I'm not even a gamedev and I really enjoyed the tutorial, especially the extensions like the spherical version and the frustum culling issue etc. Great job!
This is by far one of the best tutorials I've seen. Extremely well executed, not too slow or fast and doesn't go into unnecessary details. I researched some of this stuff more in detail from other sources and it was very educational. Thank you so much for this.
I ran into frustum *DING* culling problems and made this small adjustment to fix it. The far clipping distance(the 99 at the end) should be determined by camera angle, camera zoom and curve amount of the shader, although I don't know in what ratios yet. float w = Screen.width / 2; float h = Screen.height / 2; cam.cullingMatrix = Matrix4x4.Ortho(-w, w, -h, h, 0.001f, 99) * cam.worldToCameraMatrix;
Really appreciate your teaching format, pacing and the amount of work you put into your videos. Subscribed and excited to see your future videos. Thank you!
How can I use the bending-shader on terrain? if i create a new material for terrain, select the NoSlot/Bending Master shader it says "cant use materials with shaders which need tangent geometry on terrain, use shaders in nature/terrain instead" Also: my marerials just become the color white whenever i add the bending shaders to them :(
I'm a beginner in Unity and this is all still confusing to me but I did everything you said and for some reason, the water plane is bending from left to right rather than back to forward like yours, it's really frustrating. I also noticed that in the subtract node, you have "A(3), A(3), Out(2)" and I have "A(3), B(3), Out(3)" I don't know how this all works because there aren't many good tutorials on it so how do I fix this?
It's can't show ugui when I using overlay camera for UI. Then I add script to both method in BendingManager for fix it. var cameraData =cam.GetUniversalAdditionalCameraData(); if (cameraData.renderType.Equals(CameraRenderType.Overlay)) { return; } By the way, How can I fix that when I use TextMesh Pro 3D object?
Thank you very much for the great video. But i don’t understand why all such tutorials do not say how to use a shader? I didn’t work with shaders and I don’t understand what to do with it. I applied it to the material of the object - this object really curved correctly, but provided that it has a lot of polygons. But how to make the whole world? Does every object in the scene need to apply similar material? Or can it be made easier?
Hey friend, Regarding the usage if shaders and materials, I advice you lookup a beginners tutorial about using shaders and materials, or read about it in the Unity manual. As much I would love to share each and every bit about game dev, doing so in a single video is too much. Therefore I use an assumption that some basics are known prior. 1️⃣ To create a material from a shader, right click it > create > material. You now have a material for that shader. Drag the newly created material on to an object. 2️⃣ Regarding the random stretch, try enabling GPU Instancing on the material - it might help. 3️⃣ Yes, each object has to have a material with the shader or a similar one. I post the source code for free on GitHub, the link is in the description - compare it with your work and try to find the difference. Learning new subjects can be hard, therefore frustrating. Don’t give up, keep trying - you will succeed eventually.
Any chance the shader could be adapted for 2D sprites? I know this video was posted awhile ago but has anybody been able to make this work with objects that have a sprite renderer? I've used URP>Lit Sprite shaders and added the bending shader graph to it's vertex position but it doesn't work, applying the sprite as the chosen texture also just makes that shader one solid color. Regardless thanks for the very clean and concise project and video!
This was incredibly helpful and I learnt a lot by following through and adapting to what I needed myself. But I was wondering about the best way to handle particles and special effects. Especially in the case of using Unity's Visual Effects Graph and camera facing planes/billboarded 2D particles. Anyone have some thoughts? The only thing I can really think of is that the output particle should require a similar shader (however that still leaves the issue of how to do this in addition to billboarding also...
If I got the culling thing right you extended the frustum so there is less objects culled, isn't it too permissive and doesn't cull objects that should? Is there no better solution?
It's just so frustrating that Unity changes this and that every single version, so much that at a certain point following tutorials feels useless. Been trying for years. I got the bending world feature working but disabling it on the editor simply doesn't work. I am missing the node "Enable" so I tried using the Boolean keyword node instead but that won't do the trick either. If anyone know how to fix this...I would appreciate any help. Thank you anyways for your time and for a very chill tutorial. Keep up the amazing work!
I have other materials and they all go doo doo when implementing this :( is there a solution to apply this after all my other materials / shadergraphs were applied?
