I can't believe I've never heard of the scene depth node before. I made a plane with the "Silhouette shader" and put it as a child of the camera and with some messing with the colors I got some really awesome results. The visuals I got, reminded me of "Firewatch". Thank you for sharing this!
Some of these effects are ones I've already covered in full-length videos. The others are ones I will definitely consider spinning out into a full video if I think they are interesting enough!
Thank you for excellent shaders, I have question about Outline shader. When the single game object have two materials, outline shader is not working for two materials. How can we solve that.?
Damn, I took a break from trying to learn unity and did overhaul on blender.. I thought it was blender at first. lol. Now I want to go back to Unity learning because of this. Great video!
On the flipside, I've seen what people can do with the material node stuff in Blender and I've always been curious how far I could get if I gave it a go! Maybe one day when I have more time.
This video is a bit old, but I was thinking of adding a offset on the hull outlines for one side for a more Stylistic effect. i 'm just founding a tiny problem related to the camera position changing how the outline is rendered. Is there a way to fix the position of the outline in this case?
I've never played Among Trees, but I just looked up a few screenshots and it does look pretty! No promises if I can make such a video, but it's definitely going on my list of ideas!
I got an 80. That is, I got 8 of the 10 shader graphs to work. I'm thinking that Silhouette failed because I didn't check the correct URP asset check box. the portal appears in the SG Editor screen but not on the main editor screen. I do struggle with Shader Graphs so this great progress for me.
Hey! I made these in URP with Shader Graph, so if you dropped them into an HDRP project, you may have to manually rewire the graph outputs but I think they should work with minimal changes!
@@danielilett Hey Daniel, I created the same flow for HDRP and its working. Thanks much for this wireframe. I am just wondering how to set the texture for my glowing object, as it is a human hand model.
For the Silhouette shader, let's say I want a specific type of object that must not be affected by the silhouette shader, how should I do that? i've been thinking for now to create an UI object that follows the wanted object if it's is in the shader circle. It works but doesn't look really good so yeah... x)
In this context, "Base Color" is the name I gave to one of the graph's properties. You should be able to search all the properties by name in Create Node once you've added them.
I wonder, whats the way to unify these shader in a single one? Or better to say, how can you use all of these in the same model? I see the outline added an additional material, if i wanted to use these effects a base shader, how would you add these?
I've never tried this myself. I've heard it's a lot easier to do this with shader code, just because UI shaders aren't yet officially supported with Shader Graph. It's 'under consideration' on their roadmap, for whatever that's worth: portal.productboard.com/unity/1-unity-platform-rendering-visual-effects/c/50-ui-integration-with-shader-graph
If you want Unity to automatically apply lighting to objects - so, for example, if you have one directional light in your scene, the back side of objects not facing the light will appear darker - use a Lit shader. If you don't want Unity to apply lighting, then use Unlit. Does that answer your question or do you need more detail?
@@danielilett Thanks, so basically if I know that I'll be using lighting, I should use the Lit shaders. Wondering now when I'll ever use an unlit shader as I can't imagine a game without some kind of lighting in it. I suppose 2D games would fall under that?
I can't believe I've never heard of the scene depth node before. I made a plane with the "Silhouette shader" and put it as a child of the camera and with some messing with the colors I got some really awesome results. The visuals I got, reminded me of "Firewatch". Thank you for sharing this!
Slick n’ quick video. I’d love to see more exciting Shader Graph ideas you have in mind. Thank you so much!! ☺️
Straight to the "tutorials that saved me" list. Thanks so much! Your editing style with that blue progress bar is perfect! :3
Multiplying by an HDR enabled colour is the one idea i needed to get hdr on the Output of the blackbody emission. Thanks, hope that works.
I'm glad that I found you! the best shadergraph teacher so far!!
I'd love to see some more shaders from games, for example the three houses shader. Keep up the good work!
thanks for the tips bro, you are the best
Amazing, thank you for this vid
Wow this is awesome! Do you have a course that goes a bit slower and explains how to get each separate effect?
Some of these effects are ones I've already covered in full-length videos. The others are ones I will definitely consider spinning out into a full video if I think they are interesting enough!
Thank you for excellent shaders, I have question about Outline shader. When the single game object have two materials, outline shader is not working for two materials. How can we solve that.?
can we make some part of vertex wave transparent ? mabe sides for exemple ?
Very nice and informative video!
Do you have any games in the works?
