Summary from all the comments glimpsed here. Using Unity 2021.3.16f1 URP, but this should apply to everyone from 2020 onwards and HDRP too. SETTING UP 1. Shadergraph needs to be installed from Package Manager 2. Creating the Shadergraph: Create > Shader Graph (note: Not Shader - if you don't see Shadergraph, go back to Step 1) > URP > Lit Shader Graph CHANGES TO NOTE - PBR Material block does not exist anymore, and instead it is now split into Vertex and Fragment blocks. Nodes like 'Alpha', 'Alpha Threshold Clip', 'Emission' are likely to be missing. Right-click on the Fragment block to add them - All the nodes still exist, and the spaghetti mapping still works, so just copy that. However, you will not get the same results as there are configurations that need to be made. If your Alpha and Alpha Threshold Clips are greyed out, this is your cue too: - In your Shadergraph panel, overlayed in a modal right next to your nodes working area, you should see 'Graph Inspector'. If you don't see it, that's because it's not toggled on. On the top right of the Shader graph panel, you should see 3 buttons - Blackboard, Graph Inspector, Main Preview. Hit Graph Inspector obviously. - In the Graph Inspector modal, click on the tab 'Graph Settings'. Navigate down to the section 'Builtin', then ensure you have these values: - > Material: Select lit - > Surface Type: Opaque - > Render face: Both - > Alpha clipping: Check that checkbox CONVERTING NODES TO VALUES - If you do not see that left modal in the video, go back to the three buttons on the top right of the Shader graph panel and hit 'Blackboard'. Then that modal should pop up - Alternatively, just create a float node, relink it to your Shadergraph web, then right-click on that node and convert to property Hope this helps!
I did that before, and after 7 months, I had to do it again for HDRP and forgot how to do it. Your comment saved me from a headache. Thanks, man! I owe you a beer.
For anyone doing this on the 2019 version, you'll need the Universal render pipeline, the HDRP, and the shader graph packages installed. Also, one tiny difference on the very end: the "two sided" checkbox is not where it is in the video anymore. You need to click the settings icon on the main node, its in there. hope this helps!
For everyone in 2022 using HRDP: Its now called Lit Shader Graph and not PBR Shader anymore. Besides that, you have to add a "Emission Node" in the End where you Input the Color and crank up the Emission to something like 1000 to see it.
In UPR Project on Unity 2020.3.16f1 create URP shader. In my case it will be Lit. Next, open Graph Inspector and choose Surface-Tranparency and toggle "Alpha Clip". Then u will able to change aplha and aplha clip threshold!
@Brackeys I've honestly learned more about how to code effectively from your channel than I have in my actual coding classes at Uni. Thank you so much for your clear and understandable tutorials and explanations, I look forward to learning more from you in the future!
If you are using Lit Shader Graph but aren't finding the "Alpha" and the "Alpha Clip Threshold" option, go to Graph Inspector -> Graph Settings -> Surface Type -> Select "Transparent" and also check the "Alpha Clipping" option. Alternatively, you can right click on the "Fragment" node and select "Add block node" and then select "Alpha" and "Alpha Clip Threshold".
That's some pretty nifty tricks in there. Time-offsetting the dissolve for the border is nice. I would have tried it with an outline/edge detection approach, but this is a lot more efficient and also simpler. I like it!
Absolutely love tutorials like this. I am getting more into Unity, but I found shaders to be challenging for me. Now that Unity is moving to graphs it’s becoming easier and these tutorials really are helping out. Thanks a lot and keep me coming !
The one idea that comes to mind is using this to create an easy "3d printing" effect. When a player "prints" something, an object is instantiated on the "print bed" before having a vector property of the shader increase/decrease to move the emissive boundary upwards, making it appear to a player that the object is being built in front of them by some form of futuristic technology. Now that I think of it, something like that is used by Subnautica for their printing animations.
I have been searching for this effect the last 2 days but could not find a simple way to do it. Fortunately Brackeys never lets me down, this is insane :) Thank you!
Would be cool to see this shader. or a similar one, in a 'enemy death' or 'burned to a crisp' tutorial. Focused on how to activate shaders from script and use them in certain situations.