Thanks for this video, I think it's content is unique in UA-cam. I've one question regarding the use of this shader in multiple gameObjects: if I apply the same curvature value to all of them, the resulting bendings aren't uniform: small objects seems to be floating or clipping through the floor. Is there a way to bend all objects identically modifying the shader?
@NotSlot Hi, thank you for this great tutorial! I was following along on the example project and noticed there's a few different versions of the bending shaders. I understand the different between "Bending Barrel" and "Bending Barrel or Planet", but could you please explain the "Bending Master" one? I noticed there's a Tiling property but I tried messing with it and am not sure what effect it has. There's also the "Bending Water" and "Bending Particles" as well as the "Bending SubGraph" ones but I'm honestly not sure how to make use of those. I looked around on your site and the World Bending blog page as well as on the repository for the example project but couldn't find anything explaining these. Is there any chance I could please ask for some explanation on these? Thank you! I love learning from your videos!
Hey, Note that the project has some additional functionality in order to simplify the process of producing the video. For example, the plain Bending Barrel is the shader as shown in the video. While the Barrel or Planet shader is a shader with a boolean keyword allowing fast switching between a barrel and and a planet. The Master shader is aggregating all features used to produce the video (some not mentioned in the video as they are sole purpose is the video and not the actual effect). Last, the sub-shader is just the common flow that belongs to all shaders. Hope this help understanding the source project a bit :)
I managed to figure out everything but where to put the manager script, don't you have to add it to an object for it to work? I love the tutorial, but I'd suggest more detail on how to do things, especially for beginners like me!
Yes, you can add it to a new empty GameObject, not necessarily an object that needs to be curved. Thanks for the input, we’ll try to improve in the next videos 🙏
Wonder if you could shine some light on this issue I'm having. Using the Curved world asset, and as the world is bending, It's obviously showing more than the camera is technically seeing, but the object models and mesh don't reflect this and thus are still invisible even though they're supposed to be visible from the shaders perspective. Any idea around this?
As explained in the video, this is because of Culling. Recent versions of Unity (compared to when the video was published) allow for modifying a renderer’s bound: docs.unity3d.com/2021.3/Documentation/ScriptReference/Renderer-bounds.html
@@NotSlot Yup, I found a solution online, annoying that I'm adding a small script to every MeshRenderer BUT it's 100000% better, now. Any idea about Text Mesh Pro? XD I'm wondering if the Canvas Renderer has anything that can solve this
Love it. This is exactly what i need. However I’ve been using the Unity terrain tools to build my world. Is there a possibility to apply this to the terrain.
Hey, As discussed in the video, the CPU is unaware of changes to the model that the shader performs; thus, Unity is unaware of those changes, and so is the physics system. If all your world is bent, it shouldn’t actually matter that physics is taking place in an unbent world and detached from the rendering itself. I wonder if you have a different use case where, for example, you have part of the world modified with the shader and the other untouched?
Hello there, i did everything (at least i think so) as you did. In the Shadergraph-Editor my "Tiling and Offset" appears black, when i type in '0' as x and y values (as you did in your video). The Object curves perfectly, but it appears white. Might be connected with the "Tiling and Offset". I don't know. Would appreciate if somebody could help me out :)
Amazing video! but please help! I use this method for a runner but It only works when I DISABLE the URP to the unity build-in render pipeline. It's said at the begining of the video that URP is a requirement. PLEASE HELP :( Also, when I apply the shader when in URP, it's all pink and I can't change the materials :(
Make sure all dependencies are installed and that URP is set up properly. You can compare your implementation against the project on GitHub to find the issues.
It took me a while to get this working, and I got most of it working. I'm playing around with a endless runner, but my main running area goes from flat to bent 150 degrees when I run the game. I dunno why it's doing this. The other objects I have the materials on work perfectly. Just seems to be the main ground thats doing this. It has something to do with Scaling. If the Z scale is too big it completely messes up the effect. Any ideas? :)
@@NotSlot Yeah I've been going back and forth between mine and your scene. The only thing I noticed is that your scaling for any object doesn't go high than 2. If I figure it out, I'll post it here just encase someone gets the same problem as mine. :) I did notice one thing though. If I have a cube with a scaling of 1,1,100, the collider works perfectly, but the mesh of the object gets massively warped.
