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 You are either overwhelmed by amount of examples in the shaderlabs server or find very outdated tutorials.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.
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.
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.
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.
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!! 👏👏
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!
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!
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?
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.
@@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.
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.
@@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.
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.
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!
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)
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
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 ?
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.
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.
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
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.
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.
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.
@@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 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).
@@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
@@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!
@@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 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.
@@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!
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.
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
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?
- 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.
@@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
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!
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?
@@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
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.
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!
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?
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!
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.
Thanks so much, glad I could help!
YES I'VE BEEN WAITING FOR THIS🔥🔥🔥🔥🔥🔥
Same
Hold my slime.
Wait, scratch that, hold one of my various crafting tables.
I got zero idea but still enjoying his video.
Glad you enjoyed it!
Me too
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
Haha yeah I forgot to switch back at the end :) Glad you enjoyed it though!
Please keep this series going, this is the best shader tutorial series I've found so far.
I will!
thanks for uploading part two, i really like how you explain your videos
Thank you! Hope it is helpful!
Nothing quite like wet glossy sandstone
haha yeah its a bit overly reflective
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.
Although just a video as a Minecraft mod developer, the content is a great Resource for shader/GLSL programming.
Keep up this great series!
Thank you! I will!
Thank you for showing the entire process and sharing great resources. The way you teach is also very helpful. Thanks.
Glad it was helpful!
OMG perfect timing. I have a test in computer graphics next week and was hoping this video would come out before that. Thanks! :)
Hope I could help!
hopefully more people will start making shaders because of your hard work in creating these videos
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.
Nice! That's a great idea, best of luck with your shader!
I hope so!
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.
the way how reflections looks is EXACTLY what i been searching for since i found out about shaders
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!! 👏👏
yes, some of it changed, but the code is still recognizable
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!
@@samuelgerkin thanks, I was able to solve it in the end, can't wait to see what's coming up next from you!
0:49 Just got flashbanged
thanks for the heads up
a true hero
Come on it's not nearly that bad
This is fun to follow, I don't play minecraft myself, but it looks like a great playground for coding stuff!
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!
as someone who loves pbr materials I couldn't resist watching this
I love them too!
can't watch now as i'm about to go to bed but i'm excited for this tomorrow! thanks for another vid :)
Hope you enjoy!
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?
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.
@@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.
@@stratos2 that's very extreme... wtf
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.
@@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.
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.
Hope its helpful!
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!
@@FrozenSnowDropRoses Glad you enjoyed learning about them! It’s fun to know how games make their world appear on screen :)
I don't care about shaders, but I like your style, so I'll be checking out the rest of your videos.
Thank you!
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
Hope you do! Have fun!
This is super cool, thank you!
Your voice is very soothing
om I'm using this forever (love the progress!)
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).
I think KaupenJoe is who everyone recommends for modding tutorials. But the NeoForge docs are also very good.
@@commander3494 Thanks I’ll check it out later today
I plan to eventually! I'll have to learn it myself first though haha
I love your shaders tested them out and there fire glad to see the update
Thanks so much!
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)
Amazing I am already developing shader for Bedrock edition wanted to move to java shaders this tutorial has helped me alot
never worked with shaders. its still so easy to understand! well dome.
Thank you! Glad it was helpful!
Awesome video. Makes me wanna to create my first shader as well
Go for it! It's a great experience!
This is really interesting. I kinda want to make a shader now...
Part 3 when? :D
not sure on an exact date but I'm working on it! You should go for it, its lots of fun!
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 😂
Glad you enjoyed!
No clue what he’s saying but I am loving watching it
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
Fantastic tutorial, thank you so much!
You're welcome, thank you!
Finally!!! new vid.
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 ?
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.
Haha yeah! I'm planning on talking about the benefits of compatibility next episode. And definitely should have reduced that shadow map!
great format!
Thanks!
This is so amazing
Glad you enjoyed!
A new subscriber for that video! I just know C++ so a bit of that.
C++ is my main language right now! Thanks so much, glad you enjoyed!
oh man i love *_reflective sandstone_*
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
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.
