Guys ive been waking up to this vid a lot recently and i thought it was just some strange recourring dream that i kept having but its real??? And other ppl are waking up to it too???
Your content is like a goldmine for me currently watching and practicing on repeat. Shader is something i struggle with. But your way of explanation and teaching is superior to anything i have ever seen about shaders. Thank you for you invaluable content.
1:47:33 when using the clip function, the whole process of actually using the signed distance field properly becomes very opaque, because it's doing the most important step of the whole process (aka Anti-Aliasing at any resolution) without telling us how.
I was trying to learn this for literally years! Watching these videos I understand what is happening for the first time! You are a great teacher! Thank you very much for this.
( for myself ) 14:3056:40 explaination about bool comparison 49:00 about returning the healthbar texture across the bar 51:00 about TextureWrapMode 1:59:50 about fwidth and partial derivative 2:52:30 about blinn-phong
54:07 This behaviour of where the sampler takes the sample is easier to think about if you think of a smaller texture, say 2 x 2 texels. There will be 2 texels stretched across from left to right, but 0.0 is still all the way to the left and 1.0 is still all the way to the right. So no of course 1.0 wouldn't sample in the middle of the texel - in this case you'd need to sample at 0.75 to get that. For me, this became clear when I tried to implement a shader which cut the texture into multiple sprites, because when you do that, you end up with the same bleeding happening there and have to work around it in your own code by grabbing the texel size from _MainTex_TexelSize and manually clamping your values to the middle of the texel.
I think the lil issue on the first assignment was a good thing. It made me kinda reflect on reasons why it wouldn't work. Then I figured that maybe the first and last pixels of the texture where different; AND THEN BOOM. Fixed. So yeh. (dunno if that was the actual issue but i assumed as much). I now got that error catcher on my toolshed. anywho' round 2 les go
Love how you go in-depth and step by step into it. Makes me miss programming, although I've never had the opportunity to do game-development back in the day. We only learned programming for databases, hardware and networking back then. I went to college to learn how to make games, but there wasn't a gaming industry in my country and information wasn't as easy to find as today. It would've been better if I was born like 15 years later or so 😅. Although I'm more of a designer than a programmer now, there is still deep rooted love for programming, which is obvious when I watch these sort of video's. But I seem to process information not as easily as 15 years ago and I was always a visual learner, so I dig these kind of explanations. Makes it easier to understand, even with the disadvantage of English/US not being my native language (sometimes difficulties with understanding specific jargon words). I will never be a full fledge programmer, but this helps getting a better understanding when I design my game.
Thank you for putting out these great videos! I am mostly a game logic programmer but want to get into using shaders and this is great help! I was wondering if youd go over compute shaders and how to use them in future videos?
I had coloring problem, but I solved it. Regardless of much details, if white color becomes red or something like that, you will have to keep "fixed4 frag" in the fragment function. Thank you Freya for the very informative videos...
Event though I intend to stick with nodes (mostly bc I mainly work in blender & unreal) your videos are so well explained and help me better understand the underlying things and maths going on with what I'm doing! I also love to put these two parts on repeat while I'm modeling - your voice and cadence is really pleasant to listen to, and I sponge up more info all the time 🥰️
I arrived at this series from The Coding Train, it must've been painful for you to be in that chat! And thank Universe you were, because now I'm here and learning a metric shit tonne more about shaders than I ever expected to! I've seen references to them in some old Java software I used to use called Structure Synth, that I think was able to output some shader-related data for rendering in what I used at the time called Sunflow. I'm ultra curious if I can revisit some of those old scenes and manipulate the shaders now!
I encountered a problem in the Phone Lighting code, that _WorldSpaceLightPos0 is always “0” and cannot work. Upon checking, I found that this is because I previously set the [Skybox Material] in the Environment settings of the scene to "None". Can someone explain the reason for this problem or provide some relevant information? Thank you !
Freya, thank you so much for sharing your knowledge. Big hug from Brazil! Please make a video about Toon, Outlines and Edge Detections shaders. Merry Christmas and happy new year!
