FORCE FIELD in Unity - SHADER GRAPH

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  • Опубліковано 2 жов 2024

КОМЕНТАРІ • 786

  • @ujjainsagar237
    @ujjainsagar237 2 роки тому +294

    the LWRP is now known as URP (universal render pipeline), pbr graph is now lit shader graph, in the graph inspector of vertex you can find option for surface type, vector 1 is float.

    • @emilthe1stking
      @emilthe1stking 2 роки тому +9

      Do you know where you can set the Depth Texture? (Talked about at 2:45)

    • @LoadingCodex
      @LoadingCodex 2 роки тому +5

      @@emilthe1stking Look in the URP Pipeline Asset :)

    • @howl2339
      @howl2339 2 роки тому +7

      WOW, i have been searching for PBR graph for DAYS!!!
      THANKS

    • @aldairreis3571
      @aldairreis3571 2 роки тому +2

      You're an angel, thanks dude.

    • @kanethedev
      @kanethedev 2 роки тому +1

      This is so helpful. You're a legend. Thanks!

  • @Ubayla
    @Ubayla 5 років тому +630

    Small clarity mistake, the One Minus node does not multiply everything by negative one, it returns 1 - INPUT.
    It's the desired effect in this case, but still, something to clarify.

    • @mati_abc
      @mati_abc 5 років тому +3

      Could you use something like "not" logic gate to replace it?

    • @quasar4780
      @quasar4780 5 років тому +17

      @@mati_abc There is a Negate Node that does the job :)

    • @sakari_119
      @sakari_119 5 років тому

      Quasar47 nice

    • @mati_abc
      @mati_abc 5 років тому +4

      yeah that's pretty much like it, thanks @@quasar4780

    • @benciccarelli6486
      @benciccarelli6486 5 років тому +6

      Well it does multiply by negative 1, but then it adds 1 to the output

  • @cuauth
    @cuauth 4 роки тому +136

    in newer versions you will have AlphaClipThreshold on the PBR node, set that property to 0 and should work as expected in this video :) (At least for the alpha gradient on forceshield hit on other objects)

    • @michaelallen4331
      @michaelallen4331 4 роки тому +9

      bbbbbbbbbbbbrrrrrrrrrrrro thank

    • @DustinGrahamCA
      @DustinGrahamCA 4 роки тому +4

      Ah ha, this was the problem I was running into. It was completely invisible previously. Hah, thanks!

    • @angeldiaz7554
      @angeldiaz7554 4 роки тому +3

      You saved my day!
      thanks a lot!

    • @PoyanPourshian
      @PoyanPourshian 4 роки тому +1

      Thanks!

    • @RobertGercia
      @RobertGercia 4 роки тому +4

      3 hours just to figure out how to solve this. Countless of re-doing the tutorial and you saved me. This comment should go up. Thanks!

  • @zallesyn4686
    @zallesyn4686 Рік тому +45

    for those who added emission and found the entire sphere glowy, make sure in the graph inspector to check off "preserve specular lighting"

    • @demonicbane6499
      @demonicbane6499 Рік тому

      Hey which version of unity are you using? I am having this glowy effect and I am not able to find this check box.

    • @zallesyn4686
      @zallesyn4686 Рік тому

      i am on a 2018 version, but its the latest shadergraph version. not sure if it changes much, sorry. anyway it's the setting that keeps refpections on. when you unplug emission the sphere was not invisible, just transparent like a bubble with the sun highlight and all. if it's like with yours too we might have had the same problem

    • @arunprakasam7603
      @arunprakasam7603 Рік тому

      Thanks... i got it... unity version 2022.14

    • @danieles6684
      @danieles6684 Рік тому

      Thank you! Can't believe this comment isn't more upvoted.

