DISSOLVE using Unity Shader Graph

Поділитися
Вставка
  • Опубліковано 26 лис 2024

КОМЕНТАРІ •

  • @satoshihatake
    @satoshihatake Рік тому +75

    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!

    • @polarisinglol
      @polarisinglol Рік тому

      Thank you very much, I found most of it but the "Alpha Clipping" box I overlooked. Thanks!

    • @piotrgora5715
      @piotrgora5715 Рік тому

      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.

    • @L0N3R.07
      @L0N3R.07 Рік тому

      You're a gem dude

    • @amai4924
      @amai4924 Рік тому

      Thank you!! You help me a lot!!

    • @sanogku474
      @sanogku474 Рік тому

      thanks, needed these steps

  • @charismajyyks
    @charismajyyks 3 роки тому +194

    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!

    • @stickguy9109
      @stickguy9109 3 роки тому +1

      Will save me a lot of time

    • @jvp8447
      @jvp8447 3 роки тому

      You are a beaaaaaaaaaaaaaaaast

    • @imsteven3044
      @imsteven3044 3 роки тому +5

      Ive installed those package but i cant see pbr graph

    • @emmanuellemiras3893
      @emmanuellemiras3893 2 роки тому

      @@imsteven3044 The same here.

    • @arunchintamani5271
      @arunchintamani5271 2 роки тому +1

      @@emmanuellemiras3893 apparently now the pbr graph is the lit graph, however, some names are different

  • @timothy_synth
    @timothy_synth 2 роки тому +73

    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.

    • @Maskeowl
      @Maskeowl Рік тому

      acn this do able with standar render pipeline ?

    • @gonalvarez
      @gonalvarez Рік тому

      Works the same way in 2023

    • @fred1541
      @fred1541 7 місяців тому

      @@Maskeowl No wonder I can' find PBR, thanks~

  • @sykoo
    @sykoo 6 років тому +514

    Shader Graph is changing the game!

    • @miksuko
      @miksuko 6 років тому +36

      AKCSHUALLY It's changing the game engine.

    • @Beg0tt3n
      @Beg0tt3n 6 років тому +6

      bruh that performance tho

    • @TheExoticCerdos
      @TheExoticCerdos 6 років тому +1

      Sykoo! FABULOUSSSS!

    • @miksuko
      @miksuko 6 років тому

      William Munoz what is?

    • @sykoo
      @sykoo 6 років тому +3

      m1ksu you're right! 🤔

  • @romansalnikov5079
    @romansalnikov5079 2 роки тому +54

    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!

    • @songerk7102
      @songerk7102 2 роки тому

      thank you so much, I looked for it everywhere

    • @purpaca7536
      @purpaca7536 2 роки тому

      thank you very much, you helped me a lot

    • @sosa1713
      @sosa1713 2 роки тому

      you are the man Roman

    • @alidevjourney9041
      @alidevjourney9041 2 роки тому

      thank you so much

  • @cranberri_inari
    @cranberri_inari 6 років тому +7

    @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!

  • @damniexist51
    @damniexist51 6 років тому +124

    Plz more shader graph tutorials most people would love it.... right?

    • @blazeplayz3158
      @blazeplayz3158 3 роки тому +1

      @cheese mice Unfortunately I don't think there will be another tutorial for a while :'(

    • @frogmasto
      @frogmasto 3 роки тому

      @@blazeplayz3158 umm yeah........

    • @saw-alone-man6150
      @saw-alone-man6150 2 роки тому

      Be awesome shader for android.

    • @saw-alone-man6150
      @saw-alone-man6150 2 роки тому

      @@blazeplayz3158 wait.. why.. what happen? 😳

    • @blazeplayz3158
      @blazeplayz3158 2 роки тому +1

      @@saw-alone-man6150Brackeys stopped youtube, check out his latest video

  • @Isaac-gq2qb
    @Isaac-gq2qb Рік тому +14

    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".

  • @AlanDarkworld
    @AlanDarkworld 6 років тому +34

    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!

  • @yusefmustafa2603
    @yusefmustafa2603 6 років тому +3

    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 !

  • @skyebedard2148
    @skyebedard2148 6 років тому +4

    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.

    • @AsiaCrasie
      @AsiaCrasie 6 років тому +2

      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?

  • @ramonsohal2404
    @ramonsohal2404 6 років тому +1

    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!

  • @VisserStudio
    @VisserStudio 5 років тому +39

    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.

