Shader Fundamentals - Image Based Lighting

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  • Опубліковано 22 гру 2024

КОМЕНТАРІ • 104

  • @ThefamousMrcroissant
    @ThefamousMrcroissant 2 роки тому +4

    Wow, the production quality on this is so high. Really great visuals, clear explanation, frames are not bloated with animation. Just... damn. Real shame you don't publish more videos.

  • @bogdansavu6068
    @bogdansavu6068 7 років тому +4

    Best content for the technical aspects of game visuals on youtube, by far. The humor doesn't go unnoticed either, love your content!

  • @lordkelvin1
    @lordkelvin1 7 років тому +1

    Woho! Hope you'll continue making these because they're some of the best educational videos for game development on youtube hands down.

  • @empty5013
    @empty5013 7 років тому +1

    Really sharp increase in production quality this episode. This was excellent. In particular the reflection explanation was 10/10.
    Keep it up

  • @jasonmathew33
    @jasonmathew33 7 років тому +30

    Yes! Another video! It's been so long

    • @DanMoranGameDev
      @DanMoranGameDev  7 років тому +8

      Sorry it's been a while! Someday I will become a consistent content creator... someday.

    • @chrisma2169
      @chrisma2169 6 років тому +1

      Makin' Stuff Look Good I really hope that day can come soon, cuz your content is awesome!

    • @ParkingLotStudioGames
      @ParkingLotStudioGames 3 роки тому

      @@DanMoranGameDev your comment says 3 years ago but the video says 2 years ago

  • @barryevans4235
    @barryevans4235 7 років тому +3

    Excellent video! I wish this were around when i was learning these concepts! I can't wait to see how the rest of this series goes!

  • @zuffyfrua
    @zuffyfrua 3 роки тому

    Absolutely brilliant description of pbr lighting, cleared a few things up for me, thank you.

  • @artemkonoplin2143
    @artemkonoplin2143 7 років тому

    Wow! So happy you are back!

  • @MoonSoftOfficial
    @MoonSoftOfficial 7 років тому +2

    Ayeeee, look who's back :DD great video!!

  • @elo3052
    @elo3052 4 роки тому

    This is it, this is what I've been searching for

  • @LouisHong97
    @LouisHong97 7 років тому

    Really enjoyed the stream that led up to this episode. Love the new episode!

  • @exchangevisual6252
    @exchangevisual6252 6 років тому

    Stellar videos. I just found your channel, and am blown away. Thank you for producing them.

  • @AramilAnakir
    @AramilAnakir 6 років тому

    Your content is so great, even now you are attracting more creative users!
    I hope we'll see more of you in the future! Great job and thanks for all the videos on the channel!

  • @artemdyadichkin7527
    @artemdyadichkin7527 7 років тому

    Why are you so awesome at making tutorial-videos god damn it!? Thanks for this tutorial, it's just wonderful! We want more self made PBR-Stuff! :)

  • @Rernokk
    @Rernokk 7 років тому

    If you're looking for another subject to make a video on, I might suggest Scanner Sombre. I'm particularly curious as to how they accomplished the visual effect of scanning the environment into vision while maintaining relatively efficient code that runs smoothly. I'm not sure what engine they use, but I would assume it's a generally available one like Unity or Unreal coming from an indie developer.

  • @Atomhaz
    @Atomhaz 7 років тому

    Please keep it up man. Your stuff is sooo good.

  • @thiago.fredes
    @thiago.fredes 7 років тому

    Man, your videos are great! Very clear and deep. Excelent!

  • @chinhlequang6410
    @chinhlequang6410 7 років тому +1

    Sensei, please make a video about your progress in learning shader,particle effect from the beginning ! Maybe you can show us some website/source you used to learn from too ! Give us some homework please !

  • @Privateee13
    @Privateee13 7 років тому

    As always. Awesome

  • @iamarugin
    @iamarugin 7 років тому

    Great as always. I would like to see the video about texture arrays and using them in shaders. For example for texturing a big surface with 32 textures with normals height and AO in one pass.

    • @DanMoranGameDev
      @DanMoranGameDev  7 років тому

      Wow that would be one heckin' expensive shader! You're thinking of a Terrain uber shader?