    • @Inf4mousKidGames
      @Inf4mousKidGames Рік тому +2

      thanks for this I had to do some digging in the 2022 LTS until I found it
      for those of you wondering it's in the "graph inspector" under "graph setting"

  • @MythicLegionDev
    @MythicLegionDev 4 роки тому +117

    To those trying to use this in HDRP and getting weird results - follow the same steps as Brakeys, but plug your emission color into the Albedo slot on the PBR Master node as well as the Emission node. For even better results, create an HDRP/Unlit node, plug the emission color into Emission and Color, and plug in the alpha just like the PBR Master node, click on the gear on the Unlit Master node and change surface type to transparent, and finally - right click on the Unlit Master node and checkmark Set Active. As a side note you might need to reset the material you made using with the tiny gear in the upper right corner of the inspector to apply changes made in Shader Graph. Hope that helps anyone having trouble like I did!

    • @Yarguiable
      @Yarguiable 4 роки тому +2

      Holy shit, thank you so much for this. I was struggling to find the correct settings for HDRP! You tha man!

    • @raduandrei2190
      @raduandrei2190 4 роки тому +4

      i tried all this and still got a wonky result. also doesn't interact with the terrain :/

    • @k3v352
      @k3v352 4 роки тому +1

      I love you sooo much, thank your for this, it finally works!!!!

    • @JeanPaulB
      @JeanPaulB 4 роки тому

      I got nothing, either, was happy for a moment when I saw your reply, but all I get is just a translucent sphere. Do you have any more pointers on this? :/

    • @DavidTheron
      @DavidTheron 3 роки тому

      what a legend, thanks!

  • @sykoo
    @sykoo 5 років тому +257

    Your graphs look so clean lol, mine look really confusing at around 20-ish nodes.

    • @benjidawes3935
      @benjidawes3935 5 років тому +21

      He should just make a video on how to organize shader graphs

    • @sykoo
      @sykoo 5 років тому +33

      @@benjidawes3935 No kidding, I'd watch

    • @tmaow
      @tmaow 5 років тому +1

      I can't relate more

    • @UGuruz
      @UGuruz 5 років тому +10

      That's great thing about brackeys. He keeps everything simple and clean. 👍😀

    • @StarOnCheek
      @StarOnCheek 4 роки тому +1

      Sometimes I forget that you, guys, are 2 different people

  • @DougieBoy
    @DougieBoy 5 років тому +1

    Would love to see some shader graph tutorials for beginners. I would love to know how to use Shader Graph, but I get overwhelmed by it all. :) I've been watching all your videos for over a year now, and I never miss them. Keep up the good work!

  • @nilupulsenadheera9624
    @nilupulsenadheera9624 5 років тому +138

    Can you do a tutorial on how to do sea foam /wave and beach effect with shades

    • @GeorgeBrutal
      @GeorgeBrutal 5 років тому +8

      catlikecoding.com/unity/tutorials/hex-map/
      Here you can find such shaders, it's not to difficult to make it with shader graph

    • @benveasey7474
      @benveasey7474 5 років тому +2

      AND a tutorial on how to apply Flow Maps to a water surface please!

    • @olasoderlind5685
      @olasoderlind5685 5 років тому +1

      make "Sea of thieves" waves ua-cam.com/video/aGogFt4bhTM/v-deo.html

    • @INeatFreak
      @INeatFreak 5 років тому +5

      wow what a nice helpful community here :clap: :clap:

    • @gijsvisser1384
      @gijsvisser1384 5 років тому +3

      its the same as this, make a higher intensity, use a cube instead of a sphere, and use some sort of ripple effect instead of the hexagon.

  • @sabriboughanmi2435
    @sabriboughanmi2435 5 років тому +5

    Yeah we want more Tutorials about SHADER GRAPH!!!!!!!

  • @nein_3371
    @nein_3371 4 роки тому +19

    For those where the Fresnel effect doesn't work properly: You have to set the AlphaClipThreshold to 0 on the PBR Master

  • @HAWXLEADER
    @HAWXLEADER 4 роки тому +9

    5:09 and even that doesn't work in URP... I had to use a distance node and a camera node with some dot products and a depth node to get that.
    Also the intersection effect only works over the other object, it doesn't work on shallow angels and doesn't work as water foam very well.