  • @OctopusDeveloper667
    @OctopusDeveloper667 8 місяців тому +2

    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 :)

  • @DDARKNESSY
    @DDARKNESSY 3 роки тому +53

    (Unity 2020) If the alpha clip threshold is not working for you. On the graph inspector (top right), tick the box "Alpha Clip".

    • @mittensandsnowdrop
      @mittensandsnowdrop 2 роки тому

      This did it! Thank you so much.

    • @kuntycat
      @kuntycat 2 роки тому

      hi bro help me not pbr graph

    • @kuntycat
      @kuntycat 2 роки тому

      tell me more clearly, I'm just learning unity version 2020

    • @khanlakhno2757
      @khanlakhno2757 2 роки тому

      u r de best

    • @rabanaqueroman
      @rabanaqueroman 2 роки тому

      gracias amigasoooo crack idolo

  • @notlunaticdancer4393
    @notlunaticdancer4393 6 років тому

    Yes, shader graphs please, this series is a gold mine both for you and us.

  • @goldcobraarima9819
    @goldcobraarima9819 6 років тому +8

    What a Fantastic Video!!! Your are and will ever be the best Unity UA-camr man :)

  • @r1yuj1n
    @r1yuj1n 5 років тому +1

    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!

  • @TinJ7
    @TinJ7 3 роки тому +4

    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!

    • @hetthummar9582
      @hetthummar9582 3 роки тому +3

      After Shadergraph version10 PBR Graph is completely removed, and its features are merged into Lit material.

  • @Bradfordgavin
    @Bradfordgavin 2 роки тому +1

    At the end of 2021 still watching Brackeys, because he just don't miss.

  • @mulldrifter6040
    @mulldrifter6040 5 років тому +45

    Any chance we could get a screenshot of the full graph of CoolDissolve at 9:47? I'm having trouble recreating it.

    • @Влад-г1и8ф
      @Влад-г1и8ф 4 роки тому +1

      He just using bubbles instead of simple noise

    • @tuseroni6085
      @tuseroni6085 4 роки тому +3

      @@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

  • @retrx4236
    @retrx4236 3 роки тому

    Simple videos transmit the most information and give the best results!

  • @SpacefaceDEV
    @SpacefaceDEV 6 років тому +60

    That intro dough!

    • @TylerAlbers01
      @TylerAlbers01 6 років тому +4

      This channel just gets breader and breader.
      ....
      I'll see myself out now

  • @andrewkerr9438
    @andrewkerr9438 6 років тому +1

    I love shadergraph, not only is it very useful, it's fun!

  • @hammadasif
    @hammadasif 6 років тому +13

    We need a video on "How to use these effects programmatically in game, like showing or hiding?". Please............................

    • @patrickduell7635
      @patrickduell7635 4 роки тому +6

      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

    • @jamiehosmer1481
      @jamiehosmer1481 4 роки тому +1

      @@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!

  • @fuzokuhlemagudulela6850
    @fuzokuhlemagudulela6850 6 років тому

    Your Dissolve effect you used at the beginning of this video OMG! You're the coolest guy ever!

  • @markpuddick647
    @markpuddick647 2 роки тому +4

    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.

    • @danc6530
      @danc6530 2 роки тому

      Thanks! Just had this issue and your fix sorted it😁

  • @Fin_DevLog
    @Fin_DevLog 4 роки тому +13

    6:53 make it super thicc
    Dani:yes

    • @pikachu-jf2oh
      @pikachu-jf2oh 4 роки тому +2

      Is it just me or is this looking kinda THICC

  • @artemyashin4333
    @artemyashin4333 6 років тому +1

    I have never used shaders before, but you helped me to start using shaders! Thank you!

  • @Albertogamer56Pc
    @Albertogamer56Pc 6 років тому +39

    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

    • @FTWRahul
      @FTWRahul 5 років тому +58

      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!

    • @danharbor1752
      @danharbor1752 5 років тому +3

      sword art online

    • @JMacify
      @JMacify 5 років тому +2

      @@FTWRahul what the heck is a vector 1 slider?

    • @FTWRahul
      @FTWRahul 5 років тому +3

      @@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.

    • @naumanfakhar7545
      @naumanfakhar7545 4 роки тому +1

      Hey , did you find out how to trigger this shader dissolving with script??

  • @bearoyay
    @bearoyay 6 років тому

    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.

  • @Top10AINews
    @Top10AINews 6 років тому +25

    That looks awsome! But how do you activate it or de-activate it with code? eg: I want the charachter to disolve when dying

    • @Zeda_
      @Zeda_ 4 роки тому +14

      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.