Aawesome Video but one question what happens when you drive off the map, is it repeating? and if not do you know how to do it so that you can drive "around"
where are you applying the original shader? to every object in the scene? sorry for my confusion, is this something you can just add to your camera as to not mess up all your other shaders in the scene? THanks :)
I want to be able to move the camera forward infinitely across a curved plane, without the horizon moving. How do I achieve this? I have got a simple curved plane but when I move the camera back and forth the horizon moves up/down. Also when the camera goes off the edge of the plane the rendered plane disappears.
Hey, The plane will is curved based on its relative distance from the camera, whether the plane is moving or the camera. If a plane “dissapears” it maybe because it’s just “ran out,” to make an infinite feel, you should make a large enough plane or combine multiple planes. For a static horizon, try using a skybox.
@@NotSlot I've sort of fixed it now. I was trying to use it as an addition to a water shader I had already made but the water shader was messing it up. I've just got to figure out how to use both of them together now
Awesome tutorial! I tried implementing this to my project. But I have tons of lights (points lights and spot lights) in my scene, and they don't bend. How do you approach this?
Thank you it works! The terrain feels like a planet now :3 How could I make this shader work with unity's terrain tool? I would love to be able to paint my "planet" but I don't think I can make it work :c I can't simply edit the URP Lit terrain Shader Graph to add the vertex calculation, can I?
@@NotSlot All right, thank you! But if I try doing that, won't the whole mesh change it's colour to white? I've got a few different (solid colour) materials on it
Hey, Our demos are licensed under CC 4.0 Attribution-NonCommercial; therefore, you may only use them in non-commercial projects. github.com/notslot/tutorial-world-bending/blob/master/LICENSE
This makes no sense to me. Why aren't you calculating the distance between vertex and camera by the X and Z axis opposed to the Y? Calculating how high the camera is above each vertex does not tell how far the object is from the camera.
🎁 FREE High-quality assets: bit.ly/2dhp-free-yt
🌎 Curved World shader asset: bit.ly/curved-world-shader-2021
📦 Download project: github.com/notslot/tutorial-world-bending
📚 Read: notslot.com/blog/2020/04/world-bending-effect
💬 Need help? Ask me here: worth.yt/nirlah
Nice video, I only have a tiny complaint. The Ding sound when you added up the Frustum count was a fun touch, but it was way too loud.
Noted!
Will definitely improve the sound balancing for the next videos...
And too high pitch.
@@NotSlot watch for sounds louder than 8db :)
Ikr. It was honestly annoying
This channel is a hidden gem
Thank you! 😋
Amazing that when you search for something so specific there actually exists a tutorial about it. Gonna use this for my project thanks!
Glad it helped!
I'm not even a gamedev and I really enjoyed the tutorial, especially the extensions like the spherical version and the frustum culling issue etc. Great job!
So many applications! I had no idea shaders had this power.
Out of all the curved shader tutorials I've come across this is by far the best and the one that actually worked for me. Thank you!
Glad I could help!
This is by far one of the best tutorials I've seen. Extremely well executed, not too slow or fast and doesn't go into unnecessary details. I researched some of this stuff more in detail from other sources and it was very educational. Thank you so much for this.
Glad it helped!
Really smooth and calm tutorial! I really like the way you slowly flowing through the steps effortlessly! Thank you so much and keep it up! :D
Thanks 🙏
I was stuck for some days and only this tutorial helped me solve the problem I was having, thank you so much!
Glad it helped you solve the problem :)
I am 100 percent subscribed. loved the tutorial. the best one out there!
Very nice seeing how you can take this from a quite simple setup to a more complex one with a sphere, cool! 👍
Thanks, guys 😎
Been following your streams lately - they are fantastic!
I just stumbled upon this video and wanted to say how amazing it is. Great tutorial, great flow, great edits. Keep it going.
Thanks 🙏
I ran into frustum *DING* culling problems and made this small adjustment to fix it. The far clipping distance(the 99 at the end) should be determined by camera angle, camera zoom and curve amount of the shader, although I don't know in what ratios yet.
float w = Screen.width / 2;
float h = Screen.height / 2;
cam.cullingMatrix = Matrix4x4.Ortho(-w, w, -h, h, 0.001f, 99) * cam.worldToCameraMatrix;
Fantastic! Thanks for sharing 🙏
@@NotSlot Thank YOU brother :)
God Bless you man you are perfect. Clear explanation. I will share ur channel. U deserve better and better man
Thanks! Glad you found it helpful... ☺️
Nobody can see my history, only UA-cam can for give me such a great content like yours
Haha thanks :)
Really appreciate your teaching format, pacing and the amount of work you put into your videos. Subscribed and excited to see your future videos. Thank you!