    • @son2isaki
      @son2isaki 4 роки тому

      hey ! It was the same for me... and after searching for days (lol), I figured out that it is not working with orthographic camera --'

    • @HAWXLEADER
      @HAWXLEADER 4 роки тому

      @@son2isaki I did not use an orthographic camera.

    • @shivanshsaini1
      @shivanshsaini1 4 роки тому

      @@son2isaki Thank you brother. I was also having the same issue!!

  • @TimeTraveler-YT
    @TimeTraveler-YT 5 років тому

    I think this is my first time wanting to use skillshare. I think you’re the first youtuber to convince me to use it

  • @alexvandenberg3371
    @alexvandenberg3371 4 роки тому +1

    I went from being amazingly frustrated to just amazed, Thanks so much for this tutorial, please make more shader graph tutorials!

  • @everettewebber5680
    @everettewebber5680 4 роки тому

    holy cow, I know literally nothing about shaders but this looks cool

  • @VisserStudio
    @VisserStudio 5 років тому +3

    I had to use some different values because my postFX and bloom made the forcefield glow much more than in the tutorial. Something for others to keep in mind if they experience that as well.

    • @paulb4334
      @paulb4334 3 роки тому +1

      Great thank. The bloom made the shere light up like a supernova :)

  • @DenOvsyannikov
    @DenOvsyannikov 5 років тому +14

    Very interesting, thanks, Brackeys!

  • @aurelientrinder
    @aurelientrinder 5 років тому +4

    Love what you do Brackeys, excellent work, I've lurnt lots from all you do. Thanks!

  • @mikediaz7628
    @mikediaz7628 3 роки тому +4

    Cant get this working for URP unity 2020.1.17f1

  • @BlaZeLiink
    @BlaZeLiink 5 років тому +1

    I really love your tutorials man, keep it up!

  • @jenextra
    @jenextra 4 роки тому +1

    Wow I could make some cool stuff with this, thanks man

  • @DannyMakesStuff
    @DannyMakesStuff 5 років тому +31

    Great video as always Brackeys. Watch your videos since I wrote my first line of code.
    Huge Inspiration! Started to make my own Unity tutorials on my channel to help new gamedevs as you helped me!
    Keep going!
    cheers
    danny

    • @lucielu2514
      @lucielu2514 5 років тому

      like your video danny. brackeys videos are the best but nice to see new tutorials and youtuber about gamdev

  • @tsuki5475
    @tsuki5475 8 днів тому

    for those who got the sphere all glowing when there isnt a wall behing, put a "saturation" node after the substract, it limite the value to 1

  • @cjandlottie
    @cjandlottie 5 років тому +1

    This is brilliant. Been needing to add a force field to the game.

  • @KaleSerpent
    @KaleSerpent 5 років тому +13

    I just tried this... everything looks great and works in editor. But in game mode, the sphere is solid. Built it to see, solid in the build as well.
    Any ideas?

    • @ayemakegame
      @ayemakegame 4 роки тому +15

      Edit > Project Settings > Graphics > (You File) > Depth Texture = true

  • @ArnoldsKtm
    @ArnoldsKtm 5 років тому +20

    Man, this GUI shader thing is so great. Glad they made it.

  • @BrahimHadriche
    @BrahimHadriche 5 років тому +31

    Screen Depth node Sampling mode:
    The depth data of your scene is stored in texture. The setting "Sampling mode" is for what to convert the value to, after you read it from the texture.
    - Raw: raw means no change will be done to the value you're going to read from the texture. Whatever value in the texture, will be returned to you as is. This is usually between 0 and 1, but it not linear. (I believe this is to vary the precision of the depth. For example, the depth calculation precision of close objects can be higher than objects far away, where error is less noticeable)
    - Linear 01: the depth you read from the texture will be converted in a way that the value is between 0 and 1 linearly (it means a value of 0.5 will be halfway between the near place and the far plane of the camera. This is not necessarily correct in Raw mode)
    - Eye: the value you read from the texture will be converted in a way that it corresponds to eye space depth, or view space depth. In simpler words, it will correspond to how far a pixel is from the viewing position.