BTW For anyone who is using 2022 unity the PBR Graph is now lit Shader and you will notice that the Master node is gone and you have Vertex and Fragment. to add stuff like Alpha and Alpha clip threshold you will have to right click on the fragment node or just left click it and hit space. the Vector 1 is now float, to change the surface type you can go to the window on the top right and click Graph Settings to access settings such as Surface, Workflow, etc. Hope this helps :)
Wow I just digged my head into this wonderful place on Unity 2 hours ago, THIS IS ABSOLUTELY AMAZING like how it's extremely intuitive!! Thanks for the clears tutorials, it's awesome!
For anyone who is wondering why the PBR Graph isnt showing? When creating a project, make sure to pick Universal Render Pipeline (PBR) rather than picking 3D!
@@patrickduell7635 Can you elaborate slightly? How do access Vector1? Is it accessed from the shader that you drop in as a public variable somewhere? Thanks!
For anyone trying to do this on low poly models which have surfaces mapped to one pixel you will need to use a position node for the input to the simple noise instead of the UV, otherwise you will have complete surfaces disappearing rather than them dissolving.
So to use this effect to dissolve objects in or out. You can remove the time and remapping node. Make a new vector 1 slider between the range of 0 to 1. And then animate this slider in unity with keyframes recording. Then all you need to do is call that animation of the shader when you want. Profit!
@@JMacify So basically in shader graph, you can expose some variables in the inspector and to other scripts. Float is basically a vector 1 in this case.
here take some code using UnityEngine; public class target : MonoBehaviour { public float health = 50f; public Shader shader1; Renderer rend; void Start() { rend = GetComponent();
} public void TakeDamage(float amount) { health -= amount; if(health
@@jeff-hq6xy It did help me a lot. But after the Die() function is called, the shader keeps existing after i destroyed the game object. Any idea of what I can do better?
So if you're like me, and can't find anything to do with the Shader Graph, there's a lot of hassle in this "preview" technology. Your project probably isn't set up for it and is missing Packages you need to install in the Package Manager. It won't work with the HD Render Pipeline. If you get purple areas in your shader graph, or you can't even create a shader of the type shown here, it's due to the broken incomplete materials Unity didn't explain to you.
Thank you! When I went to try this out for myself, I couldn't find the PBR shader. Thanks to your comment, I realized I needed to use the package manager to install the shader graph package (currently marked as "preview"). Now it looks like it's working for me.
You have to reference the objects material. Something like this might work: If (isDead) {yourMaterial.SetFloat("FloatName", 1 - Time.deltaTime} or 0+Time.deltaTime, whatever your after.
I may be stupid or something, but I tried to edit a shader graph's variable value via script and it didn't work for me. I am pretty sure that it still works for "normal" scripts, however.
Hi, I know it's been a long time since the video but how could you achieve this effect while keeping the object's original material?. What I see is that the material replaces the original material so the effect is done over a blank material. Thanks
@@dmennenoh Do you know if there is a way how to do this sort of shader plug-and-play, as in simply adding it as an animation to basically any prefab object with a material?
Dang. I tried doing this on my own at first and got something relatively similar BUT I was taking derivatives on a power function in order to get a mostly complete edges. I never though to just use alpha clip and offset lol. Mine was way more complicated. Thanks! I have since had a revision after watching this video. I use the same fundamental concept of offset however, because it is the easiest way to think about an edge: The Gradient Node is fed into a Step function and fed into another Step function that is slightly offset. So It looks very similar, but one of them will have proceeded in the animation a bit more. Now, what I do is do 1 - (StepFunction + offset); So now this the one that is offset will have a slightly larger Black blob instead of a white blob. If you lay both images on top of one another, what you will see is the slightly smaller white blobs enveloped by a black blob with white all around it. A Black edge! But we do not want a black edge... we want a white edge. So we just do (1 - CombinedImages). This gives you the white edges. I technically use the combine node an put each image in separate channels and use the dot product (its square length) in order to get the grey scale white on white with a black edge. This works because one image is fed into the red channel [1, 0, 0] and the other in green channel [0,1,0]. Therefore we know the length will be = 1. This is better because now we have more fined grained control over. Example, I can invert the dissolver easily with one variable in the inspector lol.
Awesome video! I was really intimidated by shaders, even with the new Shader Graph, but this made me finally understand what exactly a shader is and what goes on under the hood. Thanks!