Freya you don't know how thankful I am for these videos. Is there any chance you could make one video also explaining how to implement PBR lighting? instead of the basic phong/blinn-phong?
Freya has the name and intellect of one of my revered goddesses ... I love this girl and her videos. They don't make girls like this where I'm from (I'm from a really bad place lol). Liked and subscribed!
Did exactly the same thing shown in the lighting section, the light vector just wouldn't change when I roatate the directional light, and when I output the diffuse light, the shadow just stick where it is no matter how I move thelight.
Amazing content! I've learned a lot so far, went from scared about shaders and rendering to pretty confortable to write custom and crazy shaders, thanks a lot Freya!! One thing that I've got missing is that my shader is not receiving shadows from other objects in the scene, am I missing something?
Hi! How could you implement indirect lighting to avoid dark spots in your mesh? When light hits the mesh the opossite normals tells the fragment shaders to be dark, in URP when you introduce a mesh thats not the case so how can I avoid the dark spots in the mesh, which are the calculations?
with android compression tool, always end up in gimp making uniform textures in texal blocks to simulate lots of detail material texture2d sampler for something like opengl es2.0 shader..
god thanks that i dont need to write these light shaders by myself and they all have built in engine itself. But anyway good to know all that underhood stuff
Great video. I have a question abaut shader and metarials. Is there any way to change shader preporties in only one object? For example I have 10 enemies, all of them use the same shader to health bar, and one of them have less health and change health preporties (in shader) only for this enemy. I know I can crate manualy 10 materials with this shader or crate it from code, but it's not very usefull...
@@acegikmo i have watched all the 3 videos on another website(not youtube) it was also free but i dont remember the name. It came up when i searched unity hlsl tutorials
amazing video. I have been able to follow along fine up until the lighting part. The objects are fully black with no light reflecting off the objects at all. i even tried downloading your sample scene and it is doing the same. is it to do with my unity settings? cheers
@Freya Holmér Is it possible to use shader to have stylised effects on a text in a dialog box? If it is, did you ever try this before and have some piece of advice? Thank you for sharing this awesome serie on shaders!
definitely possible, but the difficulty of this depends on how the text is rendered and what effects you want. ideally you'd alter the shader rendering the text, and do the thing you want to do in there
@@acegikmo thank you, I'll give it a try when I'll be at the dialog system to see how balance the complexity between all I want. Roughly, I was thinking of three types of effect on specific words : - subtile glowing effect to emphasize ; - appearance of the word with a displacement effect on the characters ; - appearance of the word with a linear raise of the alpha. Clearly, I'll need to create a dialog system that let me alter the shader rendering as you said.
It is very easy to understand how that graphical elements and shapes are works but that coding is wipe my mind. Is there any different way to make it without coding? And also I have to say in general, computers (PC) we are using when programmed to simulate physic, colors, or other things like visual effects in real time, they need too much calculations for that. It need too much cpu and ram. By the other computers are not made to make this things at first because that smart genius people who makes first computers are made it for their required and necessary. That chips (CPU)'s are using binary numbers and it is very hard way to make it. They have to make different CPU works like Analog at that time computers can works too much faster for some other things as we can see in this video. It is very hard to have that type of CPU because there are no genius left in this planet to make a new ideas to create.
it's mindblowing to have access to this kind of ressources for free. Thank you !
8b
anyone else keeps waking up to this? 😂
Yesss I just hope I subconsciously know how to code
Me 😂
HAHAHA YES ME
@@juanbarron9900 LMAOOO yes we all do now
Fr😊
Thanks for making this series. It's really not obvious where people learn this stuff without having done heaps of high level mathematics
Really appreciate you uploading these videos here on youtube too, they're fantastic!
Guys ive been waking up to this vid a lot recently and i thought it was just some strange recourring dream that i kept having but its real??? And other ppl are waking up to it too???
Your content is like a goldmine for me currently watching and practicing on repeat. Shader is something i struggle with. But your way of explanation and teaching is superior to anything i have ever seen about shaders. Thank you for you invaluable content.