  • @jacktretton7815
    @jacktretton7815 3 роки тому

    Brakeys sleep-talking in the middle of the night: "Special thanks to InfinityPBR"

  • @AETutsVids
    @AETutsVids 5 років тому +20

    Thanks for crediting me XD, thou this video is a bit simpler than mine, good job

  • @victorwanderley5261
    @victorwanderley5261 5 років тому +16

    Isn't this tutorial the same as AE Tuts about intersections?

    • @Drakostorm
      @Drakostorm 5 років тому +4

      its similar yeah , and i think i remember that "foam in water" in the beginning of the video from Gabriel Aguiar's cartoon water & foam tutorial

  • @GBennie
    @GBennie 5 років тому

    Loving this series, thank you!

  • @GabrielAguiarProd
    @GabrielAguiarProd 5 років тому +12

    Thanks for the sneak peak of my Cartoon Water Shader tutorial!
    Keep up the good work as always!

    • @serj_1264
      @serj_1264 5 років тому +2

      Kudos Gabriel! I knew it was your water when I saw it! Thanks for confirming it!
      ua-cam.com/video/jBmBb-je4Lg/v-deo.html

    • @serj_1264
      @serj_1264 5 років тому

      @@GabrielAguiarProd I didn't like that either. In fact, I skipped it cos I know he knew yours cos it appears in his video.

    • @GabrielAguiarProd
      @GabrielAguiarProd 5 років тому

      @@serj_1264 It's all good now. He gave proper credit.

    • @serj_1264
      @serj_1264 5 років тому

      @@GabrielAguiarProd Glad to hear that for both. I love you guys! Hope I could meet you!

  • @rowanr-m2373
    @rowanr-m2373 5 років тому +8

    Is there a way to get this to work with HDRP? Great video by the way.

    • @wscreamer
      @wscreamer 5 років тому

      I've been trying to get it to work as well, it seems like something doesn't make it to the HDRP in scene depth node.

    • @Epcvan_LvC
      @Epcvan_LvC 5 років тому

      @@ynoptafgib man you are a life saver👍

  • @weckar
    @weckar 4 роки тому +6

    Is there any clever way to render the back of the intersection, too? Making the shader two-sided gives funky results...

    • @nategarner1950
      @nategarner1950 2 роки тому +1

      Change to "Two Sided" in the Graph Settings. Then, before adding the fresnel to the intersection, make a branch node with the "Is Front Face" boolean. Plug the fresnel into true.

  • @mangusbeef5378
    @mangusbeef5378 5 років тому

    Hey brackeys I am a 12 year old programmer and you have inspired me

  • @Andres_Lira
    @Andres_Lira 5 років тому

    Every time i see one of your vids, Piper Blush come to my mind.
    pd. your vids are awesome.

  • @manasdesai8706
    @manasdesai8706 5 років тому

    you can change the offset with time to have a cool effect

  • @machine0man
    @machine0man 3 роки тому +1

    For those looking for LWRP in their Unity Hub , URP(Universal Render Pipeline) is the new name of LWRP(Light Weight Render Pipeline).

    • @TheRoqco
      @TheRoqco 3 роки тому +1

      But there is no PBR Graph option.

    • @TodiloDaSloth
      @TodiloDaSloth 3 роки тому +1

      @@TheRoqco did you find a solution?

  • @DuaneChetcuti
    @DuaneChetcuti 5 років тому +13

    I can't find the Depth Texture option in my HDRP settings. Did it move or something?

    • @squawkey
      @squawkey 5 років тому +1

      In your project, go to Create > Rendering > Lightweight Render Pipeline > Pipeline asset, call it whatever and configure the settings just like in the video (adding depth texture), and then change the Projects settings > Graphics > Scriptable Render Pipeline Settings, to the asset you just made, that should work! ( if this is not there you might have to update your unity build like suggested in the start of the video, hope this helps!