Some years ago I used the dissolve shader as well for a project of mine, however, it was a bit more customizable than in this tutorial. You could swap the texture information for the dissolve. With that feature you can create really cool textures to dissolve your mesh in a very fancy way. Back then I used the roughness or metallic (depending on what gave me a better starting point), edited it a bit to control the dissolving so that arm armor dissolved before the body for example and don't just have it random. Real cool shader effect
I'd suggest you to add a float/vector property to the shader to control the dissolve instead of time, and then a script or animation that controls that float/vector.
You have to reference the objects material. Something like this might work: If (isDead) {yourMaterial.SetFloat("FloatName", 1 - Time.deltaTime} or 0+Time.deltaTime, whatever your after.
Oh but they do work on shaders from shader graph! I decided to make a video since no one seems to know how to do this. Even through some research there isn't much on it, so here you go! ua-cam.com/video/EKliv7_0t2Y/v-deo.html
For anyone trying to find PBR Graph you need to install it via the Package Manager (might have to click 'Advanced' and 'show preview packages') and install: Shadergraph, Render-pipelines.core, and Render-pipelines.lightweight
You need to create a 'LightweightRenderPipelineAsset' then add it to the 'Scriptable Render Pipeline Settings' under the Graphics project settings answers.unity.com/questions/1502090/shadergraph-always-results-in-pink-broken-shader.html
Amazing. I would love to see tutorials for lots of basic stuff, like water with depth transparency and vertex waves and shore foam, and jiggling leaves that light shines through and can be seen from the back side.
I don't believe that you can actually accomplish this with shaders "written" in shader graph as of the current version. But nonetheless... YourObject.getComponent().material.get[Variable Type here]("Name of the variable", to_set);
To overlay this shader over your object with its unique texture: 1. Make a 2D Texture in shader Graph 2. Connect it to the base color 3. Make a 2D texture property and assign the desired texture youre done. In order to change from the original material to the material with this shader: Just get the meshrenderer to change the material to a material that is using this shader.
I had alot of issues with the Shader Graph. I have to keep materials in lightweight which is not good for me. When I reverted all my shader was messed up. I have not been able to get it back. I recommend this video for those who will be using lightweight shaders.
Sir, please create like a whole series of videos about the graph nodes but more importantly, how to kind of decide which one to use depending on the goal. I understood what you did because it's actually pretty similar to UE4 and it's not that complex but if I had to do it by myself...I would be lost, wouldn't know where to begin!
maybe because hes doing a tutorial that until someone commented about the package manager packages to install, is impossible to follow. honestly if your doing a tutorial you should explain that this is a feature you must manually add first. this is a very poorly done tutorial for brakeys, I'm surprised he usually explains things better.
very good and veeeeery simple lessons to understand. Very simple monologue and although that I'm from Russia I understand allover of this stuff. Thank you bro.
Hi Asbjørn, thank you for this really nice tutorial! I would love to see some more in-depth tutorials about the shader graph and how to use it in a real game. Especially about switching different shader settings or even replacing shaders on the fly. Keep up the good work!
Great tutorial, thank you. I'll still repeat what I said in the last one - I wish you'd do a different effect from what's already in the samples. Although you implemented this in a slightly different way so it's interesting to see. This solution doesn't work with transparency though it seems, because the emissive value seems to overwrite the culling (not sure if I explained that right.) The solution in the unity samples works fine with transparent objects.
I'm using a newer version of Unity so you need to import Shader Graph at the begining. Go to Window > Package > Shader Graph Then the option should pop up for anyone looking for it
If anyone wants to be able to control the fading rather than having it depend on time, all you have to do it replace the time/remap nodes with some variable and mess with that.
Summary from all the comments glimpsed here. Using Unity 2021.3.16f1 URP, but this should apply to everyone from 2020 onwards and HDRP too.
