You need to use intensity in the material. So when you create a new material you have different "colors" and "maps" available (base color, normal, etc.). There's one called "emission color" . You need to check it and then change the color from there. It's almost the same as a normal color except that you have an extra slider called "intensity" that appear (the last one at the bottom) so change this slider (it has a value of 0 by default) to a positive number. Go for 2 or 3 at first and play around with this value to see what feels good for your scene
@@MiraPianta Oh ok I see. Did you turn on bloom in your post-processing? If not, add a post-processing volume (make sure the mode is set to global). Add an override and select bloom. Then change the intensity of the bloom to higher than 1 (somewhere between 1 and 3 depending on your scene is usually enough)
I find the best way to have a more "rounded" sphere is to get a sphere from blender. In blender you can create a sphere and subdivide it a few times (3 to 4 times) it will make it look rounder (but will have more triangles).
Is it directional light only?? Im trying to prototype an RTS game in space so i need things lighted properly in all directions from point light (aka sun), but all atmospheres i can find including best paid store assets are working with direcntional only. What is the point of directional wall of light in space lol..
Yeah it's directional light only. The idea is that you usually have one main light in most scenes where you can add complementary lights (not always true but a general pattern). The same goes for space you rarely encounter more than one main light (the actual star). For your system you could look into creating a custom light shader maybe.
There's a chance you already saw this code but here's how you could create a custom light node. Once again it's for the main light but maybe this could help you gist.github.com/simonbroggi/672b979ca37b01db752e0087b26315ab
If you are using an earlier version of Unity where the Main Light direction node is not available: I made a video on how to create a custom node to achieve the same effect. ua-cam.com/video/bWRnl-CApk4/v-deo.html
Hey, sorry for the late reply. You are right, I forgot that this is a recent addition to the shader graph. So I made a video explaining how to get a custom node to have the same effect in earlier version of unity. It is short and not complicated: ua-cam.com/video/bWRnl-CApk4/v-deo.html
@@parkerrallieshope Yeah unfortunately it's only for directional lights (main light in the scene). I don't know how (and if it's possible) to apply that with point lights
Hey the tutorial is only for objects from an outside perspective, not if you're on a planet. If you want to have both you have two solutions: you either create two different shaders, one from a space view (like in this video) and one for a planet view. However, transitioning between the two won't be flawless. So if you don't have a transition that's good between the two it won't be the best render. If you want to see the full transition and having one shader for both things get more complicated. Sebastian Lague has some videos on the topic though if you want to really dive into the topic : ua-cam.com/video/DxfEbulyFcY/v-deo.html
@@MorriganGameDev I tried implementing this but he uses the standard render pipeline and his shaders weren't transferable (at least that I could tell) I can't figure out the revised solution for URP
Great tutorial, explained really well!
Awesome tutorial.
Que Aula Sensacional!!!! Muito Obrigado Pelo Conteúdo!
I am following your guide, but my materials don't have the hazy "glow" effect that yours do. Where does this come from?
You need to use intensity in the material. So when you create a new material you have different "colors" and "maps" available (base color, normal, etc.). There's one called "emission color" . You need to check it and then change the color from there. It's almost the same as a normal color except that you have an extra slider called "intensity" that appear (the last one at the bottom) so change this slider (it has a value of 0 by default) to a positive number. Go for 2 or 3 at first and play around with this value to see what feels good for your scene
@@MorriganGameDev even with adjusting the intensity level, the material itself does brighten and darken but it's not emitting any light.
@@MiraPianta Oh ok I see. Did you turn on bloom in your post-processing? If not, add a post-processing volume (make sure the mode is set to global). Add an override and select bloom. Then change the intensity of the bloom to higher than 1 (somewhere between 1 and 3 depending on your scene is usually enough)
hey. my mars sphere is not completely rounded, is anything to fix it?
I find the best way to have a more "rounded" sphere is to get a sphere from blender. In blender you can create a sphere and subdivide it a few times (3 to 4 times) it will make it look rounder (but will have more triangles).
Is it directional light only?? Im trying to prototype an RTS game in space so i need things lighted properly in all directions from point light (aka sun), but all atmospheres i can find including best paid store assets are working with direcntional only. What is the point of directional wall of light in space lol..
Yeah it's directional light only. The idea is that you usually have one main light in most scenes where you can add complementary lights (not always true but a general pattern). The same goes for space you rarely encounter more than one main light (the actual star). For your system you could look into creating a custom light shader maybe.
There's a chance you already saw this code but here's how you could create a custom light node. Once again it's for the main light but maybe this could help you gist.github.com/simonbroggi/672b979ca37b01db752e0087b26315ab
If you are using an earlier version of Unity where the Main Light direction node is not available: I made a video on how to create a custom node to achieve the same effect.
ua-cam.com/video/bWRnl-CApk4/v-deo.html
There is no Main Light Direction node... Unity 2020.3.36f1
Hey, sorry for the late reply. You are right, I forgot that this is a recent addition to the shader graph. So I made a video explaining how to get a custom node to have the same effect in earlier version of unity. It is short and not complicated: ua-cam.com/video/bWRnl-CApk4/v-deo.html
@@MorriganGameDev It works now, but it doesn't really work with realtime point lights.
@@parkerrallieshope Yeah unfortunately it's only for directional lights (main light in the scene). I don't know how (and if it's possible) to apply that with point lights
How does it look when the camera is on the planet and facing the outer space?
Hey the tutorial is only for objects from an outside perspective, not if you're on a planet. If you want to have both you have two solutions: you either create two different shaders, one from a space view (like in this video) and one for a planet view. However, transitioning between the two won't be flawless. So if you don't have a transition that's good between the two it won't be the best render. If you want to see the full transition and having one shader for both things get more complicated. Sebastian Lague has some videos on the topic though if you want to really dive into the topic : ua-cam.com/video/DxfEbulyFcY/v-deo.html
@@MorriganGameDev I tried implementing this but he uses the standard render pipeline and his shaders weren't transferable (at least that I could tell) I can't figure out the revised solution for URP
Oh you're right I forgot that. Unfortunately, I have no idea how to get them to work for URP as well
I lucky because find this 0:09
Dosen't work, boo!!!
brilliant