1:47:33 when using the clip function, the whole process of actually using the signed distance field properly becomes very opaque, because it's doing the most important step of the whole process (aka Anti-Aliasing at any resolution) without telling us how.
I was trying to learn this for literally years! Watching these videos I understand what is happening for the first time!
You are a great teacher! Thank you very much for this.
You may also wanna check the work of Chili Tomato Noodle on this topics, with C++ godlike implementations :)
women are usually good at explaining the very basics...
( for myself )
14:30 56:40 explaination about bool comparison
49:00 about returning the healthbar texture across the bar
51:00 about TextureWrapMode
1:59:50 about fwidth and partial derivative
2:52:30 about blinn-phong
This is like a full semester of college shader programming in two videos. Thank you so much!
Great class Freya. Thanks for all your time and effort. Please do continue with this series! :)
54:07 This behaviour of where the sampler takes the sample is easier to think about if you think of a smaller texture, say 2 x 2 texels.
There will be 2 texels stretched across from left to right, but 0.0 is still all the way to the left and 1.0 is still all the way to the right. So no of course 1.0 wouldn't sample in the middle of the texel - in this case you'd need to sample at 0.75 to get that.
For me, this became clear when I tried to implement a shader which cut the texture into multiple sprites, because when you do that, you end up with the same bleeding happening there and have to work around it in your own code by grabbing the texel size from _MainTex_TexelSize and manually clamping your values to the middle of the texel.
Huge fanboy here:
The way you went through the SDF math was so god damn amazing.
I wish more mathsy people taught like you :v
Thanks for sharing. I love your content and the way you teach these difficult concepts in a very polite and convenient way. Thanks for being here 😀👌
You are AWESOME ... All this amazing content for free !!!
You floored me at 13:01, wrinting in yellow! Great lessons!!!
I think the lil issue on the first assignment was a good thing. It made me kinda reflect on reasons why it wouldn't work. Then I figured that maybe the first and last pixels of the texture where different; AND THEN BOOM. Fixed. So yeh. (dunno if that was the actual issue but i assumed as much). I now got that error catcher on my toolshed. anywho' round 2 les go
This is gonna be crucial knowledge to me shortly (working on a fighting game atm). Cheers from NZ!!!
How is it coming?
Love how you go in-depth and step by step into it.
Makes me miss programming, although I've never had the opportunity to do game-development back in the day. We only learned programming for databases, hardware and networking back then. I went to college to learn how to make games, but there wasn't a gaming industry in my country and information wasn't as easy to find as today. It would've been better if I was born like 15 years later or so 😅.
Although I'm more of a designer than a programmer now, there is still deep rooted love for programming, which is obvious when I watch these sort of video's. But I seem to process information not as easily as 15 years ago and I was always a visual learner, so I dig these kind of explanations. Makes it easier to understand, even with the disadvantage of English/US not being my native language (sometimes difficulties with understanding specific jargon words). I will never be a full fledge programmer, but this helps getting a better understanding when I design my game.
Just saw all your channel content. You god or what ?
I feel so dumb. I know nothing. But thanks for all the free contents ❤️.
I love how elegant lambertian light is. Just a line of code.
Finally UA-cam recommends interesting channel. Thank you for video!
Thank you for putting out these great videos! I am mostly a game logic programmer but want to get into using shaders and this is great help! I was wondering if youd go over compute shaders and how to use them in future videos?
no plans for that yet!
I had coloring problem, but I solved it. Regardless of much details, if white color becomes red or something like that, you will have to keep "fixed4 frag" in the fragment function.
Thank you Freya for the very informative videos...
The fast mouse clicks and key strokes are quite nice
Event though I intend to stick with nodes (mostly bc I mainly work in blender & unreal) your videos are so well explained and help me better understand the underlying things and maths going on with what I'm doing! I also love to put these two parts on repeat while I'm modeling - your voice and cadence is really pleasant to listen to, and I sponge up more info all the time 🥰️
you're a big inspiration to me. I really appreciate you
You are a Great Teacher Freya, Your videos are Awesome 😊💖💖👍
Yet another video i woke up to an hour through it.
thanks for being the good person that you are
Very well orchestrated!