    • @Epcvan_LvC
      @Epcvan_LvC 5 років тому +3

      @@squawkey but what if I dont want to use LWRP

    • @MrsSanguisa
      @MrsSanguisa 4 роки тому +1

      @@squawkey Yeah but if you dont wanna use the LWRP?

    • @invertexyz
      @invertexyz 4 роки тому

      HDRP is always using a depth texture so there's no option for it. It should just work.

    • @JeanPaulB
      @JeanPaulB 4 роки тому

      @@invertexyz And yet, it doesn't... lol
      I've tried all the solutions in the comments of this video... nothing... lmao

  • @kisaMRY
    @kisaMRY 2 роки тому

    Really helpfull tutorial! Thanks a lot for your work!

  • @RUSERGames
    @RUSERGames 5 років тому +1

    Like

  • @ivanandreev1958
    @ivanandreev1958 5 років тому +8

    For some reason this shader doesn't work for me in the game view but works in camera preview and in the scene editor. If someone can help please answer.

    • @simonantoine1
      @simonantoine1 4 роки тому +1

      Hi, got the same problem... Did you setup a HDRP or LWRP?

    • @ivanandreev1958
      @ivanandreev1958 4 роки тому +1

      @@simonantoine1 I used LWRP. After multiple experiments I found out that Shader depth buffer is somehow flipped. I think this article explains it: docs.unity3d.com/Manual/SL-PlatformDifferences.html?_ga=2.15802358.1315582126.1575677623-1668161608.1570893602 Paragraph: "The Depth (Z) direction in Shaders"

    • @VindorableTV
      @VindorableTV 4 роки тому +1

      @@ivanandreev1958 How do we fix it? I'm so confused after linking all the nodes...

    • @ivanandreev1958
      @ivanandreev1958 4 роки тому

      @@VindorableTV me too, so no help here.

    • @Sorien787
      @Sorien787 4 роки тому +1

      I fixed it by going into docs.unity3d.com/Manual/GraphicsAPIs.html and changing my render settings to OpenGL instead of Direct3D. Not really a fix but whatever.

  • @MrMAGNUM433
    @MrMAGNUM433 5 років тому +15

    When you decided to make a force-shield shader for your game, and at the same day Brackeys launched a new video about the same theme. And you like "Whaat? How did he know?(!-_-)"

  • @supremebeme
    @supremebeme 4 роки тому

    Awesome tutorial

  • @infernape28
    @infernape28 Рік тому +2

    Tried this on newer version of unity and my entire scene goes white like 10000000000 suns as soon as I do the intersection part.

  •  Рік тому +2

    Wow, thank you.
    Because my English is very poor, I spent a whole day testing just to understand Scene Depth and Screen Position.
    With Unity version 2022.3.7, we use:
    PBR -> URP - Lit Shader Graph,
    and Emission (node) -> Base Color (node)

  • @simpson6700
    @simpson6700 4 роки тому +8

    why does the HDRP give such vastly different results? i tried to follow this in the HDRP, and it just did not work at all.

    • @invertexyz
      @invertexyz 4 роки тому +8

      Make sure to set the AlphaClipThreshold to 0 on the master node, not sure why his is working without doing that, but if you don't it will create a sharp cutoff in the effect, destroying it.

    • @alexvandenberg3371
      @alexvandenberg3371 4 роки тому +1

      @@invertexyz ur a god

    • @zXjimmiXz1337
      @zXjimmiXz1337 4 роки тому +1

      @@invertexyz This fixed the issue I was having, thanks!

    • @MrMorvar
      @MrMorvar 4 роки тому

      @@invertexyz Savior! Thank you!

  • @Ezekia
    @Ezekia 4 роки тому +3

    Why is this so confusing?! I haven't even CREATED the shader yet because of the fact I have to set LWRP up! There's no option to create a Render Pipeline, so without that I can't do anything!

  • @timstark6744
    @timstark6744 5 років тому

    Thank you!!! Awesome video!!!