    • @jeff-hq6xy
      @jeff-hq6xy 4 роки тому +19

      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

    • @gigos2
      @gigos2 4 роки тому +1

      @@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?

    • @basicallytutorials2107
      @basicallytutorials2107 4 роки тому +1

      @@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

    • @gigos2
      @gigos2 4 роки тому +1

      @@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).

  • @haxpor
    @haxpor 4 роки тому

    Don't event realize dissolve effect is pretty much straight forward like this! Thank you!

  • @vasyapupkin9338
    @vasyapupkin9338 6 років тому +240

    IDontFeelSoGood.shader

    • @UltimateAntic
      @UltimateAntic 6 років тому +11

      Anyone that doesn't name it like that should turn into dust.

    • @hashvolting
      @hashvolting 4 роки тому

      @@UltimateAntic congratulations, now he is dust

  • @Kabbinj
    @Kabbinj 6 років тому +1

    I could watch this all day! Please do something completely nuts next! :D

  • @theunidentifiedchannel
    @theunidentifiedchannel 6 років тому +411

    I don't feel so good...

    • @jam-i
      @jam-i 6 років тому +21

      I think that everyone that saw the title immediately thought this! XD

    • @RealDistantz
      @RealDistantz 6 років тому +2

      Jam - I Oh hi Jam

    • @jam-i
      @jam-i 6 років тому +1

      Distant oh hey! Aha :D

    • @latch0612
      @latch0612 6 років тому +1

      **SNAP**

  • @doctoremm
    @doctoremm 6 років тому

    Keep the shader graph tutorials coming! I love it!

  • @HariEdoTV
    @HariEdoTV 6 років тому +11

    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.

    • @gunnbr
      @gunnbr 6 років тому +2

      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.

  • @g43s
    @g43s 6 років тому +1

    such a retro looking shader!! i love it

  • @adrienconverset6571
    @adrienconverset6571 6 років тому +15

    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 !

    • @kira7683
      @kira7683 6 років тому +8

      Bind value to a property and control it manually through script

    • @adrienconverset6571
      @adrienconverset6571 6 років тому

      ohhhh ... ok thanks a lot ^^

    • @cggames5417
      @cggames5417 6 років тому +3

      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.

    • @Mr.Adhesive
      @Mr.Adhesive 6 років тому

      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.

    • @cggames5417
      @cggames5417 6 років тому +4

      I made a video since everyone has this question on how to do this: ua-cam.com/video/EKliv7_0t2Y/v-deo.html

  • @CrushedIce
    @CrushedIce 6 років тому

    Really good "Tutorial" video.
    Very good narrative, no stuttering, knows what hes talking about, and very good explained.
    (Y)

  • @ThePhyxius
    @ThePhyxius 5 років тому +6

    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
      @dmennenoh 4 роки тому +1

      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.

    • @vnenkpet
      @vnenkpet 2 роки тому

      @@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?

  • @FloppyDobbys
    @FloppyDobbys 4 роки тому +1

    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.

  • @healyjedis23
    @healyjedis23 6 років тому +134

    Mr stark, I don’t feel so good

    • @Troloze
      @Troloze 6 років тому

      I don't wanna go

  • @ChrisHansonDev
    @ChrisHansonDev 2 роки тому

    Just started looking into shaders today and amazed at what they can do.

  • @XanderVJ
    @XanderVJ 6 років тому +8

    Noob question: does shader graph (and by extension, this effect) work on 2D assets too?

    • @natha.n.
      @natha.n. 6 років тому +5

      XanderVJ pretty sure it works on any object you can put a shader on

    • @scott.ansell
      @scott.ansell 6 років тому +5

      Yes it will :)

    • @MrAn1s
      @MrAn1s 6 років тому

      If it works, then how to make the color to Transparent, because that black overwrites other objects on 2D.

  • @norlion123
    @norlion123 4 роки тому +2

    Ad : shaders development in unity course *skip ad*
    Brackeys: Sponsors skillshare and like the ad's course

  • @zYGote04
    @zYGote04 6 років тому +3

    Pleas make more Shader tutorials.
    You are doing a grate job! keep it up!

  • @MatthiasTTV
    @MatthiasTTV 6 років тому

    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!

  • @mrhidetf2
    @mrhidetf2 6 років тому +13

    after searching through 1000 of you tube pages i finally found Wally

  • @lawrencelawine9082
    @lawrencelawine9082 4 роки тому

    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

    • @wolfdanger999
      @wolfdanger999 4 роки тому

      Any chance you could show an example of the cool dissolve effect, with a screenshot or a file?

