensive. An approximation that could be done is taking limited images of the world and interpolating between them or ray tracing, but unfortunately images can't be taken with the shaders we have now without a special mod for minecraft that handles rendering differently. But ray tracing can be done! I've gotten it to work before with that!

  • @DJtheDestroyer537
    @DJtheDestroyer537 Місяць тому

    dude my computer's gonna explode, i'm doomed

  • @Gotsten
    @Gotsten 2 місяці тому +1

    I'm surprised how much linear algebra shows up in coding a shader!

    • @A2music
      @A2music 2 місяці тому +1

      when working with 3d stuff like this, linear algebra is everywhere lol

    • @samuelgerkin
      @samuelgerkin  Місяць тому

      Yeah! I wish I knew how much of it did, I would have enjoyed my linear algebra class way more lol

  • @deleted_handle
    @deleted_handle Місяць тому

    7:30 THE MEME

  • @doveShampoo1111
    @doveShampoo1111 2 місяці тому

    Time for another 2 months till the next episode

  • @DreadKyller
    @DreadKyller 2 місяці тому +4

    It's worth noting the explanation at 1:00 isn't entirely correct, you draw the normal for each vertex going off at an angle. If this was the case the faces would have smooth lighting, as the normal is indeed interpolated between the vertices, which means the closer you get to a vertex the more the fragment's normal value becomes equal to the value of the vertex. You say "Interpolated = Averaged" which isn't correct, interpolating two values does not mean getting the average of them, but blending from one value to the other based on how far between the different values you are, the value is not constant across the entire surface (For example, UVs are interpolated and if the value for fragments was just an average of the vertex values you'd get the same UV for all fragments) of a triangle unless the vertices share the same value, because interpolating between 1 and 1 will result in 1 no mater where you sample. Rendering hard lighting like what's being done in Minecraft requires that all 8 of those corners that compose the cube, actually have 3 vertices each, one for each of the 3 faces it's apart of, and each triangle uses the appropriate vertex, so for a triangle on the top face, all 3 vertices that comprise that face all have a normal facing directly upwards.

    • @samuelgerkin
      @samuelgerkin  Місяць тому

      Very good catch and very good explanation on the topic! Thanks, I glossed over that part too quickly and inaccurately!

  • @eggseatpegs
    @eggseatpegs 2 місяці тому +3

    im glad im sick at home today

  • @xoxogamewolf7585
    @xoxogamewolf7585 18 днів тому

    There are ADS!
    A - Ambient Light
    D - Diffuse Light
    S - Specular Light

  • @bunger5609
    @bunger5609 2 місяці тому +1

    Ive always wondered, how do people know how to code complex stuff?

    • @samuelgerkin
      @samuelgerkin  Місяць тому

      Start with learning to code simple stuff, then slowly start putting the simple stuff together until it looks complex!

  • @Remon2708
    @Remon2708 Місяць тому

    So this is how to make a shader in Minecraft😮

  • @picklesoul6511
    @picklesoul6511 Місяць тому

    “realistic” ahh, yes, love seeing some plastic grass in the morning

    • @picklesoul6511
      @picklesoul6511 Місяць тому

      the idea and the technology is still cool though. It’s just that no way you’re calling it realistic when your dirt, grass and stone have the same light reflective properties

  • @commander3494
    @commander3494 2 місяці тому +1

    34:53 man that happens to me way too much hahaha

  • @chaosgoblin
    @chaosgoblin 2 місяці тому +1

    Can you make it so torches and other block-lights also cast shadows ?

    • @jbritain
      @jbritain 2 місяці тому +1

      This is very hard to do, and requires use of a lot of different methods out of the scope of beginner tutorials.

    • @samuelgerkin
      @samuelgerkin  Місяць тому +1

      It will be difficult and performance intensive, but that's the plan :)

  • @santiagoandreshales8630
    @santiagoandreshales8630 Місяць тому

    my pc suffers just rendering the video, let alone the actual shaders

  • @AJsWorld
    @AJsWorld 2 місяці тому

    I loved the part where he said normal

  • @Wheatly_Portal2
    @Wheatly_Portal2 Місяць тому

    IVE ALWAYS WANTED TO KNOW HOW SHADOWS ARE RENDERED! Withought ray tracing, or wothought shadow baking.

  • @siravyaverageyoutuber5802
    @siravyaverageyoutuber5802 Місяць тому

    watching this short circuited my b rain

  • @yusufgurdal07
    @yusufgurdal07 2 місяці тому +1

    Is it possible to mix the stained glass shadow colors and also get reflection of things out of camera view like in bedrock RTX? And lastly is there a way to calculate shadows according to the torchlight without ray tracing?

    • @jbritain
      @jbritain 2 місяці тому

      - no
      - no
      - no
      At least not with a lot more work. These things are all doable in a shader but not without use of different techniques to the ones used in these tutorials.
      Also, raytracing is something all GPUs can do. There's a difference between hardware RT and raytracing.

