I really love your videos. You are very easy to understand and you try to make us understand the information behind all of it. Sometimes I just copy and paste nodes from tutorials because they just tell you, but don't explain why they are putting the nodes together. You actually explained why and what it will do.
I love your work! Would you ever make an updated version of this for HDRP? I've got the effect working in the material preview but there's no glitter when I apply it to a model in the scene
There is a space in the lighting window under the environment tab (I think) where you can put a material in for the skybox so you wouldn't need a sphere to make the night sky.
Yes but if you put this material on a sphere then you can make it rotate with code or the shader itself so your stars will move or you can make the stars blink when the game by multiplying the glitter with a moving gradient noise but the skybox is only a static image (or 6 depending on the skybox material you choose). The possibilitys are ENDLESS!!!
@@ultmatepotato you can do everything you just said using the skybox besides moving it with code. In URP you can use any material as a skybox so if you wanted it to rotate you could just change the materials property with code or have the time node do it for you. Either way works, also when using it as a skybox you cant use the skybox materials since this is a custom shader so its not applying it by a static image or cubemap, its directly applying the custom material as the skybox
This (for me) does NOT work in Unity 2022 (not an LTS). There are a lot of problems from the hue not moving if it's not set to Normalized to the Fresnel not begin added in the end etc. :( guess I'm downgrading to be able to do this.
Ooohhh that's good to know. URP 11 is on Unity 2021.1 right? I've not actually used that version yet so I'll keep that in mind. I'll probably still habitually use a Normalize node anyway.
@@danielilett well if you do consider you are in for a treat. Random errors everywhere, literally endless erorrs, memory leaks and ect!! Isn't that just what we like ^_^
In case anyone has the issue that I and others had in HDRP where the effect was working in the preview but not the scene, I found a solution. It's a bit of a compromise, but it worked for me and got the effect I wanted with sand glittering as the camera moves by: 1. Simply adding the base colour (or gradient if you still want it) to the final result of everything that was supposed to go into the emissions, and then plugging the result into the base colour fragment at the end. It doesn't get the HDR effect of the sparkles, but it gets white specks behaving as they should. 2. Ensure that the target object you're applying it to is UV unwrapped If anyone knows how to bring back the HDR effect on the glitter let me know
This is so informative, but for some reason the glitter does not show up on my model, but it shows up on my preview inside Shader Graph. (I clicked Save Asset) The fresnel shows up though, and if I use a glitter offset less than 0, the entire model shows up as the glitter color. Inside Shader Graph, it's kind of of the opposite. If I use a glitter offset greater than 1, no glitter appears, which actually might make sense though.
@@exactspaceSorry, I know this was a while ago but would you happen to know what the solution was? I've tried everything but having the same issue where it shows up in the preview box but not in the scene
@@cyanos3 I think my issue came down to not UV unwrapping the models I was using. It didn't work on the generic unity sphere which I was using as a test and then failed on my own test meshes, until I UV unwrapped them
How might I make a shader that makes certain objects greyscale (any object could be subject to greyscale) without every object using a custom material which is painfully tedious
I have a question! I'm using Unity 2019.4.3 and I'm trying to accomplish this shader! however when I get to the step at 2:44 "add 2 Float properties" I don't seem to have the option in the dropdown. My list starts with Vector 1 and so on. Does anyone have any idea what I can do to be able to add these? (I do have a "Precision: Float" header up next to the Save assets/Show in Project header.) Any ideas?
same, I had to manually adjust it depending on the size and the distance of the object. I tried making a multiplier based on the distance but couldn't.
I really love your videos. You are very easy to understand and you try to make us understand the information behind all of it. Sometimes I just copy and paste nodes from tutorials because they just tell you, but don't explain why they are putting the nodes together. You actually explained why and what it will do.
I do try and make things as clear as I can so I'm very glad you've learned a lot from my videos :D
This is how you make a clear and comprehensive tutorial ! :)
came here from reddit. I'm surprised by the quality of the instructions and in detail information. subscribed for more content.
This.
THIS GUYS A REDDITOR
THIS GUYS A REDDITOR
I love your work! Would you ever make an updated version of this for HDRP? I've got the effect working in the material preview but there's no glitter when I apply it to a model in the scene
Thanks a lot for the tutorial, I used it in my game Hoverflow to make the sand glitter :)
This channel is a certified banger.
Bless your kind soul! Your works are amazing - thank you for this and for your other tutorials as well! 🥰
キラキラ出来ました!
Hueでノーマライズに変更したら無事に動いてくれました!
とても参考になりましたありがとう!
There is a space in the lighting window under the environment tab (I think) where you can put a material in for the skybox so you wouldn't need a sphere to make the night sky.