  • @64_Tesseract
    @64_Tesseract 6 років тому +1

    That looks *SO AWESOME*...

  • @wiczus6102
    @wiczus6102 4 роки тому +6

    I love how skillshare finances their competition lol

  • @titerote71
    @titerote71 6 років тому +1

    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

  • @piskipa
    @piskipa 5 років тому +5

    Simple question: will these shaders work on sprites (2d)?

    • @gabbersaus
      @gabbersaus 5 років тому

      I think you should be able to if you make the project in the Lightweight or HD Render pipeline.

  • @MrTeteX9
    @MrTeteX9 6 років тому

    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

    • @haxer4283
      @haxer4283 3 роки тому

      I just want to play it once, how can i do that? pls help its urgent.

    • @MrTeteX9
      @MrTeteX9 3 роки тому

      @@haxer4283 You have to use a parameter and a condition to play it only once.

  • @Malik-jt8hi
    @Malik-jt8hi 6 років тому +9

    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

  • @bevel1702
    @bevel1702 6 років тому +2

    Can you keep making tutorials for Shader Graph? I LOVED this one!

  • @JacobHolyfield
    @JacobHolyfield 6 років тому +5

    Is it possible to control this with a bool? Like true makes it dissolve in and false makes it dissolve out.

    • @neociber24
      @neociber24 6 років тому +3

      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.

    • @JacobHolyfield
      @JacobHolyfield 6 років тому +1

      So if you did that would you just use the unity animation system to trigger it?

    • @area51audiovisuales52
      @area51audiovisuales52 6 років тому

      ????

    • @gabbersaus
      @gabbersaus 5 років тому

      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.

  • @EqualToBen
    @EqualToBen 6 років тому +1

    Great intro to shader graph- gotta try this out now.

  • @samiyas100
    @samiyas100 6 років тому +4

    Is there a way to let a script control the alpha clip threshold? Or change the color by script?

    • @pheonixeye_1162
      @pheonixeye_1162 6 років тому

      samiyas100 nice question, but what does that mean?

    • @samiyas100
      @samiyas100 6 років тому

      Pheonixeye_1 What if I want to change the color property or the vector 1by C# script? How can I do that?

    • @cggames5417
      @cggames5417 6 років тому +1

      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.

    • @samiyas100
      @samiyas100 6 років тому

      I already tried that. Functions like SetFloat and SetColor only seems to work on Standard shader.

    • @cggames5417
      @cggames5417 6 років тому

      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

  • @robertfikesiv6329
    @robertfikesiv6329 5 років тому +1

    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

    • @PabloKillU
      @PabloKillU 5 років тому

      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?

    • @robertfikesiv6329
      @robertfikesiv6329 5 років тому

      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

  • @ryanzwe
    @ryanzwe 6 років тому +106

    CODING YOUR OWN GAME IS EASIER THSN YOU THINK..

    • @ryand9841
      @ryand9841 6 років тому +6

      can you don't?

    • @ryanzwe
      @ryanzwe 6 років тому +19

      CODING YOUR OWN GAME IS EASIER THAN YOU THINK... YOU KNOW, YOU SHOULD TAKE THIS UDEMY COURSE

    • @missingdev0948
      @missingdev0948 6 років тому +9

      ITS TOAUSGHNT BY PROFFESIONSLSZ

    • @Dylan-pm9yd
      @Dylan-pm9yd 6 років тому +25

      i hate that guy... i hate that guy so much

    • @areebraza8262
      @areebraza8262 6 років тому +2

      ikr

  • @westingtyler1
    @westingtyler1 6 років тому

    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.

  • @mindfulmetrics101
    @mindfulmetrics101 6 років тому +3

    How can you control the effect? (ie. dissolve when enemy dies)

    • @area51audiovisuales52
      @area51audiovisuales52 6 років тому

      you´re resolved? i also like see

    • @arandomlizard3411
      @arandomlizard3411 6 років тому

      Animate the Dissolve property. They are load of videos about animation in unity.

  • @abraham6567
    @abraham6567 4 роки тому +1

    WOW best tutorial ever!!!!! very well explained and i learned many more than using dissolve shader :D!

  • @TheJdm007
    @TheJdm007 6 років тому +4

    Nice tutorial.
    But, the shader graph isn't working for me, no matter what Render Pipeline I use : everything is pink.