😊 🙏 😊
thank you again so much for sharing!
this is AWESOME!!!! free? That's even MORE AWESOME! all the best wishes !!
awesome!!! thank you very much for sharing and iluminate our brains!!
I arrived at this series from The Coding Train, it must've been painful for you to be in that chat! And thank Universe you were, because now I'm here and learning a metric shit tonne more about shaders than I ever expected to!
I've seen references to them in some old Java software I used to use called Structure Synth, that I think was able to output some shader-related data for rendering in what I used at the time called Sunflow. I'm ultra curious if I can revisit some of those old scenes and manipulate the shaders now!
Awesome information, thanks Freya.
18:00
Just a "bit-brushing"
float _Health;
static const float2 _Color = float2(1-_Health,_Health);
These tutorials are superb!
I encountered a problem in the Phone Lighting code, that _WorldSpaceLightPos0 is always “0” and cannot work. Upon checking, I found that this is because I previously set the [Skybox Material] in the Environment settings of the scene to "None". Can someone explain the reason for this problem or provide some relevant information? Thank you !
Freya, thank you so much for sharing your knowledge.
Big hug from Brazil!
Please make a video about Toon, Outlines and Edge Detections shaders.
Merry Christmas and happy new year!
Freya, thank you again!
How can we do to cast shadows in shaders?
It would be amazing to learn this with you!
😊
Freya you don't know how thankful I am for these videos.
Is there any chance you could make one video also explaining how to implement PBR lighting? instead of the basic phong/blinn-phong?
Help I just woke up😭😭😭
SAME OMFG IM SO CINFUSED
That was simply amazing.
31:31 wouldn't it be better to do this in the fragment shader? I've heard discard is very expensive on some hardware.
I fell asleep and woke up to this, not even mad 🤔
SAMMEEEE
Comma operator is good for macros if you're trying to squeeze extra behavior into some code in expression context.
Who else woke up to this?
Freya you are awesome!
thank you
3:11:05 it actually looks like the top half of Mokona from Magic Knight Rayearth looking to the left
Help how did I just also wake up to this
Freya has the name and intellect of one of my revered goddesses ... I love this girl and her videos. They don't make girls like this where I'm from (I'm from a really bad place lol).
Liked and subscribed!
Lmfao, you sure about that?
@@squarerootof2 lmao I get it, but don't mess with her ... she's an amazing resource for shader knowledge and helps us a lot
@@GameDevNerd No worries :)
As far as I understand, in Unity, UI is usually located inside Canvas.
How can we apply this "HealthBar" shader inside the Canvas?
The 2D capsule-like shape is called a stadium!
How do I upvote twice?
Hi, can anyone quote or link the reference in 1:30:00 please, I can't figure it out by ear. Thanks for amazing videos!
Inigo Quilez, subtitles went Inigo Keyless .
Did exactly the same thing shown in the lighting section, the light vector just wouldn't change when I roatate the directional light, and when I output the diffuse light, the shadow just stick where it is no matter how I move thelight.
Found the reason, need to add a tag "LightMode" = "ForwardBase"
God I love your work. I wish I had an income right now just so I could show you some support.
3:24:18 I put 600± hours into overwatch, in match time, since I began playing a year ago
that best what I saw about hlsl👍
thank you for your impact
Amazing content! I've learned a lot so far, went from scared about shaders and rendering to pretty confortable to write custom and crazy shaders, thanks a lot Freya!!
One thing that I've got missing is that my shader is not receiving shadows from other objects in the scene, am I missing something?
Hi! How could you implement indirect lighting to avoid dark spots in your mesh? When light hits the mesh the opossite normals tells the fragment shaders to be dark, in URP when you introduce a mesh thats not the case so how can I avoid the dark spots in the mesh, which are the calculations?
with android compression tool, always end up in gimp making uniform textures in texal blocks to simulate lots of detail material texture2d sampler for something like opengl es2.0 shader..