  • @FTWRahul
    @FTWRahul 5 років тому

    MOAR Shader Graphs, please!

  • @Esciomancer
    @Esciomancer 2 роки тому +3

    Setting up lightweight link doesn't work, now I don't see the Lightweight RP option in the package manager.

    • @Sam-gr2uu
      @Sam-gr2uu 2 роки тому

      Lightweight RP has been renamed to the Universal Render Pipeline (URP)

  • @peesukarhu_OFFICIAL
    @peesukarhu_OFFICIAL 5 років тому +4

    "They never shoot through this, hahaha"

  • @flaviugug
    @flaviugug 5 років тому +4

    can you make a video which tells us how to make an autosave system in unity

  • @Devorkan
    @Devorkan Місяць тому

    cool shades

  • @its_edmax
    @its_edmax 3 роки тому +1

    brackey!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! come back

  • @cinemacat4108
    @cinemacat4108 3 роки тому +2

    R.I.P cute little monkey, we have eaten so much bananas together, I am crying

  • @JonLynchIsAlive
    @JonLynchIsAlive 4 роки тому

    This is really nice. Looks like the dome in apex legends.

  • @Flo_Motion
    @Flo_Motion 4 роки тому +1

    Depreciated as of 4/17/2020. There is universal render pipeline ONLY now for some cases and things are changed. Cannot get emission to show color, alpha clamping not the same, things are re-named and the interface looks different now. It's insane how fast Unity makes content UN-relevant because of their ever evolving platform. Must suck for the content creators though, must update the same video "Unity3d post processing for 2015, Unity3d post processing for 2016, Unity3d post processing for 2017, Unity3d post processing for 2018, Unity3d post processing for 2019, Unity3d post processing for 2020". Absolute fail on Unity's part. Time to just pickup shadergraph where they at least give you updated documentation.

  • @arckantox4102
    @arckantox4102 5 років тому +22

    Isn't this a straight rip off from "AE Tuts" video : "Intersection Material using Shader Graph in Unity" from more than a month ago ? Correct me if 'im wrong but I didn't see Brackeys credit him for this video.

    • @RoyBarina
      @RoyBarina 5 років тому

      I saw that tutorial too.

    • @terrillwilson1345
      @terrillwilson1345 5 років тому

      Thanks I never heard of that channel...just subscribed

    • @bjdubb
      @bjdubb 5 років тому

      Considering the video is sponsored by Unity and the HDRP is fairly new, I would imagine Unity might have asked him to make a video about it to educate people.

    • @niggelgame
      @niggelgame 5 років тому

      BJDubb the Video is sponsored by skillshare

    • @LeoHsieh
      @LeoHsieh 5 років тому

      Brackey is a theif

  • @Alcelons
    @Alcelons 5 років тому

    omg it's so beautiful

  • @nikitafilatov6723
    @nikitafilatov6723 4 роки тому +2

    the current render pipeline is not compatible with this master node ? why ?((((

  • @spiral9316
    @spiral9316 5 років тому

    Very cool thank you

  • @ZachHixsonTutorials
    @ZachHixsonTutorials 4 роки тому +1

    Looking to apply this technique outside of unity, what doe the screen position "A" value represent once it's split? In shader programming RGB usually maps to XYZ, but what value is A supposed to represent?

  • @KaninTemsrisuk
    @KaninTemsrisuk 5 років тому

    Thank you for tutorial!!

  • @IronFreee
    @IronFreee 4 роки тому +2

    If you can't see the color emission, try to link it to the PBR Master Albedo also... I was going crazy with this...

  • @HyperDev00
    @HyperDev00 5 років тому +1

    awesome 👍👍👍

  • @skoro1595
    @skoro1595 5 років тому

    I love shader graph

  • @jasperkoenis3914
    @jasperkoenis3914 5 років тому +3

    I don't have the setting with the high quality, low qualty, medium quality and the postprocessingprofile. How do I get them?

