- Видео 12
- Просмотров 234 655
GameDevBill
США
Добавлен 12 авг 2020
Hi I’m Bill and I do game dev. I’ve been coding games for fun for over 30 years, and professionally for over a decade.
I started a written tutorial blog in 2018 at gamedevbill.com/. Now, in 2020, I've decided to expand into RUclips. Almost all of my videos here will be paired with a written tutorial on my site. This gives me the ability to cover the important concepts in the video, while saving the overly-deep details for the written version. It also gives all of you an easy place to go copy/paste some code.
I believe people are happier when pursuing their passions, and I want to help those whose passion is game dev.
New video posted every Monday. ish. More like 2-3 Monday's a month.
Disclaimer: I work at Unity, all opinions, tutorials and content are my own.
I started a written tutorial blog in 2018 at gamedevbill.com/. Now, in 2020, I've decided to expand into RUclips. Almost all of my videos here will be paired with a written tutorial on my site. This gives me the ability to cover the important concepts in the video, while saving the overly-deep details for the written version. It also gives all of you an easy place to go copy/paste some code.
I believe people are happier when pursuing their passions, and I want to help those whose passion is game dev.
New video posted every Monday. ish. More like 2-3 Monday's a month.
Disclaimer: I work at Unity, all opinions, tutorials and content are my own.
Timeline for Shader Graph - How to use timeline to animate shader graphs!
How to animate Shader Graph using Timeline or code. While there isn't support out of the box, using timeline for shader graph will make controlling your shaders easy and fun!
One of the key reasons to make a shader is in creation of an animating effect. Today I’ll cover how to use Timeline to animate a shader graph. Shader graph animation with timeline is not too difficult, but surprisingly not covered elsewhere on the internet that I could see.
In this tutorial, I’ll show you how I set up the code needed, and I’ve also put that code up on github. In the process of showing you how the setup, I’ll also show you how to animate shader graphs from code.
Written version: gamedevbill.com/timelin...
One of the key reasons to make a shader is in creation of an animating effect. Today I’ll cover how to use Timeline to animate a shader graph. Shader graph animation with timeline is not too difficult, but surprisingly not covered elsewhere on the internet that I could see.
In this tutorial, I’ll show you how I set up the code needed, and I’ve also put that code up on github. In the process of showing you how the setup, I’ll also show you how to animate shader graphs from code.
Written version: gamedevbill.com/timelin...
Просмотров: 7 833
Видео
How to calculate Normal Vectors in Shader Graph
Просмотров 19 тыс.3 года назад
Fix up normals in your Shader Graphs after manipulating vertices! In Shader Graph, you can move your vertices around, causing your model to take on a new shape. This will often cause the normal vectors to be incorrect, which will ruin your lighting. In this video I'll cover how to fix your normals all within shader graph. The math is a bit complicated, but I've created two subgraphs which will ...
Shockwave Shader Graph - How to make a shock wave shader in Unity URP/HDRP
Просмотров 51 тыс.4 года назад
A shockwave shader graph (or shock wave shader graph) is a relatively simple effect, that can add a lot of pop to actions in your game. Shockwave updated for 3D in my timeline video here: ruclips.net/video/A5jl5RVEjqE/видео.html The reason I'm doing this tutorial at all is because someone commented on one of my RUclips videos requesting it. I bring this up just to mention that if you have anyth...
Top FIRE Shader Graphs for Unity - 2D Fire Shader Graphs
Просмотров 10 тыс.4 года назад
Three different ways to make fire shader graphs in Unity. I wanted to make a fire shader graph video, and couldn't pick my favorite technique. So I went with my top three. That has made it a much longer video than normal, but it's still packed full of great info. The three fire shaders I'll show are: sprite based, cartoony, and realistic. As (almost) always, I have a written version of this tut...
Quest Link in Unity - How to Use Unity's play mode with Oculus Quest Link
Просмотров 74 тыс.4 года назад
How to set up Oculus Quest Link for Unity's play mode. Go in and out of play mode for your VR game without needing to build and deploy to your device! I'm taking a 1-video break form shader tutorials this week to briefly talk about Quest Link in Unity. If you are doing Quest development in Unity this is huge to iteration. Especially if you are doing shader development as any shader change can s...
Cuphead Fire Shader Graph - speed shader graph
Просмотров 1,8 тыс.4 года назад
This is a speed run through the shader graph creation of a 2D hand-drawn fire shader graph. I intend to turn this into a full tutorial (or make it part of a larger tutorial) but for now, I'll just share the graph creation. EDIT - Full Tutorial up: ruclips.net/video/8sJQvFA6GEI/видео.html I created this during a tech art challenge from Harry Alisavakis ( HarryAlisavakis). The challeng...