SETTING UP
1. Shadergraph needs to be installed from Package Manager
2. Creating the Shadergraph: Create > Shader Graph (note: Not Shader - if you don't see Shadergraph, go back to Step 1) > URP > Lit Shader Graph
CHANGES TO NOTE
- PBR Material block does not exist anymore, and instead it is now split into Vertex and Fragment blocks. Nodes like 'Alpha', 'Alpha Threshold Clip', 'Emission' are likely to be missing. Right-click on the Fragment block to add them
- All the nodes still exist, and the spaghetti mapping still works, so just copy that. However, you will not get the same results as there are configurations that need to be made. If your Alpha and Alpha Threshold Clips are greyed out, this is your cue too:
- In your Shadergraph panel, overlayed in a modal right next to your nodes working area, you should see 'Graph Inspector'. If you don't see it, that's because it's not toggled on. On the top right of the Shader graph panel, you should see 3 buttons - Blackboard, Graph Inspector, Main Preview. Hit Graph Inspector obviously.
- In the Graph Inspector modal, click on the tab 'Graph Settings'. Navigate down to the section 'Builtin', then ensure you have these values:
- > Material: Select lit
- > Surface Type: Opaque
- > Render face: Both
- > Alpha clipping: Check that checkbox
CONVERTING NODES TO VALUES
- If you do not see that left modal in the video, go back to the three buttons on the top right of the Shader graph panel and hit 'Blackboard'. Then that modal should pop up
- Alternatively, just create a float node, relink it to your Shadergraph web, then right-click on that node and convert to property
Hope this helps!
Thank you very much, I found most of it but the "Alpha Clipping" box I overlooked. Thanks!
I did that before, and after 7 months, I had to do it again for HDRP and forgot how to do it. Your comment saved me from a headache. Thanks, man! I owe you a beer.
You're a gem dude
Thank you!! You help me a lot!!
thanks, needed these steps
For anyone doing this on the 2019 version, you'll need the Universal render pipeline, the HDRP, and the shader graph packages installed. Also, one tiny difference on the very end: the "two sided" checkbox is not where it is in the video anymore. You need to click the settings icon on the main node, its in there.
hope this helps!
Will save me a lot of time
You are a beaaaaaaaaaaaaaaaast
Ive installed those package but i cant see pbr graph
@@imsteven3044 The same here.
@@emmanuellemiras3893 apparently now the pbr graph is the lit graph, however, some names are different
For everyone in 2022 using HRDP:
Its now called Lit Shader Graph and not PBR Shader anymore.
Besides that, you have to add a "Emission Node" in the End where you Input the Color and crank up the Emission to something like 1000 to see it.
acn this do able with standar render pipeline ?
Works the same way in 2023
@@Maskeowl No wonder I can' find PBR, thanks~
Shader Graph is changing the game!
AKCSHUALLY It's changing the game engine.
bruh that performance tho
Sykoo! FABULOUSSSS!
William Munoz what is?
m1ksu you're right! 🤔
In UPR Project on Unity 2020.3.16f1 create URP shader. In my case it will be Lit. Next, open Graph Inspector and choose Surface-Tranparency and toggle "Alpha Clip". Then u will able to change aplha and aplha clip threshold!
thank you so much, I looked for it everywhere
thank you very much, you helped me a lot
you are the man Roman
thank you so much
@Brackeys I've honestly learned more about how to code effectively from your channel than I have in my actual coding classes at Uni. Thank you so much for your clear and understandable tutorials and explanations, I look forward to learning more from you in the future!
Plz more shader graph tutorials most people would love it.... right?
@cheese mice Unfortunately I don't think there will be another tutorial for a while :'(
@@blazeplayz3158 umm yeah........
Be awesome shader for android.
@@blazeplayz3158 wait.. why.. what happen? 😳
@@saw-alone-man6150Brackeys stopped youtube, check out his latest video
If you are using Lit Shader Graph but aren't finding the "Alpha" and the "Alpha Clip Threshold" option, go to Graph Inspector -> Graph Settings -> Surface Type -> Select "Transparent" and also check the "Alpha Clipping" option. Alternatively, you can right click on the "Fragment" node and select "Add block node" and then select "Alpha" and "Alpha Clip Threshold".
thanks mate
thanks
That's some pretty nifty tricks in there. Time-offsetting the dissolve for the border is nice. I would have tried it with an outline/edge detection approach, but this is a lot more efficient and also simpler. I like it!
Absolutely love tutorials like this. I am getting more into Unity, but I found shaders to be challenging for me. Now that Unity is moving to graphs it’s becoming easier and these tutorials really are helping out. Thanks a lot and keep me coming !