Vec4 is GLSL for float4.
god thanks that i dont need to write these light shaders by myself and they all have built in engine itself. But anyway good to know all that underhood stuff
I could go through all tutorials on how to do wild stuff and I would not understand a fraction of the stuff I learnt from the health bar 🥰
Great video. I have a question abaut shader and metarials. Is there any way to change shader preporties in only one object? For example I have 10 enemies, all of them use the same shader to health bar, and one of them have less health and change health preporties (in shader) only for this enemy. I know I can crate manualy 10 materials with this shader or crate it from code, but it's not very usefull...
you'll want to use these!
docs.unity3d.com/ScriptReference/MaterialPropertyBlock.html
@@acegikmo Yeah, that's works how I want, thanks :)
When I make a mistake my stressbar is rising. Thank you.
is this original version of video or pirated? who is original author?
this is my video, did you find it elsewhere?
@@acegikmo i have watched all the 3 videos on another website(not youtube) it was also free but i dont remember the name. It came up when i searched unity hlsl tutorials
How to align text in rider to center of the screen? I will be grateful if you can tell me. I can't find this setting. :C
You are so beautiful :) and this reflects in your teaching!
POV - you fell asleep watching youtube
Just woke up
Nope. Learning about graphics programming.
I had my phone shut down, but i still woke up to this, lol
Can anyone mention which headset she is wearing? Looks very comfy!
amazing video. I have been able to follow along fine up until the lighting part. The objects are fully black with no light reflecting off the objects at all. i even tried downloading your sample scene and it is doing the same. is it to do with my unity settings? cheers
i upgraded materials to hdrp and it seemed to fix it lol
What tablet are you using for drawing? Please asnwer me
Watching this at 2:07 am
3:04:03 ? if the surface turns into a mirror...
(ctrl + alt + L) can format shader code in Rider
lol i totally just did the rounded corners with a texture 😬
is that an astrophotography mount in the background
Kanye West twitter avatar on the thumbnail
More shader videos pweeeasee
Watching this a year later and wonder if she ever set up a shader template...
not yet
@@acegikmoany progress on that or still manually fixing that every time :p
@@catgirlQueer still going strong!!
@Freya Holmér
Is it possible to use shader to have stylised effects on a text in a dialog box? If it is, did you ever try this before and have some piece of advice?
Thank you for sharing this awesome serie on shaders!
definitely possible, but the difficulty of this depends on how the text is rendered and what effects you want. ideally you'd alter the shader rendering the text, and do the thing you want to do in there
@@acegikmo thank you, I'll give it a try when I'll be at the dialog system to see how balance the complexity between all I want.
Roughly, I was thinking of three types of effect on specific words :
- subtile glowing effect to emphasize ;
- appearance of the word with a displacement effect on the characters ;
- appearance of the word with a linear raise of the alpha.
Clearly, I'll need to create a dialog system that let me alter the shader rendering as you said.
1:53:23
For anyone receiving zero for _WorldSpaceLightPos0, the solution is do not use URP.
Wtf do I watch when I’m asleep
3:03:00
My UA-cam auto played this and I woke up in the middle of a nightmare hearing “ahhm”. I hope i never have to hear you ever again.
0:13 😻
ok let me sub XD
In Chinese,你太牛逼了,佩服佩服
🍵
🙏🏻
ur so beautiful queen
why do u have such long videos
the assignments are too easy, i dont need to do anything, and i dont even know what the content of assignments is hahahahahahahhahahahahahah
It is very easy to understand how that graphical elements and shapes are works but that coding is wipe my mind. Is there any different way to make it without coding? And also I have to say in general, computers (PC) we are using when programmed to simulate physic, colors, or other things like visual effects in real time, they need too much calculations for that. It need too much cpu and ram. By the other computers are not made to make this things at first because that smart genius people who makes first computers are made it for their required and necessary. That chips (CPU)'s are using binary numbers and it is very hard way to make it. They have to make different CPU works like Analog at that time computers can works too much faster for some other things as we can see in this video. It is very hard to have that type of CPU because there are no genius left in this planet to make a new ideas to create.