    • @iamarugin
      @iamarugin 7 років тому

      About Microsplat. It supports 16 textures btw but with the all features it is faster than unity terrain shader. And I dont't understand. how this can be even possible. May be it is very advance topic for video, but hey, before your videos I don't know about shaders at all. But recently, I created my own water shader. I think the viewers of your channel have the same experience and grow fast.

  • @Brian-fp8kp
    @Brian-fp8kp 6 років тому

    I just found this channel but it is really awesome! I hope you continue making videos! :D

  • @vagnerseibert1748
    @vagnerseibert1748 7 років тому

    Finally a new video!!! \o/

  • @geri4367
    @geri4367 7 років тому +12

    I missed you

  • @DracoXerus
    @DracoXerus 6 років тому

    It can be a good idea to show how to make an hole with shader inside an unique mesh like a building. Your videos are realy good, continue like that ^^ I learned a lot of things with the Shaders 10x and the Shaders Case Study, thanks a lot.

  • @SemiDone
    @SemiDone 7 років тому

    it would be cool to see c# tutorials for beginners made by you

  • @xyxean
    @xyxean 6 років тому

    Please make a shader graph tutorial! I love your content.

  • @moosefreaked
    @moosefreaked 7 років тому +15

    Awesome! have you ever considered breaking down some of your code into a node-based shader editor to show less shader-savy people how exactly components relate?

  • @Bohmartistry
    @Bohmartistry 7 років тому

    I am using Maya, but this is super informative for learning how all this works

  • @julienvanputten666
    @julienvanputten666 7 років тому

    Could you do a case study on the shaders in Guilty Gear XRD. They are incredible!

  • @variustilyahoo
    @variustilyahoo 7 років тому +7

    Can you make an extra chapter talking about fresnel?

    • @DanMoranGameDev
      @DanMoranGameDev  7 років тому +8

      Yes, definitely. I want to build from here towards a full PBR shader. I could do a full video on the direct specular terms practically, and I still need to talk about support multiple lights and shadows. But, fresnel will fit into the specular video perfectly!

    • @StrikerBOII
      @StrikerBOII 7 років тому

      Any recomended books or documentation to try to try to build that shiny PBR shader?
      Rhanks in advance

  • @nxt_tim
    @nxt_tim 6 років тому

    The music is from Masd Effect Andromeda (when you're in the galaxy map), isn't it? One of my favorite games!

  • @DANLi_
    @DANLi_ 7 років тому +3

    Is that Mass Effect soundtrack in background? *instant like*

  • @Amadeone
    @Amadeone 7 років тому

    can you make a video about the dishonored effects like blink, possession or time bend

  • @PunchingStuff
    @PunchingStuff 7 років тому

    You sir are a genius!

  • @MrJobast
    @MrJobast 7 років тому

    Thank you for these great videos and make shader coding accessible :)

  • @younghsiang2509
    @younghsiang2509 7 років тому

    Wow this is really great and helpful ! Thanks!

  • @karanpratapsingh5022
    @karanpratapsingh5022 6 років тому

    What about Fresnel? How does that fit into the picture?

  • @NickEnchev
    @NickEnchev 4 роки тому

    Excellent video

  • @nullx2368
    @nullx2368 7 років тому

    How do you render this shader on top of everything else? Where do you put it, in 2017.2 it seems once i place it on a sprite or something it renders behind everything else. Please help !

  • @rnbpl
    @rnbpl 7 років тому

    Nice, new content

  • @BrahimHadriche
    @BrahimHadriche 7 років тому +1

    How can someone dislike this?

  • @AntoCharles
    @AntoCharles 7 років тому

    The wizard returns!!!!

  • @federicodebona2842
    @federicodebona2842 7 років тому

    Wow!! U know everything😮😮 I love ur videos!!

  • @GANONdork123
    @GANONdork123 7 років тому

    Is there any way to implement this into the existing Standard shader? Say for using the cubemap as a source of ambient lighting?

    • @DanMoranGameDev
      @DanMoranGameDev  7 років тому

      Unity's Standard shader already has Ambient Diffuse from a variety of sources depending on your setup. They'll come from the lighting tab as either a solid color, gradient, or reflection probe. All of which get baked down into SH9 coefficients (a topic for a later day). Ambient light can also come from baked GI or Realtime GI.
      If you were feeling particular adventurous, you could edit the standard shader to take ambient light from the currently set ReflectionProbes Nth mip level instead.

