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.
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!
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.
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 !
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.
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.
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.
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?
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!
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 !
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.
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.
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?
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 ^^
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.
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.
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 :)
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.
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!
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.
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.
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! ^^
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.
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.
Best content for the technical aspects of game visuals on youtube, by far. The humor doesn't go unnoticed either, love your content!
Woho! Hope you'll continue making these because they're some of the best educational videos for game development on youtube hands down.
Really sharp increase in production quality this episode. This was excellent. In particular the reflection explanation was 10/10.
Keep it up
Yes! Another video! It's been so long
Sorry it's been a while! Someday I will become a consistent content creator... someday.
Makin' Stuff Look Good I really hope that day can come soon, cuz your content is awesome!
@@DanMoranGameDev your comment says 3 years ago but the video says 2 years ago
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!
Absolutely brilliant description of pbr lighting, cleared a few things up for me, thank you.
Wow! So happy you are back!
Ayeeee, look who's back :DD great video!!
This is it, this is what I've been searching for
Really enjoyed the stream that led up to this episode. Love the new episode!
Stellar videos. I just found your channel, and am blown away. Thank you for producing them.
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!
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! :)
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.
Please keep it up man. Your stuff is sooo good.
Man, your videos are great! Very clear and deep. Excelent!
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 !
As always. Awesome
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.
Wow that would be one heckin' expensive shader! You're thinking of a Terrain uber shader?
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.
I just found this channel but it is really awesome! I hope you continue making videos! :D
Finally a new video!!! \o/
I missed you
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.
it would be cool to see c# tutorials for beginners made by you
Please make a shader graph tutorial! I love your content.
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?
I am using Maya, but this is super informative for learning how all this works
Could you do a case study on the shaders in Guilty Gear XRD. They are incredible!
Can you make an extra chapter talking about fresnel?
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!
Any recomended books or documentation to try to try to build that shiny PBR shader?
Rhanks in advance
The music is from Masd Effect Andromeda (when you're in the galaxy map), isn't it? One of my favorite games!
Is that Mass Effect soundtrack in background? *instant like*
can you make a video about the dishonored effects like blink, possession or time bend
You sir are a genius!
Thank you for these great videos and make shader coding accessible :)
Wow this is really great and helpful ! Thanks!
What about Fresnel? How does that fit into the picture?
Excellent video
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 !
Nice, new content
How can someone dislike this?
The wizard returns!!!!
Wow!! U know everything😮😮 I love ur videos!!
Is there any way to implement this into the existing Standard shader? Say for using the cubemap as a source of ambient lighting?
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.
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.
How do you feel about the new shader graph unity has?
Any chance of a water shader tutorial ?
hope you come back soon :)
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?
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 ^^
That was amazing!
This video is awesome!!!
weird, for spec, where is your env brdf?
what about node based shader editors ? Are they the future ?
Please friend comeback, your videos are awesome!
Would you be willing to make a video on a cross-section shader?
I love your video!! :D Please upload more stuffs! I can't wait!!
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.
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.
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 :)
i see "next videos", i upvote and i consider patreon!
I actually used this technique in my mobile VR demo without realizing it is called image based lighting
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.
What software do you use to make these illustrations in video?
Adobe Animate and Photoshop
Hey, thanks for quality content. Would you consider making video about BOTW guardian laser beams?
Is this upscaled? doesnt look as sharp as 1080
great video!
I miss you
Hey do you have business mail so that I can contact you regarding a business?
Video is very nice. I just need to improve myself before i can understand the content.
More please !!! :D
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!
Your channel will become my bible while i do my masters, mate xD
woooaaah. it's been a long time. I thought you're dead, dude. xD
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.
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.
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.
You are awesome! you videos remind me the way 3blue1brown make his stuff. Excellent work!
I wish I understood anything in the video. Anyway, Nice video :D
aw yissssssss
come please i miss you
what happened to this channel!?
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! ^^
Thanks for the update! Love your channel, you have the greatest content! I shall be waiting for the next few months!
good to hear :D
Love your channel! These are amazing videos! Thank you!
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
I only understand half... Need to rewatch
Its a me! TheRealSagoza :D GONNA WATCH THIS SOOO HARD, not me the video... ;)
been a while
Whoever disliked this video better see me after class.
Hey ,hot stuff
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!
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.