    • @yusufgurdal07
      @yusufgurdal07 2 місяці тому

      ​@@jbritain I tried to implement some ray tracing codes to a minecraft shader. Either they didn't work or it was too hard to do for me. I also tried to look for other ray tracing shader codes but they were too complicated and veriables were named randomly to reduce readability. So i want to make a rasterized shader that looks close to ray traced shader. I know its not possible just with these tutorials. But if there is a way I want to try, if it isn't I don't want to waste my time

    • @samuelgerkin
      @samuelgerkin  Місяць тому +1

      Ray traced world space reflections and blocklight shadows are possible with ray tracing through Minecraft's rasterization pipeline, but it is very difficult! You have to kind of "hack" the shaders to make them raytrace since that's not what they were intended to do. But its possible! I created a ray traced shader before and I plan to make that an upcoming episode of the series after finishing the more basics of shaders!

    • @yusufgurdal07
      @yusufgurdal07 Місяць тому

      @@samuelgerkin i see. Waiting for the new episodes

  • @sugarrushjoe3621
    @sugarrushjoe3621 2 місяці тому +1

    it’s beautiful but why is grass shiny?

  • @SrijanMurai
    @SrijanMurai Місяць тому

    Hello, I really enjoy this series that you are making, but I am currently stuck with a problem; the specular doesn't world as its supposed to. When I use specular.b, it makes the gold blocks in my world have specular, but for other metals and other blocks it dulls the color. the specular doesn't work when I use the specular.r value. Any help?

    • @samuelgerkin
      @samuelgerkin  Місяць тому

      @@SrijanMurai the specular.b is the reflectance and metallic, so that’s why it’s only bright for metals. But specular.r should be the perceptual smoothness if you’re using a labpbr texture pack. Not sure what’s wrong with that one. Maybe check this page and make sure you’re converting it? shaderlabs.org/wiki/LabPBR_Material_Standard

  • @gumsr223
    @gumsr223 15 днів тому

    PC: 🔥

  • @shiccup
    @shiccup 2 місяці тому +1

    awesome! i am into stable diffusion and ive seen there are some ai tools that can create normals without too much work. I was looking into this myself but I am not super familiar with normals and making texture packs or all this lighting stuff so was having trouble but curious if youd be interested in ai generated normals.

    • @samuelgerkin
      @samuelgerkin  Місяць тому

      For sure! I know there is a program already that (without ai) generates normals from colored surfaces boundingboxsoftware.com/materialize/

  • @SimplexonYt
    @SimplexonYt 2 місяці тому +1

    👍

  • @Upslash_official
    @Upslash_official Місяць тому

    Can you add caustics to the light?

  • @matteofeyaerts
    @matteofeyaerts 2 місяці тому +1

    have you ever looked into vanilla shaders?

    • @samuelgerkin
      @samuelgerkin  Місяць тому

      Not too much, but what I've seen has been cool!

  • @ThatGamerTom5657
    @ThatGamerTom5657 6 днів тому

    is there gonna be another shaders update soon?

    • @samuelgerkin
      @samuelgerkin  3 дні тому

      It’s in progress, lost some footage to corruption but it’s still coming!

  • @WilliamMin-mz7fn
    @WilliamMin-mz7fn Місяць тому

    Ohhhh my pcc

  • @FyonixYT
    @FyonixYT 2 місяці тому

    wait can we use the sun light thing for block light also?

    • @samuelgerkin
      @samuelgerkin  Місяць тому

      Sadly, no, the shadowLightDirection only tells us where the sun is, not where a block that emits light is. Since players can place blocks that emit light anywhere in the world, we would need all the world geometry to know that. There is a way to get it by "hacking" the shadow stage which I will go through in a future video, but it is complex!

  • @bignerd3783
    @bignerd3783 Місяць тому

    "realistic material lighting"
    You made everything glossy

  • @JoeLast-q1j
    @JoeLast-q1j 23 дні тому

    Where could I get this amazing shader?

    • @samuelgerkin
      @samuelgerkin  23 дні тому

      @@JoeLast-q1j here! ua-cam.com/users/redirect?event=video_description&redir_token=QUFFLUhqbWFuMmR1TU14RmxJa211RlNsRl9vMjUzbndQUXxBQ3Jtc0ttdUFPX18xOEZ3NUZRZ01yLXZXc1ljQTdiMkJqNTkwVjZnaUcwRkdBcTJVSnJqWkV0SjhkSVhXMGdWNDFSeFVxbHlYMWFBQVZzcE1UWWlVYThnUGctM3RQUml3Ul8yblkzTnJXZXFyZVg5c2tacVFaQQ&q=https%3A%2F%2Fmodrinth.com%2Fshader%2Fdaybreak-shader%2Fversions&v=HHMJevNEYPc

  • @Bob30854
    @Bob30854 15 днів тому

    Is the distance horizons code,ssr and normal map code required for the shadows to work?because i tried with out them amd it didnt work.

    • @samuelgerkin
      @samuelgerkin  3 дні тому

      Only the normal map I believe (the shadows positions are offset along the normal)

  • @diamondcraftmusic1005
    @diamondcraftmusic1005 Місяць тому

    im stuck rn at the end of the simple specular calculations and im having the problem that specular is only visible when my screen shakes because of bobbing
    how can i fix it?
    or what did i miss?

    • @samuelgerkin
      @samuelgerkin  Місяць тому

      Sounds like a space conversion error, where some term is in the wrong space. Try double checking your space conversions against the space conversion chart in the description!

  • @Yuuni_Shiroza
    @Yuuni_Shiroza 14 днів тому

    those are nice words funny man =v=)