    • @alexvandenberg3371
      @alexvandenberg3371 4 роки тому

      make a new project using the Universal setting, this will generate them by default

  • @johnw3194
    @johnw3194 4 роки тому

    Superb

  • @fedorpetrov122
    @fedorpetrov122 5 років тому

    Thank you!

  • @smailtamadaght8393
    @smailtamadaght8393 4 роки тому +1

    Brackeys with Glasses -Shaded
    [PBR]
    Brackeys - Dark Color - Scene Depth - Light Reflection = Brackeys with Glasses

  • @takatodaimon7663
    @takatodaimon7663 5 років тому +2

    Why don't you make a tutorial about Anime shader for the next video

  • @kova1337
    @kova1337 5 років тому +11

    The farther end of the sphere doesn't have the effect since those sides of sphere (inner) are culled. Think turning on double sided rendering would fix it?

    • @pifopifo1000
      @pifopifo1000 5 років тому +1

      Either that, or Alpha Clipping would do it.

    • @aevus
      @aevus 5 років тому +1

      Having a shader be transparent and double sided is not supported. You can make those settings, but it will render wierd.

    • @DylanBurke
      @DylanBurke 5 років тому +1

      @@aevus Hey, saw someone solve that issue here: storyprogramming.com/2019/04/23/double-sided-mesh-generator/
      Best of luck!

  • @mixedmeds
    @mixedmeds 3 роки тому +2

    This doesn't seem to work at all in the 2020 version :(

  • @seoworld2196
    @seoworld2196 5 років тому +2

    OverWatch!

  • @serialexperimentsdave7213
    @serialexperimentsdave7213 5 років тому +9

    Please re-do Post Processing for for Unity 2019 HDRP

  • @hamzamughal7877
    @hamzamughal7877 5 років тому +1

    Hi Bro...I a thinking to give the option of changing the values of properties (ie. offset ,emission, scroll speed etc) to the player....So that the player can change the values while playing..like increasing scroll speed etc.
    I am new to unity and love your Awesome lessons....
    Can you guide me what should I do...Will it need C#?or can be done in shader graph.
    and I've learnt Python , can we use that in unity?
    Please answer..

  • @hungrygrimalkin5610
    @hungrygrimalkin5610 4 роки тому +2

    There is a huge problem with the Universal Rendering Pipeline introduced in 2019.4 in place of the Lightweight rendering pipeline. Shader materials are gray while the effect is looking properly in Shader Graph, the material on the inspector and scene is just gray. Thanks unity!

    • @todoku1
      @todoku1 4 роки тому

      go to the settings of Universal-HighQuality.asset and check DepthTexture, worked for me, had nothing else to change

  • @jaewookjaelee
    @jaewookjaelee 5 років тому +1

    Great video! Learned a lot from it :)) Is there a way to make this material be displayed from inside of the sphere? I would love to have my player inside the force field and still have the player see the force field. Please let me know!

    • @louislemur
      @louislemur 3 роки тому

      did you found an answer?

  • @sadaoymanaka8982
    @sadaoymanaka8982 3 роки тому +2

    Great tutorial!
    For anyone who wondered how to make the back face also display the material, the simplest way I found to do that was creating two identical spheres on Maya, reversing the normals on one of them and then combining both in one geometry.
    I tried turning the backface culling off before that and it simply doesn't render the shader correctly, so this method worked for me.
    If anyone found a way to get the same effect in a more effective way, please comment! :)

    • @phontum
      @phontum 2 роки тому

      Oh man i am struggling with this thing right now... It`s so frustrating that i have to invert normals because i use these to calculate ricochete vector! Have you had some progress with this?

  • @wincentholm
    @wincentholm 5 років тому +4

    Could probobly do with some Paint explaining (you draw to show what you mean) at the 4min mark.

  • @alexcheung8316
    @alexcheung8316 4 роки тому +1

    for those who are new to this stuff, and wondering URP vs LWRP and unity does not have the same effect comes out like brackeys video.
    First, URP vs LWRP is almost the same!!!! (Short version) Unity simply changed the name!!
    Second, restart your project!!! Damn, it works now!!!