Thank you very much!
How can I use the bending-shader on terrain? if i create a new material for terrain, select the NoSlot/Bending Master shader it says "cant use materials with shaders which need tangent geometry on terrain, use shaders in nature/terrain instead"
Also: my marerials just become the color white whenever i add the bending shaders to them :(
Subbed, these videos are top notch. I tach pixel art :)
Awesome, thank you 😉
Quite a channel you have there!
Wow. This is exactly what I needed for my project, thank you! Thank you so much guy
😁
Nice video :)
I was so close to the solution but your video make it plain and clear!
Thanks
Glad to hear that! 😉
This is exactly what i needed for a project, thank you!
Fantastic! Happy it helped :)
this is just what i needed . thank you ! . its hard to get a 2.5 d look but this is great . keep it up . looking forward to more!!!!!!!!!.
Thanks! 🥳
Glad it was helpful!
Is kinda funny how you made everything looks so easy.
+1 sub
Haha thanks! 😊
At 1:24 I'm already stuck. What's a Lit Shader Graph? I only see Unlit, Standard Surface, Image Effect, Compute, and Ray Tracing.
Make sure you have URP & Shader Graph packages installed.
Excellent video!!
Thanks!
So awesome! and great explanation, thanks!
Thanks 😃
this video is incredible
Thanks for the video and the explanations! I will try to use this effect in a future gamejam entry :)
Awsome! Would love to see the result.
Liked and Subbed. Looking forward for more great videos!
Wow! Great work, thanks!
Thanks :)
I'm a beginner in Unity and this is all still confusing to me but I did everything you said and for some reason, the water plane is bending from left to right rather than back to forward like yours, it's really frustrating.
I also noticed that in the subtract node, you have "A(3), A(3), Out(2)" and I have "A(3), B(3), Out(3)"
I don't know how this all works because there aren't many good tutorials on it so how do I fix this?
Great Job! Got my subscribe. Good knowledge well executed.
Thanks! 😃
wow this video is so calming I could probably use it to sleep.
It's can't show ugui when I using overlay camera for UI.
Then I add script to both method in BendingManager for fix it.
var cameraData =cam.GetUniversalAdditionalCameraData();
if (cameraData.renderType.Equals(CameraRenderType.Overlay))
{
return;
}
By the way,
How can I fix that when I use TextMesh Pro 3D object?
you guys deserve more hit! btw, once created the shader , where to put it ??? the camera ??
Thanks! You create a new Material from the shader to it, after that assign the material to a mesh renderer.
I know its been a long time but my objects now flicker alot with lighting when i use this method
you are awesome bro!
Thank you very much for the great video. But i don’t understand why all such tutorials do not say how to use a shader? I didn’t work with shaders and I don’t understand what to do with it. I applied it to the material of the object - this object really curved correctly, but provided that it has a lot of polygons. But how to make the whole world? Does every object in the scene need to apply similar material? Or can it be made easier?
Although, if I apply similar material to other objects in the scene, then they just randomly stretched out and moved in the wrong direction.
Hey friend,
Regarding the usage if shaders and materials, I advice you lookup a beginners tutorial about using shaders and materials, or read about it in the Unity manual.
As much I would love to share each and every bit about game dev, doing so in a single video is too much. Therefore I use an assumption that some basics are known prior.
1️⃣ To create a material from a shader, right click it > create > material. You now have a material for that shader. Drag the newly created material on to an object.
2️⃣ Regarding the random stretch, try enabling GPU Instancing on the material - it might help.
3️⃣ Yes, each object has to have a material with the shader or a similar one.
I post the source code for free on GitHub, the link is in the description - compare it with your work and try to find the difference.
Learning new subjects can be hard, therefore frustrating. Don’t give up, keep trying - you will succeed eventually.
@@NotSlot Thank you very much for the clarification. You do a great job. Good luck with your projects and videos!
