This is one of the few times in my several years of learning Unity that I followed a tutorial and the end result was EXACTLY what I wanted. Great job, and thank you! Most of this went over my head, but it actually made me want to learn more about shader graph now.
Hey - I've tried out the dither shader before and noticed that shadows also dither. Any idea how to handle that where the mesh dithers but not the shadow?
I don't think this is something you could do in Shader Graph (it's probably impossible? but I can't say for sure), but I think if you did this in a code-based shader, you would potentially have more control over the shadow caster pass. I haven't looked into this before, and I'm not 100% sure what happens when you clip something in the 'regular' pass and try not to in the shadow caster pass, but maybe I'll have a play around with this myself at some point!
I love unity's dither node but I always thought the steps were too limited for smooth transitions. Maybe instead of using the dither node one could make a more complex (with more greyscale steps) texture and use it with a step node instead?
Yep, definitely a valid way to do it! The Dither node uses a 4x4 repeating pattern so if you want a more fine-tuned transition you could use an 8x8 texture or something.
This is one of the few times in my several years of learning Unity that I followed a tutorial and the end result was EXACTLY what I wanted. Great job, and thank you! Most of this went over my head, but it actually made me want to learn more about shader graph now.
I was crying because a 3D model that I was using was acting really weird when using the transparent Rendering Mode. You have SAVED my life.
Thanks! Just what I needed
Hey - I've tried out the dither shader before and noticed that shadows also dither.
Any idea how to handle that where the mesh dithers but not the shadow?
I don't think this is something you could do in Shader Graph (it's probably impossible? but I can't say for sure), but I think if you did this in a code-based shader, you would potentially have more control over the shadow caster pass. I haven't looked into this before, and I'm not 100% sure what happens when you clip something in the 'regular' pass and try not to in the shadow caster pass, but maybe I'll have a play around with this myself at some point!
you have to use TAA in unity. lots of downsides to that. on the bright side it will make the transparency even better.
Excelent, thank you bro.
Very helpful.
Very good !
I love unity's dither node but I always thought the steps were too limited for smooth transitions. Maybe instead of using the dither node one could make a more complex (with more greyscale steps) texture and use it with a step node instead?
Yep, definitely a valid way to do it! The Dither node uses a 4x4 repeating pattern so if you want a more fine-tuned transition you could use an 8x8 texture or something.
Thank you, this is great!
Amazing. so could help me change the shader to apply the dittering using the camera distance?
how would you make it dither if the camera is clipping with the object?
Make More Video About Unity Shader Graph! & Make A New Shader!! ❤️
honk
TA Hero