    • @GANONdork123
      @GANONdork123 7 років тому

      I know, I want to read the ambient diffuse from a cubemap specified by the material rather than by the scene, That way I can have multiple materials using different cubemaps that can be procedurally altered without having to call DynamicGI.UpdateEnvironment (); every frame.

  • @CreeperSlayer365
    @CreeperSlayer365 6 років тому

    How do you feel about the new shader graph unity has?

  • @artemijspoznaks9584
    @artemijspoznaks9584 7 років тому

    Any chance of a water shader tutorial ?

  • @chinhlequang6410
    @chinhlequang6410 7 років тому +1

    hope you come back soon :)

  • @ruroruro
    @ruroruro 7 років тому +1

    Have you heard of the new shader system in Unity 2018.1? I was wondering, if you will switch to it in new videos (if there will be new videos) or stick with the old system?

    • @DanMoranGameDev
      @DanMoranGameDev  7 років тому +1

      The new system is a node based shader editor, much like you'd get with Amplify, ShaderForge, or the one built into Unreal 4. I still think that many shaders will be hand authored much the way most programming has not all moved to visual scripting languages yet. I'll probably check it out though and if it seems cool, do a short video on it just as a discussion point ^^

  • @chadykarlitch
    @chadykarlitch 6 років тому

    That was amazing!

  • @andylee582
    @andylee582 7 років тому

    This video is awesome!!!

  • @shabifenhong
    @shabifenhong Рік тому

    weird, for spec, where is your env brdf?

  • @mslasic1
    @mslasic1 6 років тому

    what about node based shader editors ? Are they the future ?

  • @andresurrea7587
    @andresurrea7587 6 років тому

    Please friend comeback, your videos are awesome!

  • @AlteraLin
    @AlteraLin 7 років тому

    Would you be willing to make a video on a cross-section shader?

  • @WOOVisualArt
    @WOOVisualArt 7 років тому

    I love your video!! :D Please upload more stuffs! I can't wait!!

  • @MattShaffer
    @MattShaffer 7 років тому +3

    Wouldn't using this in a game be rather impractical? It seems that given a changing environment, you would have to have lots of cubemaps in order for the image based lighting to appear correct. You would probably need some tool to automatically capture cubemaps from your game scene at a certain density and generate the mipmaps because doing this by hand would be tedious. For static environments, I think this video's method could be used.

    • @CAyou
      @CAyou 7 років тому +2

      Keep in mind that for a very cheap cost you can have realistic lighting on objects. Of course all the points you mention are correct, but most of games don't really care about it, even if the lighting is not perfectly correct, most of the time players won't notice it.

    • @DanMoranGameDev
      @DanMoranGameDev  7 років тому +12

      So I didn't get much into Unity's Reflection Probe class, but yes it automatically captures from your scene, it also has the ability to set the two closest probes in shader and allow you to blend between them. As you say, this all works best for static environments. VR games tend to be in small spaces, and mobile games don't have high budgets for a lot of real time lights- so either one of those would be a good fit for a fully IBL solution.
      Out of box Unity, and I believe Unreal as well, still rely on Reflection Probes/Cubemaps for indirect specular even on the high end. Screen Space Reflection often is not enough. Even DOOM (2016) used reflection probes (I believe they called them environment maps) heavily in their scene lighting pipeline!
      Thanks for the discussion points, very helpful for the next videos I want to write :)

    • @bashiordache
      @bashiordache 7 років тому

      i see "next videos", i upvote and i consider patreon!

    • @MyCarllee
      @MyCarllee 7 років тому

      I actually used this technique in my mobile VR demo without realizing it is called image based lighting

    • @GANONdork123
      @GANONdork123 7 років тому

      I'm working on a system that captures realtime cubemaps from the enviroment to be used for indirectly lighting non-static objects in real-time using their enviroment, I have a video on my channel showing it in action. I'm glad I found this tutorial because otherwise I would have to rely on changing the cubemap used by the entire scene constantly and all objects would have to use the same cubemap.

  • @Lu-ql5tj
    @Lu-ql5tj 7 років тому

    What software do you use to make these illustrations in video?

  • @keborgan
    @keborgan 7 років тому

    Hey, thanks for quality content. Would you consider making video about BOTW guardian laser beams?

  • @tehsimo
    @tehsimo 7 років тому

    Is this upscaled? doesnt look as sharp as 1080

  • @TooEazyCG
    @TooEazyCG 7 років тому

    great video!