Any chance the shader could be adapted for 2D sprites? I know this video was posted awhile ago but has anybody been able to make this work with objects that have a sprite renderer? I've used URP>Lit Sprite shaders and added the bending shader graph to it's vertex position but it doesn't work, applying the sprite as the chosen texture also just makes that shader one solid color. Regardless thanks for the very clean and concise project and video!
I hope you will re create other effects in games..look forward to it
Oh wow I can't wait to use this..thank you...
Let me know how it turned out for you!
Huge thanks!
This was incredibly helpful and I learnt a lot by following through and adapting to what I needed myself. But I was wondering about the best way to handle particles and special effects. Especially in the case of using Unity's Visual Effects Graph and camera facing planes/billboarded 2D particles. Anyone have some thoughts? The only thing I can really think of is that the output particle should require a similar shader (however that still leaves the issue of how to do this in addition to billboarding also...
If I got the culling thing right you extended the frustum so there is less objects culled, isn't it too permissive and doesn't cull objects that should? Is there no better solution?
awesome thanks but i need to curve x and z also, can u help me please ?
Amazing video editing dude ! How did you make the shader graph zooms and nodes appearences so smooth ?!
Thanks! Used After Effects for the animations...
how would you make the curve accure on the X axis except for the Y Axis?
Thanks for the video. Is it possible to apply this effect to shaders bought from asset store those supports URP?
Great tutorial! How about colliders?
Hi this doesnt work with the latest version of URP and Shader graph. Can you do an updated version?
how to make ui text bending shader like it spawn from player position in world like damage popUps effect with this shader
no :(
Need help using the shader for UI's like text or image
how do you apply it to the whole scene ?
It's just so frustrating that Unity changes this and that every single version, so much that at a certain point following tutorials feels useless. Been trying for years. I got the bending world feature working but disabling it on the editor simply doesn't work. I am missing the node "Enable" so I tried using the Boolean keyword node instead but that won't do the trick either. If anyone know how to fix this...I would appreciate any help. Thank you anyways for your time and for a very chill tutorial. Keep up the amazing work!
Yeah, we feel you :(
Will try to upload an updated project to GitHub soon…
Did you ever get it to work? Having exactly the same problem
@@maaikejetten9425 No man, I gave up sadly. Good luck to you man!
Where do I put the shadergraph from 2:20? I see not a single change :/
You create a new Material from the shader to it, after that assign the material to a mesh renderer.
@@NotSlot Oh ok thanks :)
I have other materials and they all go doo doo when implementing this :( is there a solution to apply this after all my other materials / shadergraphs were applied?
no :(
Can you please help us in-camera motion Like how the camera with keep following the object?
Have a look at the GitHub source.
How could i use this for a terrain shader? Can somebody please help me?
How to make it work with HDRP? I know we need to also subtract the position of the camera in the shader but something isn't right.......
Hi, Can i use this shader for terrain ?
Cool! Thx Friend!
🙌
very cool!
Thanks 🙏
Thanks for this video, I think it's content is unique in UA-cam.
I've one question regarding the use of this shader in multiple gameObjects: if I apply the same curvature value to all of them, the resulting bendings aren't uniform: small objects seems to be floating or clipping through the floor. Is there a way to bend all objects identically modifying the shader?
The solution is not about the shader, rather the objects having a sufficient vertices density.
@NotSlot Hi, thank you for this great tutorial! I was following along on the example project and noticed there's a few different versions of the bending shaders. I understand the different between "Bending Barrel" and "Bending Barrel or Planet", but could you please explain the "Bending Master" one?
I noticed there's a Tiling property but I tried messing with it and am not sure what effect it has. There's also the "Bending Water" and "Bending Particles" as well as the "Bending SubGraph" ones but I'm honestly not sure how to make use of those.
I looked around on your site and the World Bending blog page as well as on the repository for the example project but couldn't find anything explaining these. Is there any chance I could please ask for some explanation on these? Thank you! I love learning from your videos!
Hey,
Note that the project has some additional functionality in order to simplify the process of producing the video.
For example, the plain Bending Barrel is the shader as shown in the video. While the Barrel or Planet shader is a shader with a boolean keyword allowing fast switching between a barrel and and a planet. The Master shader is aggregating all features used to produce the video (some not mentioned in the video as they are sole purpose is the video and not the actual effect). Last, the sub-shader is just the common flow that belongs to all shaders.