    • @bananalord8575
      @bananalord8575 6 років тому +2

      did you even try to google it? answers.unity.com/questions/1502090/shadergraph-always-results-in-pink-broken-shader.html

    • @samdavidpaul
      @samdavidpaul 5 років тому +1

      Dude, did you saved your asset?, assign the graph to the material? Leave some seconds to update.

  • @platoh
    @platoh 3 роки тому +2

    Truly a sine of the times

  • @thechamboslice8676
    @thechamboslice8676 6 років тому +3

    How can you access the variables via C# Script?

    • @Mr.Adhesive
      @Mr.Adhesive 6 років тому

      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);

  • @yoanlyubenov7981
    @yoanlyubenov7981 4 роки тому +1

    For anybody wondering how to animate the dissolve effect, consider the FEFF* value in the animator to be the dissolve effect.

  • @quachhengtony7651
    @quachhengtony7651 6 років тому +17

    You could name tge shader *MrStarkIDontFeelSoGood.shader*

  • @kyoseoul
    @kyoseoul 7 місяців тому

    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.

  • @-bazoona3654
    @-bazoona3654 4 роки тому +4

    Me: *Sees A tutorial for making games*
    Monkey Code: *_Its A free real estate_*

  • @vaskedagame880
    @vaskedagame880 6 років тому

    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!

  • @galaxyshorts7869
    @galaxyshorts7869 2 роки тому +2

    Hey Step Node😏

  • @ArbiterBrick
    @ArbiterBrick 6 років тому +1

    Awesome video! I love your series and I love unity.

  • @AgsmaJustAgsma
    @AgsmaJustAgsma 6 років тому +4

    All those Avengers comments and no Predator references here.
    For shame!

  • @DrSmash4
    @DrSmash4 6 років тому +1

    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.

  • @griffiwiffi804
    @griffiwiffi804 6 років тому +47

    Mr. Stark....

  • @dzonatangavert1408
    @dzonatangavert1408 6 років тому +1

    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?

  • @johngreen8465
    @johngreen8465 6 років тому +36

    Mr._____, I don't _____ so ______
    Mr. T, I don't photosynthesize so HE NEEDS SOME MILK

  • @TheSevenEighths
    @TheSevenEighths 6 років тому +1

    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!

  • @seppuku_doge
    @seppuku_doge 6 років тому +5

    Brackeys is god

  • @MrMorvar
    @MrMorvar 6 років тому +1

    So cool stuff! Need more shard graph tutorials! Vertex animating next time maybe?

  • @blitzinbeats2643
    @blitzinbeats2643 6 років тому +3

    I'm guessing them 38 people disliked on accident :p

    • @problemchild959
      @problemchild959 5 років тому

      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.

  • @navegct8457
    @navegct8457 5 років тому

    Great video! the only one on youtube that works.

  • @квадратя
    @квадратя 6 років тому

    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.

  • @Flavkupe
    @Flavkupe 3 роки тому

    The explanations in this video are really good!

  • @horelpit7
    @horelpit7 6 років тому

    I needed this. You are my Oprah.

  • @NewConStudio
    @NewConStudio 2 роки тому

    we all miss your more tuts, man.

  • @RobLang
    @RobLang 6 років тому

    Love it! Your shader videos are inspiring. Please do more!

  • @altf4thc
    @altf4thc 6 років тому +2

    Would it be possible to use this along with a particle system to create a floating hot embers effect?

  • @zillasstreaming5437
    @zillasstreaming5437 6 років тому

    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!

  • @aaronbuckles5622
    @aaronbuckles5622 6 років тому

    Mr. Brackeys, Shader graphs make me feel good!

  • @nokandno-escorner
    @nokandno-escorner 4 роки тому

    As always, you rock Brackeys!

  • @DJZ3XY
    @DJZ3XY 6 років тому +1

    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.

    • @MrAn1s
      @MrAn1s 6 років тому

      same here. if any solution plz comment it below

    • @MrAn1s
      @MrAn1s 6 років тому

      in my 2D game card, that object must be transparent so it work, as an image nothing happen

  • @toniconge7003
    @toniconge7003 4 роки тому +1

    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

  • @Kobioshi001
    @Kobioshi001 6 років тому +1

    Awesome tut as all ways

  • @NStripleseven
    @NStripleseven 4 роки тому

    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.

  • @jeffersonrosales2835
    @jeffersonrosales2835 6 років тому

    Thanks for all these tips brackeys! nice stuff