  • @Syntecoderyo
    @Syntecoderyo 4 роки тому +1

    It works perfectly fine for me this way, but when I actually play the Game, the forcefield isnt see-through anymore
    How can I achieve this look while looking through the players eyes?

  • @vincentfurst1841
    @vincentfurst1841 3 роки тому +1

    Not exactly working for HDRP with me... Can't really find an option to active the depth buffer...

  • @unity_with_timoteo
    @unity_with_timoteo 5 років тому +2

    Hello Brakeys.
    Could u make a tut about how to host a multiplayer game in a internet server?
    Tnhx!

  • @Krafter37
    @Krafter37 4 роки тому +1

    Hi, I've made this shader with a project under LWRP and it worked fine. However now I've upgraded it to URP and it does not work anymore. Any ideas plz ?

    • @PerAsperAdAstra07
      @PerAsperAdAstra07 4 роки тому

      Same here, I've made a force field with URP in Unity 2019.3.6f1 it works great in Preview and Scene mode. But when I play the game there is no transparency on my gameobject... The only difference that I made in my shader graph is setting AlphaClipThreshold value so small (like 0.001) on PBR Master node. IDK if you have the same problem but maybe this one helps you.

  • @NunChake89
    @NunChake89 5 років тому

    great, tnx!

  • @PopQulture
    @PopQulture 4 роки тому +1

    Think twice before implementing this, it creates a lot of issue with mobile device compatibility

  • @Crisisdarkness
    @Crisisdarkness 5 років тому

    Wow this guy is so cool, always making very interesting content

  • @michelveerman
    @michelveerman 2 роки тому +1

    I also had to turn off "Preserve Specular Lighting" in the Graph Inspector of the Vertex for it to show up correctly, and turn off Alpha Clipping

  • @jonalbertson7533
    @jonalbertson7533 4 роки тому +1

    Can someone provide an alternative for using the scene depth node (step 1)? Our project is delivered to WEbGL and therefore we can't turn on the Depth Texture setting in URP

  • @alexandrefradette2903
    @alexandrefradette2903 5 років тому +2

    Nice tuto! What would you do if you didn't want your force field to pass through walls?

  • @Yoctopory
    @Yoctopory 2 роки тому +1

    I tried to create a distortion effect so the force field would look "watery". But in Unity 2020.x there is no "PBR master" anymore and when I connect the "scene color" node to the base color of my material (as shown in all the distortion tutorials) no distortion happenes whatsoever. Anyone has any idea?

  • @dragonlance1121
    @dragonlance1121 14 днів тому

    This video helped me set up properly to get this Brackeys tutorial to work today. Using 2022.3.41f1
    ua-cam.com/video/Uyw5yBFEoXo/v-deo.html

  • @Matsersuperkul
    @Matsersuperkul 4 роки тому +1

    I think it looks a bit unrealistic when you don't see the force field on the inside / on the ground. To fix that, make the shader two sided, and then make sure the fresnel is only applied on the front side. Like this imgur.com/a/3mhPb4E

  • @sorasiro6951
    @sorasiro6951 5 років тому +4

    Now i can do magic 💫
    Thx Brackeys

  • @47Mortuus
    @47Mortuus 4 роки тому +1

    As if it's not easily possible to generate that hex-grid texture procedurally from within shader graph?

  • @Hawkadium
    @Hawkadium 5 років тому +1

    Can you make more tutorials for the LTS line. No serious dev is using 2019.x

  • @capnc4ke
    @capnc4ke 5 років тому

    Could you make a shader graph tutorial on invisibility? Like Halo Or Crysis? OR a shield effect like Halo's shields when you get shot?

  • @AndrewDinspechin
    @AndrewDinspechin 3 роки тому +1

    Make sure your camera has depth textures turned on under Rendering. Otherwise this won't work in your game view :)

  • @andreacuervo89
    @andreacuervo89 5 років тому +1

    Hi, my English is very bad, but I Love your tutorials!!!