  • @brulufa9
    @brulufa9 6 років тому

    I miss you

  • @CookieGuy
    @CookieGuy 6 років тому +1

    Hey do you have business mail so that I can contact you regarding a business?

  • @tgsoon2002
    @tgsoon2002 7 років тому

    Video is very nice. I just need to improve myself before i can understand the content.

  • @roiiam
    @roiiam 7 років тому

    More please !!! :D

  • @VektorKnight
    @VektorKnight 6 років тому

    I'm actually working on an RTS game with a fellow developer and recently we've struggled to get range indicators working efficiently. Due to the possibility of hundreds of units being on screen, projectors went out the window almost immediately. I swear I saw you mention something like this in a video but I can't for the life of me seem to find which video it was. If you could possibly do a video on range indicators in a 3D RTS/MOBA style game or point me in the right direction, that would be awesome!

  • @tezza48
    @tezza48 7 років тому

    Your channel will become my bible while i do my masters, mate xD

  • @ilhameffendi2737
    @ilhameffendi2737 7 років тому

    woooaaah. it's been a long time. I thought you're dead, dude. xD

  • @philliptemidayo
    @philliptemidayo 7 років тому

    I know you might not read this but if you by anyway have the chance, can you please make a shader case study of call of duty advanced warfare system hack glitch. it will be a cool effect to look into. Like for him to see this if you think it's worth looking into, thx.

  • @NeoDragonEWW
    @NeoDragonEWW 7 років тому +1

    I love these videos and his is not a sarcastic comment or remark of something, actually wondering - Did you recently get braces? Your speech is slurred slightly which I never noticed before.

    • @DanMoranGameDev
      @DanMoranGameDev  7 років тому +2

      Nope, I have always had a bit of a lisp, I just try hard to mask it when I record. It comes out WAY more as soon as the mic is on too which sucks lol.

  • @anquisesss
    @anquisesss 7 років тому

    You are awesome! you videos remind me the way 3blue1brown make his stuff. Excellent work!

  • @philliptemidayo
    @philliptemidayo 7 років тому

    I wish I understood anything in the video. Anyway, Nice video :D

  • @zeroflowne
    @zeroflowne 7 років тому

    aw yissssssss

  • @catslmao
    @catslmao 6 років тому

    come please i miss you

  • @utkarshjha1071
    @utkarshjha1071 6 років тому +16

    what happened to this channel!?

    • @DanMoranGameDev
      @DanMoranGameDev  6 років тому +41

      I am working full time as a developer on a pretty ambitious (especially graphically) mobile game! We are in the midst of a serious push these days, that even kept me from going to GDC this year. In the next few months though things should calm down in the studio and I should have plenty of time/energy to make more videos! ^^

    • @utkarshjha1071
      @utkarshjha1071 6 років тому +4

      Thanks for the update! Love your channel, you have the greatest content! I shall be waiting for the next few months!

    • @danisob3633
      @danisob3633 6 років тому +2

      good to hear :D

    • @user-ayo1103
      @user-ayo1103 6 років тому +2

      Love your channel! These are amazing videos! Thank you!

    • @martinmalmer9331
      @martinmalmer9331 6 років тому +1

      Nice, I was in doubt if this was dead or not. Glad I checked the comments on the latest vid. I'm subscribed! Keep up the good work

  • @Hardeleiar
    @Hardeleiar 4 роки тому

    I only understand half... Need to rewatch

  • @VBG33k
    @VBG33k 7 років тому +1

    Its a me! TheRealSagoza :D GONNA WATCH THIS SOOO HARD, not me the video... ;)

  • @starlord1521
    @starlord1521 7 років тому

    been a while

  • @somekindofmonst3r
    @somekindofmonst3r 7 років тому

    Whoever disliked this video better see me after class.

  • @LumpySpoon
    @LumpySpoon 7 років тому

    Hey ,hot stuff

  • @neverknowsbezt
    @neverknowsbezt 6 років тому +1

    Hey!! now that Unity 2018.1 has a Visual Shader Editor it's time to teach us how to use it!! Please! It's what we were all waiting for!

    • @totallynotabot151
      @totallynotabot151 6 років тому

      Actually it's not. Just learn to use HLSL to create clean & fast shaders so the poor graphics engineers don't have to dig through a rat's nest of visual shading wires.