HSV Shader Graph - Hue Saturation Value color space explained & how to use it in Unity
Просмотров 9 тыс.4 года назад
EDIT: Unity does indeed provide a node to do this conversion. Which means you can likely skip the "HSV conversion math" section of this video (2:22 to 4:20). The rest is still relevant as it's focused on how & why to use these nodes, it just turns out you can use Unity's node instead of mine. Thanks to the commenter Michał Jaglewicz for pointing this out! Unity node: docs.unity3d.com/Packages/c...
Geometry Shaders in URP - Plus how to create code shaders from shader graph
Просмотров 15 тыс.4 года назад
Geometry shaders are shader functions you can run after your vertex shader, and before the fragment shader. Today I’ll go over how to set one up in the Universal Render Pipeline, or URP. As a bonus, I’ll also be covering a trick for creating code shaders in URP that bypasses a lot of the effort and understanding generally required For more details, see the written version of this: gamedevbill.c...
Old Movie Shader Graph - Plus Full Screen Shaders in URP
Просмотров 11 тыс.4 года назад
This video is a two-for-one special: How to create an old movie shader graph, and how to set up full screen shaders in the Universal Render Pipeline, or URP. 0:00 Overview 1:25 Full Screen Shaders in URP 3:18 Post Processing setup 4:05 Old Movie Shader Graph The relevant articles on my site: Old Move Shader Graph - gamedevbill.com/old-movie-shader-graph/ Full Screen Shaders in any renderer - ga...
Shader Data in Art - How to Maximize your Shader Graphs with this art based trick
Просмотров 3,6 тыс.4 года назад
This video will cover how to maximize your shader graphs by feeding extra data in through your art - by hiding math in art. Using a texture to store data enables you to provide your shader with four chunks of data (in the RGBA channels) unique every single pixel on your screen. Today I'll cover three examples: a normal map, noise textures, and positional data. For more details, see the written ...
Heat Haze Shader Graph - How to create a heat haze effect in URP/HDRP
Просмотров 11 тыс.4 года назад
How to create a heat haze shader graph. This effect will warp the screen in a certain area giving the impression of heat. As explained in the video, it can also be adjusted to look like an underwater effect. This has a matching written tutorial on my site: gamedevbill.com/heat-haze-shader-graph/ How to set up full screen shader effects is covered here: ruclips.net/video/4apbNiPC3yQ/видео.html A...
Unity Shader Graph Introduction - Basic Shader Graph Tutorial
Просмотров 21 тыс.4 года назад
An introduction to Unity's Shader Graph. This is the foundation for my shader tutorial playlist. I am using shader graph in the Universal Render Pipeline (or URP), but this demo will work in HDRP as well. My written introduction to shader graph is here: gamedevbill.com/shader-series-5-unity-shader-graph/ That tutorial introduces shader graph, but does not do the exact same demo. If you would li...
How can I add some level and saturation changes to achieve even more colors changes?
Neat video! I just noticed this Heat Haze effect in the Avalanche Studios Mad Max game which obviously takes place in a desert wasteland.
doesnt work
openxr runtime is set to set Meta Quest Oculus Runtime as active thingy and i cant do anything
You, Sir are beeeee-a-utiful!!
Hi, thanks for your awesome tutorial! I only have one question: what about making it Fullscreen but in HDRP pipeline? I'm trying to swith to a fullscreen-type material and use CustomPass, but I can't manage how to avoid using a specific texture (since I need instead the screen itself)! Could you please help me?
if you want this to work in later versions. at least 2022 LTS. you'll need to create a SetupRenderPasses override in the blitter code. something like public override void SetupRenderPasses(ScriptableRenderer renderer, in RenderingData renderingData) { var src = renderer.cameraColorTargetHandle; var dest = (settings.destination == Target.Color) ? RenderTargetHandle.CameraTarget : m_RenderTextureHandle; blitPass.Setup(src, dest); } and remove the stuff from AddRenderPasses override. public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { if (settings.blitMaterial == null) { Debug.LogWarningFormat("Missing Blit Material. {0} blit pass will not execute. Check for missing reference in the assigned renderer.", GetType().Name); return; } renderer.EnqueuePass(blitPass); } there's still some obsolete stuff in there, but I'm only doing a few tests, so I'm going to ignore them. good luck.
Anyone still having trouble connecting must now click the OpenXR Runtime button in the General section of the Oculus app.
Ya me it won’t connect
so i cant get into unity using airlink? cables are mandatory?
i guess so but it wont let me connect with cable so yeah that sucks
I'm trying to make geometry shader that shows quads when editing for a 3d modeling software I'm developing. I tried multiple shaders from github but they revert to tris when editing mesh.