The one idea that comes to mind is using this to create an easy "3d printing" effect. When a player "prints" something, an object is instantiated on the "print bed" before having a vector property of the shader increase/decrease to move the emissive boundary upwards, making it appear to a player that the object is being built in front of them by some form of futuristic technology. Now that I think of it, something like that is used by Subnautica for their printing animations.
Hi, I actually need to make something like this for a project I am working on. Does anyone have any idea how to make this effect?
I have been searching for this effect the last 2 days but could not find a simple way to do it. Fortunately Brackeys never lets me down, this is insane :) Thank you!
Would be cool to see this shader. or a similar one, in a 'enemy death' or 'burned to a crisp' tutorial. Focused on how to activate shaders from script and use them in certain situations.
BTW For anyone who is using 2022 unity the PBR Graph is now lit Shader and you will notice that the Master node is gone and you have Vertex and Fragment. to add stuff like Alpha and Alpha clip threshold you will have to right click on the fragment node or just left click it and hit space. the Vector 1 is now float, to change the surface type you can go to the window on the top right and click Graph Settings to access settings such as Surface, Workflow, etc. Hope this helps :)
(Unity 2020) If the alpha clip threshold is not working for you. On the graph inspector (top right), tick the box "Alpha Clip".
This did it! Thank you so much.
hi bro help me not pbr graph
tell me more clearly, I'm just learning unity version 2020
u r de best
gracias amigasoooo crack idolo
Yes, shader graphs please, this series is a gold mine both for you and us.
What a Fantastic Video!!! Your are and will ever be the best Unity UA-camr man :)
Wow I just digged my head into this wonderful place on Unity 2 hours ago, THIS IS ABSOLUTELY AMAZING like how it's extremely intuitive!! Thanks for the clears tutorials, it's awesome!
For anyone who is wondering why the PBR Graph isnt showing? When creating a project, make sure to pick Universal Render Pipeline (PBR) rather than picking 3D!
After Shadergraph version10 PBR Graph is completely removed, and its features are merged into Lit material.
At the end of 2021 still watching Brackeys, because he just don't miss.
Any chance we could get a screenshot of the full graph of CoolDissolve at 9:47? I'm having trouble recreating it.
He just using bubbles instead of simple noise
@@Влад-г1и8ф he does more than that, he also uses the y position of the model, some math that isn't visible, and a number of other things
Simple videos transmit the most information and give the best results!
That intro dough!
This channel just gets breader and breader.
....
I'll see myself out now
I love shadergraph, not only is it very useful, it's fun!
We need a video on "How to use these effects programmatically in game, like showing or hiding?". Please............................
You just have to replace the time node with a Vector1, which is a slider from -1 to 1. You can change that value over time in the script
@@patrickduell7635 Can you elaborate slightly? How do access Vector1? Is it accessed from the shader that you drop in as a public variable somewhere? Thanks!
Your Dissolve effect you used at the beginning of this video OMG! You're the coolest guy ever!
For anyone trying to do this on low poly models which have surfaces mapped to one pixel you will need to use a position node for the input to the simple noise instead of the UV, otherwise you will have complete surfaces disappearing rather than them dissolving.
Thanks! Just had this issue and your fix sorted it😁
6:53 make it super thicc
Dani:yes
Is it just me or is this looking kinda THICC
I have never used shaders before, but you helped me to start using shaders! Thank you!
Hi! How can I control this effect via scripting?
For example, using this effect when player spawn and die.
Could you make a tutorial please?
Thanks
So to use this effect to dissolve objects in or out. You can remove the time and remapping node. Make a new vector 1 slider between the range of 0 to 1. And then animate this slider in unity with keyframes recording. Then all you need to do is call that animation of the shader when you want. Profit!
sword art online
@@FTWRahul what the heck is a vector 1 slider?
@@JMacify So basically in shader graph, you can expose some variables in the inspector and to other scripts. Float is basically a vector 1 in this case.
Hey , did you find out how to trigger this shader dissolving with script??
I always wondered how companies did this in many games, like fallout or borderlands. Thank you so much for showing us a way we can do it aswell.