Hope this help understanding the source project a bit :)
I managed to figure out everything but where to put the manager script, don't you have to add it to an object for it to work?
I love the tutorial, but I'd suggest more detail on how to do things, especially for beginners like me!
Yes, you can add it to a new empty GameObject, not necessarily an object that needs to be curved.
Thanks for the input, we’ll try to improve in the next videos 🙏
If my scene is spawning objects in a straight line, then which shader I should drag onto my material, the master one? By the way, really nice tutorial
Wonder if you could shine some light on this issue I'm having.
Using the Curved world asset, and as the world is bending, It's obviously showing more than the camera is technically seeing, but the object models and mesh don't reflect this and thus are still invisible even though they're supposed to be visible from the shaders perspective. Any idea around this?
As explained in the video, this is because of Culling. Recent versions of Unity (compared to when the video was published) allow for modifying a renderer’s bound: docs.unity3d.com/2021.3/Documentation/ScriptReference/Renderer-bounds.html
@@NotSlot Yup, I found a solution online, annoying that I'm adding a small script to every MeshRenderer BUT it's 100000% better, now. Any idea about Text Mesh Pro? XD
I'm wondering if the Canvas Renderer has anything that can solve this
All renderers should support it. Also, maybe the video’s solution with camera culling matrix could work for you.
Love it. This is exactly what i need. However I’ve been using the Unity terrain tools to build my world. Is there a possibility to apply this to the terrain.
no :(
is it possible to world bend in unity 2d?
Great video, but the colliders misaligned when far away from the boat. Any ideas on how to solve that? I'm trying to use raycast with this effect btw.
If anyone have the same problem just create a cuadratic equation to realigned the collider, it's not the best solution but is the only one i have
Hey,
As discussed in the video, the CPU is unaware of changes to the model that the shader performs; thus, Unity is unaware of those changes, and so is the physics system.
If all your world is bent, it shouldn’t actually matter that physics is taking place in an unbent world and detached from the rendering itself. I wonder if you have a different use case where, for example, you have part of the world modified with the shader and the other untouched?
Hello there,
i did everything (at least i think so) as you did. In the Shadergraph-Editor my "Tiling and Offset" appears black, when i type in '0' as x and y values (as you did in your video).
The Object curves perfectly, but it appears white. Might be connected with the "Tiling and Offset". I don't know.
Would appreciate if somebody could help me out :)
Hey friend,
Try comparing your implementation with the source code at GitHub.
Great!! Thanks a lot! How did you combine the shader and the water shader? Was it by using multiple Material/shaders by any chance?
Omg I just saw that we can use external sub graphs (Thanks to your project) You're the Best
Haha, happy it worked out eventually...
Is there a way to do this in blender?
Amazing video! but please help!
I use this method for a runner but It only works when I DISABLE the URP to the unity build-in render pipeline.
It's said at the begining of the video that URP is a requirement. PLEASE HELP :(
Also, when I apply the shader when in URP, it's all pink and I can't change the materials :(
Make sure all dependencies are installed and that URP is set up properly. You can compare your implementation against the project on GitHub to find the issues.
Auto subscribe ✅👍
It took me a while to get this working, and I got most of it working. I'm playing around with a endless runner, but my main running area goes from flat to bent 150 degrees when I run the game. I dunno why it's doing this. The other objects I have the materials on work perfectly. Just seems to be the main ground thats doing this. It has something to do with Scaling. If the Z scale is too big it completely messes up the effect. Any ideas? :)
Hey 👋 try comparing your implementation with mine - the GitHub link is in the description.
@@NotSlot Yeah I've been going back and forth between mine and your scene. The only thing I noticed is that your scaling for any object doesn't go high than 2. If I figure it out, I'll post it here just encase someone gets the same problem as mine. :)
I did notice one thing though. If I have a cube with a scaling of 1,1,100, the collider works perfectly, but the mesh of the object gets massively warped.
Larger objects need to have a higher poly count in order to work. So for a x100 scale a cube with just 8 vertices won’t be able to bend nicely.
So the world is now infinite but is it possible to be on a sphere were you get back where you was?
You will either need to duplicate/teleport the world tiles forward. Or alternatively teleport the character backward.
@@NotSlot ok thanks for the quick response.