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
Somehow this is way simpler than i thought it would be to make a shader, but also wayy more complicated
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.
These videos are awesome!!!
Thanks so much! Glad you enjoy them!
yay new video :D
Why doesn't every shaderpack use the shadow distortion? Thats just so good idea
I think most do actually!
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.
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.
@@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!
Yes that's a great next step! Glad it worked!
@@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).
@@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
"Pretended that's a Cube" IM DIEING 💀💀💀
I'm surprised how high resolution the shadows are
This video feels like the making of Minecraft 2
FINNALY I WAS WAITING FOR THIS 🔥🔥🔥
Looks alot like 2014 roblox lighting. cool!
This is very educational 👍 Your textures look weirdly reflective though, are the roughness values inverted or is this an artistic choice?
I made a few mistakes in using smoothness directly as reflectiveness that I'll fix in the next video!
I've bien waiting so long for this lmaoooo THANKS
now make a
a bi-directional transmittance distribution function
Good idea!
The "More Organizing!" section is much smaller than it actually is.
9:17
Aint that the old 2012 minecraft animation lightings
Now, showcase all of this using integrated graphics.
I should do a performance episode for sure
@@samuelgerkin That would be pretty epic, ngl.
Cool
20:21 oh only the sun. So far.
21:42 thanks for clarification
I get that it's technically impressive but i do not like the way these normals look with this resourcepack XD
Feel free to use any other resource pack too! Any labPBR resource pack will work!
Can you teach how to make emissive blocks?
That's a more advanced technique but that's the plan!
does anyone have playable shaders with only the directional lighting? It looks kinda like Minecraft story mode and looks interesting.
In the specular lights part you said we only have the sun as a light source. So no specular block light reflections?
@@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!
@@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?
@@Lampe2020 the tough part is knowing where the light source is and whether another block might be blocking it!
@@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.
@@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!
dude my computer's gonna explode, i'm doomed
I'm surprised how much linear algebra shows up in coding a shader!
when working with 3d stuff like this, linear algebra is everywhere lol
Yeah! I wish I knew how much of it did, I would have enjoyed my linear algebra class way more lol
7:30 THE MEME
Time for another 2 months till the next episode
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.
Very good catch and very good explanation on the topic! Thanks, I glossed over that part too quickly and inaccurately!
im glad im sick at home today
There are ADS!
A - Ambient Light
D - Diffuse Light
S - Specular Light
Ive always wondered, how do people know how to code complex stuff?
Start with learning to code simple stuff, then slowly start putting the simple stuff together until it looks complex!
So this is how to make a shader in Minecraft😮
“realistic” ahh, yes, love seeing some plastic grass in the morning
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
34:53 man that happens to me way too much hahaha
Haha too often
Can you make it so torches and other block-lights also cast shadows ?
This is very hard to do, and requires use of a lot of different methods out of the scope of beginner tutorials.
It will be difficult and performance intensive, but that's the plan :)
my pc suffers just rendering the video, let alone the actual shaders
I loved the part where he said normal
IVE ALWAYS WANTED TO KNOW HOW SHADOWS ARE RENDERED! Withought ray tracing, or wothought shadow baking.
watching this short circuited my b rain
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?
- 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.
@@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
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!
@@samuelgerkin i see. Waiting for the new episodes
it’s beautiful but why is grass shiny?
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?
@@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
PC: 🔥
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.
For sure! I know there is a program already that (without ai) generates normals from colored surfaces boundingboxsoftware.com/materialize/
👍
Can you add caustics to the light?
have you ever looked into vanilla shaders?
Not too much, but what I've seen has been cool!
is there gonna be another shaders update soon?
It’s in progress, lost some footage to corruption but it’s still coming!
Ohhhh my pcc
wait can we use the sun light thing for block light also?
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!
"realistic material lighting"
You made everything glossy
Where could I get this amazing shader?
@@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
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.
Only the normal map I believe (the shadows positions are offset along the normal)
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?
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!
those are nice words funny man =v=)