That looks awsome! But how do you activate it or de-activate it with code? eg: I want the charachter to disolve when dying
Definitely late to the party but you could animate the value to change not based on time but a public value controlled through your code.
here take some code
using UnityEngine;
public class target : MonoBehaviour
{
public float health = 50f;
public Shader shader1;
Renderer rend;
void Start()
{
rend = GetComponent();
}
public void TakeDamage(float amount)
{
health -= amount;
if(health
@@jeff-hq6xy It did help me a lot. But after the Die() function is called, the shader keeps existing after i destroyed the game object. Any idea of what I can do better?
@@gigos2 I ain't currently on my pc but I can guess... I think you can just have it as a prefab instantiate it and then just delete it
@@basicallytutorials2107 You mean to make the shader a prefab? Also, I wanted to ask how can I change base color of the shader (that grey-ish color).
Don't event realize dissolve effect is pretty much straight forward like this! Thank you!
IDontFeelSoGood.shader
Anyone that doesn't name it like that should turn into dust.
@@UltimateAntic congratulations, now he is dust
I could watch this all day! Please do something completely nuts next! :D
I don't feel so good...
I think that everyone that saw the title immediately thought this! XD
Jam - I Oh hi Jam
Distant oh hey! Aha :D
**SNAP**
Keep the shader graph tutorials coming! I love it!
So if you're like me, and can't find anything to do with the Shader Graph, there's a lot of hassle in this "preview" technology. Your project probably isn't set up for it and is missing Packages you need to install in the Package Manager. It won't work with the HD Render Pipeline. If you get purple areas in your shader graph, or you can't even create a shader of the type shown here, it's due to the broken incomplete materials Unity didn't explain to you.
Thank you! When I went to try this out for myself, I couldn't find the PBR shader. Thanks to your comment, I realized I needed to use the package manager to install the shader graph package (currently marked as "preview"). Now it looks like it's working for me.
such a retro looking shader!! i love it
I'm just learning with Unity, but how do you control a way to stop/start the effect ?
Thanks for the vid though, it's awesome !
Bind value to a property and control it manually through script
ohhhh ... ok thanks a lot ^^
You have to reference the objects material. Something like this might work: If (isDead) {yourMaterial.SetFloat("FloatName", 1 - Time.deltaTime} or 0+Time.deltaTime, whatever your after.
I may be stupid or something, but I tried to edit a shader graph's variable value via script and it didn't work for me. I am pretty sure that it still works for "normal" scripts, however.
I made a video since everyone has this question on how to do this: ua-cam.com/video/EKliv7_0t2Y/v-deo.html
Really good "Tutorial" video.
Very good narrative, no stuttering, knows what hes talking about, and very good explained.
(Y)
Hi, I know it's been a long time since the video but how could you achieve this effect while keeping the object's original material?. What I see is that the material replaces the original material so the effect is done over a blank material. Thanks
You will notice he did not plug in anything to the Albedo input. You just need to place a Texture 2D sampler and you can use your original texture.
@@dmennenoh Do you know if there is a way how to do this sort of shader plug-and-play, as in simply adding it as an animation to basically any prefab object with a material?
Dang. I tried doing this on my own at first and got something relatively similar BUT I was taking derivatives on a power function in order to get a mostly complete edges. I never though to just use alpha clip and offset lol. Mine was way more complicated. Thanks!
I have since had a revision after watching this video. I use the same fundamental concept of offset however, because it is the easiest way to think about an edge:
The Gradient Node is fed into a Step function and fed into another Step function that is slightly offset. So It looks very similar, but one of them will have proceeded in the animation a bit more. Now, what I do is do 1 - (StepFunction + offset); So now this the one that is offset will have a slightly larger Black blob instead of a white blob. If you lay both images on top of one another, what you will see is the slightly smaller white blobs enveloped by a black blob with white all around it. A Black edge! But we do not want a black edge... we want a white edge. So we just do (1 - CombinedImages). This gives you the white edges.
I technically use the combine node an put each image in separate channels and use the dot product (its square length) in order to get the grey scale white on white with a black edge. This works because one image is fed into the red channel [1, 0, 0] and the other in green channel [0,1,0]. Therefore we know the length will be = 1.
This is better because now we have more fined grained control over. Example, I can invert the dissolver easily with one variable in the inspector lol.