Aawesome Video but one question what happens when you drive off the map, is it repeating? and if not do you know how to do it so that you can drive "around"
Once a tile is off screen you should move it to the other end of the world.
Is it possible to do this in blender?
where are you applying the original shader? to every object in the scene? sorry for my confusion, is this something you can just add to your camera as to not mess up all your other shaders in the scene?
THanks :)
Every object...
so do i just drag the Bending Barrel or Planet.shadergraph on to my level parts or what?
You need to create a Material using one of the shaders.
@@NotSlot dang I didn't think you would reply. Ok I downloaded the bendingbarrel shadergraph and I will create a material with it. Thanks!
I want to be able to move the camera forward infinitely across a curved plane, without the horizon moving. How do I achieve this? I have got a simple curved plane but when I move the camera back and forth the horizon moves up/down. Also when the camera goes off the edge of the plane the rendered plane disappears.
In other words, how do I make it so the camera moves along the curvature of the plane?
Hey,
The plane will is curved based on its relative distance from the camera, whether the plane is moving or the camera. If a plane “dissapears” it maybe because it’s just “ran out,” to make an infinite feel, you should make a large enough plane or combine multiple planes.
For a static horizon, try using a skybox.
@@NotSlot I mean that when I move the camera backwards and forwards, the plane itself moves up and down relative to the camera. How do I fix this?
Try comparing your implementation with the source code at GitHub.
@@NotSlot I've sort of fixed it now. I was trying to use it as an addition to a water shader I had already made but the water shader was messing it up. I've just got to figure out how to use both of them together now
Awesome tutorial! I tried implementing this to my project. But I have tons of lights (points lights and spot lights) in my scene, and they don't bend. How do you approach this?
Hey, have a look at this thread: twitter.com/martinhodler/status/1322994672793489408
@@NotSlot Great! I tried the same approach. But his code worked better. Thank you so much!
Not works with unity terrain!
Thank you it works! The terrain feels like a planet now :3
How could I make this shader work with unity's terrain tool? I would love to be able to paint my "planet" but I don't think I can make it work :c
I can't simply edit the URP Lit terrain Shader Graph to add the vertex calculation, can I?
no you cant :c
I don't get what should I do after creating the shader. Assign it to every single object in the scene?
Create a material using the shader, and then assign the materials to the objects.
So do I need to buy the 40€ asset you linked to follow this tutorial?
Nope, the tutorial has everything you need to create the effect on your own 👌
@@NotSlot thank you, I wasnt sure because there was no Script typing involved and I never saw that interface on the beginning
They do that so it doesn't have to load between screens like Welcome to Animal Crossing: Population: Growing! did.
Interesting insight! Thanks :)
Would this be costy on mobile platforms? What would you suggest? thanks!
I suggest testing it out 😉 It shouldn’t be to much taxing compared to regular rendering…
I don't understand where to attach this shader? I've got the base shader done since that's all I need. Now where do I attach this?
Create a material using the shader, attach the material to the mesh that should bend.
@@NotSlot All right, thank you! But if I try doing that, won't the whole mesh change it's colour to white? I've got a few different (solid colour) materials on it
@@izzydev05have you found a solution?
NO@@undercover_person
Thx for video
Sure :) Hope it was helpful!
Would I be able to create a game using the assets from your project or are they not for commercial use?
Hey,
Our demos are licensed under CC 4.0 Attribution-NonCommercial; therefore, you may only use them in non-commercial projects.
github.com/notslot/tutorial-world-bending/blob/master/LICENSE
@@NotSlot Can I just use the code and use my own art and assets?
Yes 👍
Can this effect achieved in the LWRP?
Yes, URP is just the new name of LWRP
@@NotSlot Thanks for the response! I Really need to know this because I'm afraid that URP have features that LWRP dont have
Depends on your version. I worked with Unity 2019.3 and URP 7.x. I did not test on older versions.
Hi just curious what version of Unity was used for this?
2019.3
@@NotSlot Thank you! Making a playlist for Unity 2019 will be adding this one!
This makes no sense to me. Why aren't you calculating the distance between vertex and camera by the X and Z axis opposed to the Y? Calculating how high the camera is above each vertex does not tell how far the object is from the camera.
Cool
⚡️
this only works for 1 axis
Person the know haw to use the sheder graph that's sound very handy
The Earth is flat, it just uses a shader to look round!
😅