Yes but if you put this material on a sphere then you can make it rotate with code or the shader itself so your stars will move or you can make the stars blink when the game by multiplying the glitter with a moving gradient noise but the skybox is only a static image (or 6 depending on the skybox material you choose). The possibilitys are ENDLESS!!!
@@ultmatepotato you can do everything you just said using the skybox besides moving it with code. In URP you can use any material as a skybox so if you wanted it to rotate you could just change the materials property with code or have the time node do it for you. Either way works, also when using it as a skybox you cant use the skybox materials since this is a custom shader so its not applying it by a static image or cubemap, its directly applying the custom material as the skybox
just drag the material onto your sky in the editor or in the lighting panel apply the custom material as the skybox
When you add nodes in a graph, it would be helpful to be zoomed in a little more so we can see the text on each node.
This (for me) does NOT work in Unity 2022 (not an LTS). There are a lot of problems from the hue not moving if it's not set to Normalized to the Fresnel not begin added in the end etc. :( guess I'm downgrading to be able to do this.
this dude is a legend
Great!!Thanks for the amazing tutorial!!!👏🎊
Thank you! Is it possible to set the background to transparent and only have the glitter on?
I only realized yesterday that view direction is now normalized in URP 11 and above
Ooohhh that's good to know. URP 11 is on Unity 2021.1 right? I've not actually used that version yet so I'll keep that in mind. I'll probably still habitually use a Normalize node anyway.
@@danielilett well if you do consider you are in for a treat. Random errors everywhere, literally endless erorrs, memory leaks and ect!! Isn't that just what we like ^_^
How about Amp,lify shader variant ? I'm planning to have a skybox shader with Stars glitter , Moon texture(adjustable) , Clouds texture
Nice effect! Thank You Friend!
In case anyone has the issue that I and others had in HDRP where the effect was working in the preview but not the scene, I found a solution. It's a bit of a compromise, but it worked for me and got the effect I wanted with sand glittering as the camera moves by:
1. Simply adding the base colour (or gradient if you still want it) to the final result of everything that was supposed to go into the emissions, and then plugging the result into the base colour fragment at the end. It doesn't get the HDR effect of the sparkles, but it gets white specks behaving as they should.
2. Ensure that the target object you're applying it to is UV unwrapped
If anyone knows how to bring back the HDR effect on the glitter let me know
bro ur best damnnn
This is so informative, but for some reason the glitter does not show up on my model, but it shows up on my preview inside Shader Graph. (I clicked Save Asset) The fresnel shows up though, and if I use a glitter offset less than 0, the entire model shows up as the glitter color. Inside Shader Graph, it's kind of of the opposite. If I use a glitter offset greater than 1, no glitter appears, which actually might make sense though.
I'm also having this problem.
@@herpderp3916 someone mentioned it could have been a negative number he typed that wasn’t made clear enough.
@@exactspaceSorry, I know this was a while ago but would you happen to know what the solution was? I've tried everything but having the same issue where it shows up in the preview box but not in the scene
@@bluesheepminecraft For me, the scaling had to be (1,1) by default.
@@cyanos3 I think my issue came down to not UV unwrapping the models I was using. It didn't work on the generic unity sphere which I was using as a test and then failed on my own test meshes, until I UV unwrapped them
How might I make a shader that makes certain objects greyscale (any object could be subject to greyscale) without every object using a custom material which is painfully tedious
should be able to just turn the albedo grayscale
Thanks man!
For me the glitter doesn't move, the time node seem to don't work
Same!
@@scribbles1440 i found the solution you need to set the hue to normalize
@@tilksamousse THANK YOU
@@manecube no problem bro
Just turned this into HLSL code and added it to my Kwazy Xhader 3.0 XD, GWITTERS~~~
I have a question! I'm using Unity 2019.4.3 and I'm trying to accomplish this shader! however when I get to the step at 2:44 "add 2 Float properties" I don't seem to have the option in the dropdown. My list starts with Vector 1 and so on. Does anyone have any idea what I can do to be able to add these? (I do have a "Precision: Float" header up next to the Save assets/Show in Project header.) Any ideas?
Good question - Float and Vector 1 properties are the same thing! They just renamed Vector 1 to Float sometime after Unity 2019.4.
@@danielilett thank you so much!!
No worries! It's quite hard to find information on some of these changes if you're not already aware of them.
Is anybody else getting the glitter intensity increase the closer the camera is to the object?
same, I had to manually adjust it depending on the size and the distance of the object. I tried making a multiplier based on the distance but couldn't.
To everyone who have a problem with the particle size, Change the Noise Scale.
I want the book
how do i turn the shader into a unitypackage to use in any unity thing
I think you should be able to just right-click the shader in the Project View and click Export Package, right?
效果太棒了!
I can't get it to move u.u
the glitter doesn't sparkles x,x
:D
nobody tell Anakin about this