Mr stark, I don’t feel so good
I don't wanna go
Just started looking into shaders today and amazed at what they can do.
Noob question: does shader graph (and by extension, this effect) work on 2D assets too?
XanderVJ pretty sure it works on any object you can put a shader on
Yes it will :)
If it works, then how to make the color to Transparent, because that black overwrites other objects on 2D.
Ad : shaders development in unity course *skip ad*
Brackeys: Sponsors skillshare and like the ad's course
Pleas make more Shader tutorials.
You are doing a grate job! keep it up!
Awesome video! I was really intimidated by shaders, even with the new Shader Graph, but this made me finally understand what exactly a shader is and what goes on under the hood. Thanks!
after searching through 1000 of you tube pages i finally found Wally
Some years ago I used the dissolve shader as well for a project of mine, however, it was a bit more customizable than in this tutorial. You could swap the texture information for the dissolve.
With that feature you can create really cool textures to dissolve your mesh in a very fancy way. Back then I used the roughness or metallic (depending on what gave me a better starting point), edited it a bit to control the dissolving so that arm armor dissolved before the body for example and don't just have it random. Real cool shader effect
Any chance you could show an example of the cool dissolve effect, with a screenshot or a file?
That looks *SO AWESOME*...
I love how skillshare finances their competition lol
A series about pretty and easy shaders onto the graph node in unity would be very interesting. Tks for the shader tuto tomorrow i will try it
Simple question: will these shaders work on sprites (2d)?
I think you should be able to if you make the project in the Lightweight or HD Render pipeline.
That amazing ! Making Shaders become most more easy, continue to share with us some ways to make it and how to use this tools ! Thanks Brackeys
I just want to play it once, how can i do that? pls help its urgent.
@@haxer4283 You have to use a parameter and a condition to play it only once.
Well, I was gonna do the thing with "Mr Stark, I don’t feel good", but I guess that’s been done. Instead I’ll just like the video
Can you keep making tutorials for Shader Graph? I LOVED this one!
Is it possible to control this with a bool? Like true makes it dissolve in and false makes it dissolve out.
JT Holyfield Yes, you can also use booleans.
But that's practically remove the time and just set the disolver amount manually where 1 is fade out.
So if you did that would you just use the unity animation system to trigger it?
????
I'd suggest you to add a float/vector property to the shader to control the dissolve instead of time, and then a script or animation that controls that float/vector.
Great intro to shader graph- gotta try this out now.
Is there a way to let a script control the alpha clip threshold? Or change the color by script?
samiyas100 nice question, but what does that mean?
Pheonixeye_1 What if I want to change the color property or the vector 1by C# script? How can I do that?
You have to reference the objects material. Something like this might work: If (isDead) {yourMaterial.SetFloat("FloatName", 1 - Time.deltaTime} or 0+Time.deltaTime, whatever your after.
I already tried that. Functions like SetFloat and SetColor only seems to work on Standard shader.
Oh but they do work on shaders from shader graph! I decided to make a video since no one seems to know how to do this. Even through some research there isn't much on it, so here you go! ua-cam.com/video/EKliv7_0t2Y/v-deo.html
For anyone trying to find PBR Graph you need to install it via the Package Manager (might have to click 'Advanced' and 'show preview packages') and install: Shadergraph, Render-pipelines.core, and Render-pipelines.lightweight
hmm the core and the lightweight? I just did Render-pipelines.lightweight but I did have some purple objects in my scene, would the core help fix it?
You need to create a 'LightweightRenderPipelineAsset' then add it to the 'Scriptable Render Pipeline Settings' under the Graphics project settings answers.unity.com/questions/1502090/shadergraph-always-results-in-pink-broken-shader.html
CODING YOUR OWN GAME IS EASIER THSN YOU THINK..
can you don't?
CODING YOUR OWN GAME IS EASIER THAN YOU THINK... YOU KNOW, YOU SHOULD TAKE THIS UDEMY COURSE
ITS TOAUSGHNT BY PROFFESIONSLSZ
i hate that guy... i hate that guy so much
ikr
Amazing. I would love to see tutorials for lots of basic stuff, like water with depth transparency and vertex waves and shore foam, and jiggling leaves that light shines through and can be seen from the back side.