Glad you found it useful. Don't have any games in the works at the moment - I'm entirely too busy with a PhD and a shader book on the go right now!
Thank you for this excellent resource + for the sample project. Top job! 👍
Damn, I took a break from trying to learn unity and did overhaul on blender.. I thought it was blender at first. lol. Now I want to go back to Unity learning because of this. Great video!
On the flipside, I've seen what people can do with the material node stuff in Blender and I've always been curious how far I could get if I gave it a go! Maybe one day when I have more time.
This video is a bit old, but I was thinking of adding a offset on the hull outlines for one side for a more Stylistic effect. i 'm just founding a tiny problem related to the camera position changing how the outline is rendered. Is there a way to fix the position of the outline in this case?
excited to try these out! thank you for another great video
How would you adjust the Dissolve shader to be a normal dissolve (whole object at same time) instead of directional (from top to bottom for example)?
You could use the UVs/texture coordinates of the object instead of its height, which would make it dissolve from all over the object surface.
Great video, thanks for this !
Thanks for sharing! Great help!
I love any channel on shaders i can find .. legit such limited recourses
Hi Daniel. Is it possible to add an intermediate color to the Silhouette shader ?
can you make a tutorial about shades eye?
with cornea and iris inside
Nice work these are pretty cool!
Hi Daniel, Can you make a tutorial about how to make Among Trees Atmosphere ?
I've never played Among Trees, but I just looked up a few screenshots and it does look pretty! No promises if I can make such a video, but it's definitely going on my list of ideas!
I got an 80. That is, I got 8 of the 10 shader graphs to work. I'm thinking that Silhouette failed because I didn't check the correct URP asset check box. the portal appears in the SG Editor screen but not on the main editor screen. I do struggle with Shader Graphs so this great progress for me.
great channel, great teacher
great work. thanks!
Clicked faster then he coyld explain the universe in 2 seconds
really cool, thank you (also tip : please get a better microphone :) )
Hey, Are these compatiable with HDRP?
Hey! I made these in URP with Shader Graph, so if you dropped them into an HDRP project, you may have to manually rewire the graph outputs but I think they should work with minimal changes!
@@danielilett Hey Daniel, I created the same flow for HDRP and its working. Thanks much for this wireframe.
I am just wondering how to set the texture for my glowing object, as it is a human hand model.
For the Silhouette shader, let's say I want a specific type of object that must not be affected by the silhouette shader, how should I do that? i've been thinking for now to create an UI object that follows the wanted object if it's is in the shader circle. It works but doesn't look really good so yeah... x)
Dude, nice, keep it up 💫
I'm looking double sided URP shader
"Base color" doesn't show up when I search for it in Create Node.
In this context, "Base Color" is the name I gave to one of the graph's properties. You should be able to search all the properties by name in Create Node once you've added them.
@@danielilett thanks! I've since learned a lot, and definitely have a ways to go.
TIL there is a "twirl" node... I've spent 2 days on combining a thousand nodes to get a similar inferior effect... Thanks.
There are so many weird and useful nodes in Shader Graph that you probably didn't expect to be there!
Você sabe fazer o efeito VHS ?.
Que são usados nos jogos da puppet combo.
I wonder, whats the way to unify these shader in a single one? Or better to say, how can you use all of these in the same model?
I see the outline added an additional material, if i wanted to use these effects a base shader, how would you add these?
Animation. You can change shaders in a model by animating a switch to that shader.
How to make shader graph for UI Image in canvas
I've never tried this myself. I've heard it's a lot easier to do this with shader code, just because UI shaders aren't yet officially supported with Shader Graph. It's 'under consideration' on their roadmap, for whatever that's worth: portal.productboard.com/unity/1-unity-platform-rendering-visual-effects/c/50-ui-integration-with-shader-graph
very cool!!
Bea-fucking-utiful
> 20 Likes in 10 Minutes 😂
Nice video, thank you for sharing 👍🏻
hdrp?
How do I know when to use a lit or unlit shader?
If you want Unity to automatically apply lighting to objects - so, for example, if you have one directional light in your scene, the back side of objects not facing the light will appear darker - use a Lit shader. If you don't want Unity to apply lighting, then use Unlit. Does that answer your question or do you need more detail?
@@danielilett Thanks, so basically if I know that I'll be using lighting, I should use the Lit shaders. Wondering now when I'll ever use an unlit shader as I can't imagine a game without some kind of lighting in it. I suppose 2D games would fall under that?
Did anyone tell him he only showed 9 shaders?
Big if true