I tried downloading the shader graph files from the github and I'm getting a bunch of json parse errors from Unity...
thx
How do you pick the right values on a colour wheel? Let's say I want to paint imaginary blue cube, I pick any blue for the mid tone but then how much should the value change for other shades ? To be realistic E.g 20% on saturation in HSV colour model ? Do I change saturation or value or both in HSV? What in the rule of thumb here ?
Thanks man
THANK YOU VERY MUCH!!! <3 I learned a lot.
Does the Oculus Quest Link also work with Mac?
Damn, this stuff is crazy! Thanks a lot!! <3 is there anything to say about how expensive it is? Should you use it sparingly or is the chance very small if you will notice anything?
My material is just white when I make that first shockwave test. What am I missing?
thanks!!!!!!!
How do you apply it on the fullscreen so it doesn't need a color or specific texture? I used a fullscreen shader since I'm using a newer version but I can't use _MainTex and sample texture 2d to make it adjust to whatever the camera is looking at...it just turns white. HELP :c
Awesome! also(if im not mistaken) you can just feed vertices to triangle strip and it will produce triangle for each new vertex after 3rd, hance triangle strip
really useful :)
That was really helpful. Thanks
Sweet jesus man this is helpful, the number of vertex shader things out there that don't even mention normals is upsetting. This is massively helpful stuff.
Thats what i am looking for. Thank you buddy. Allah bless you
Awesome information here! Thanks so much for this!!
oculus desktop app is not available on mac, so how can we do it ?
Today I ran 10 Km. For those that don't use Kilometers: It's about 1,057e-13 light-years. Btw, the video is awesome! Thank you!
this is sooo big brained
Really helpful video, thank you!
Thanks for the tutorial! Is there any way to recalculate the normals when the source of displacement is a texture map?
COME BACK BILL WE NEED YOU!!!
Hi! Thanks a lot for doing this tutorial and explaining what each node does! Not many people do that, and it's great to be able to actually understand what's going on as a beginner. I'm trying to make the wave event based, and my plan is to remove the time variable and create a lerp function, that interpolates between the wave's start and end values (which is represented by a float). This is well, but the weird thing is that, when 0 is the value being multiplied into the time group, the wave's already 'started', i.e, the pixels get distorted. In fact, the sprite is not distorted. i.e the wave's at it's 0 progress, when the input value is -0.24. The wave ends on 4.76. My question is, where did these numbers come from? I can create an interpolation function to make the exposed value be between 0-1, but I'm afraid that whenever I tinker with other settings, these magic numbers (-0.24 and 4.76) will change. Maybe someone here has done this?
"Basic" and "Tutorial" are not applied here at all. If you think you can simply show us the process without any explanation why this goes here and that goes there - you're wrong then
Thank you very much. Unlocked some ideas for my shader. 🙏
Your explaination is very clear, hope you will continue series
Very clear and helps a lot! Thanks!
Glad I found this ....but using these two subgraphs has no effect on my normals. is this really usable also for terrain-like meshes with more complex geometry?
Same here, it has no effect on my normals with a plane and simple waves vertex animation
all i get is a nice black screen
it doesnt work for me....
it only works when i do through air link...
@@XboxPlayerPLhow did you get that to work
This tutorial video, unlike other videos, helps learners to use it in their own projects and provides documentation. true teacher
How do I connect the Quest 2 to my laptop, when I don't have access to the Facebook account used, as it's an account for the company I'm an intern for? Meaning I cannot use the Oculus PC App
how can i stop effect? don't want to play full screen
How did you manage to make it fullscreen? In hdrp
Thanks man, I was a bit lost on that one. Very helpful
trying since an hour, doesn't work
but that thing is hand drawn bruh, u should make title stylised fire instead
How would you change this to timeline animate multiple shaders attached to a single Mesh Renderer, where each shader on an individual track?
I'm also looking to do this! Any help appreciated
Nice, however there is a potential issue when using alpha. Mixer should use Color finalColor = new Color(0f,0f,0f,0f); instead of Color.black as black is (0,0,0,1) and when added with weight finalColor += behaviour.ColorVal * weight; results in alpha greater than 1. So when blending shader _Color, where you want the alpha to fade in, it will ignore the alpha. Initialising finalColor = new Color(0,0,0,0) makes it all good.
I think it is bad idea to teach basics of Geometry shader beginning with code generated from Shader Graph. Why don't you just use simple HLSL code (vertex + fragment), and add geom function to it ?🤔
Sub Shader Graphs don't work with Unity 2022,
This tutorial is a gift to the world. Many thanks!