How can you control the effect? (ie. dissolve when enemy dies)
you´re resolved? i also like see
Animate the Dissolve property. They are load of videos about animation in unity.
WOW best tutorial ever!!!!! very well explained and i learned many more than using dissolve shader :D!
Nice tutorial.
But, the shader graph isn't working for me, no matter what Render Pipeline I use : everything is pink.
did you even try to google it? answers.unity.com/questions/1502090/shadergraph-always-results-in-pink-broken-shader.html
Dude, did you saved your asset?, assign the graph to the material? Leave some seconds to update.
Truly a sine of the times
How can you access the variables via C# Script?
I don't believe that you can actually accomplish this with shaders "written" in shader graph as of the current version. But nonetheless...
YourObject.getComponent().material.get[Variable Type here]("Name of the variable", to_set);
For anybody wondering how to animate the dissolve effect, consider the FEFF* value in the animator to be the dissolve effect.
You could name tge shader *MrStarkIDontFeelSoGood.shader*
To overlay this shader over your object with its unique texture:
1. Make a 2D Texture in shader Graph
2. Connect it to the base color
3. Make a 2D texture property and assign the desired texture
youre done.
In order to change from the original material to the material with this shader:
Just get the meshrenderer to change the material to a material that is using this shader.
Me: *Sees A tutorial for making games*
Monkey Code: *_Its A free real estate_*
You look smarter with glasses!
And I was thinking about this effect, and what a coincidence! You did it 2 days after I thought about that!
Hey Step Node😏
Awesome video! I love your series and I love unity.
All those Avengers comments and no Predator references here.
For shame!
I had alot of issues with the Shader Graph. I have to keep materials in lightweight which is not good for me. When I reverted all my shader was messed up. I have not been able to get it back. I recommend this video for those who will be using lightweight shaders.
Mr. Stark....
That's all nice and cool but how do you add it to animations and set timers on where it starts and where it ends?
Mr._____, I don't _____ so ______
Mr. T, I don't photosynthesize so HE NEEDS SOME MILK
Mrs. Frizzle, I don't walk so GET ON THE MAGIC SCHOOL BUS!
Why
Sir, please create like a whole series of videos about the graph nodes but more importantly, how to kind of decide which one to use depending on the goal. I understood what you did because it's actually pretty similar to UE4 and it's not that complex but if I had to do it by myself...I would be lost, wouldn't know where to begin!
Brackeys is god
So cool stuff! Need more shard graph tutorials! Vertex animating next time maybe?
I'm guessing them 38 people disliked on accident :p
maybe because hes doing a tutorial that until someone commented about the package manager packages to install, is impossible to follow. honestly if your doing a tutorial you should explain that this is a feature you must manually add first. this is a very poorly done tutorial for brakeys, I'm surprised he usually explains things better.
Great video! the only one on youtube that works.
very good and veeeeery simple lessons to understand. Very simple monologue and although that I'm from Russia I understand allover of this stuff. Thank you bro.
The explanations in this video are really good!
I needed this. You are my Oprah.
we all miss your more tuts, man.
Love it! Your shader videos are inspiring. Please do more!
Would it be possible to use this along with a particle system to create a floating hot embers effect?
Hi Asbjørn, thank you for this really nice tutorial! I would love to see some more in-depth tutorials about the shader graph and how to use it in a real game. Especially about switching different shader settings or even replacing shaders on the fly. Keep up the good work!
Mr. Brackeys, Shader graphs make me feel good!
As always, you rock Brackeys!
Great tutorial, thank you. I'll still repeat what I said in the last one - I wish you'd do a different effect from what's already in the samples. Although you implemented this in a slightly different way so it's interesting to see.
This solution doesn't work with transparency though it seems, because the emissive value seems to overwrite the culling (not sure if I explained that right.)
The solution in the unity samples works fine with transparent objects.
same here. if any solution plz comment it below
in my 2D game card, that object must be transparent so it work, as an image nothing happen
I'm using a newer version of Unity so you need to import Shader Graph at the begining. Go to Window > Package > Shader Graph
Then the option should pop up for anyone looking for it
Awesome tut as all ways
If anyone wants to be able to control the fading rather than having it depend on time, all you have to do it replace the time/remap nodes with some variable and mess with that.
Thanks for all these tips brackeys! nice stuff