- Видео 96
- Просмотров 192 246
Digvijaysinh Gohil
Индия
Добавлен 23 окт 2016
Learn to make cool VFX for your games.
High quality tutorial for game mechanics, shaders and visual effects can be found here.
New video every week! (Almost)
High quality tutorial for game mechanics, shaders and visual effects can be found here.
New video every week! (Almost)
Rendering Technique "Ray Tracing" Explained
I will talk about how ray tracing works in Games and Computer Graphics. How it is different from the traditional Rasterization and so on.
👉 Do you want to support my work? The best way to support this channel is to buy my game on Steam. store.steampowered.com/app/2527340/Cosmic_roads/
👉 Alternate ways to support!
www.youtube.com/@iDigvijaysinhG/join
github.com/sponsors/DigvijaysinhGohil
www.patreon.com/DigvijaysinhG
#computergraphics #shaders #gamedev
👉 Do you want to support my work? The best way to support this channel is to buy my game on Steam. store.steampowered.com/app/2527340/Cosmic_roads/
👉 Alternate ways to support!
www.youtube.com/@iDigvijaysinhG/join
github.com/sponsors/DigvijaysinhGohil
www.patreon.com/DigvijaysinhG
#computergraphics #shaders #gamedev
Просмотров: 306
Видео
2 Years of YouTube! What's next? - 2000 Subscribers Special
Просмотров 95День назад
Just chatting with you, sharing my thoughts about the channel, About my RUclips journey and what to expect in the future. 👉 Do you want to support my work? The best way to support this channel is to buy my game on Steam. store.steampowered.com/app/2527340/Cosmic_roads/ 👉 Alternate ways to support! www.youtube.com/@iDigvijaysinhG/join github.com/sponsors/DigvijaysinhGohil www.patreon.com/Digvija...
I Recreated the AMAZING Geminid Meteor Showers in Unity 6 - Not a Tutorial!
Просмотров 11914 дней назад
December is a nice time to enjoy Geminid Meteor Showers. I decided to recreate that in Unity 6. This is not exactly a tutorial, I was just goofing around. 👉 Starfield Video! ruclips.net/video/I53YHJkolzM/видео.html 👉 Do you want to support my work? The best way to support this channel is to buy my game on Steam. store.steampowered.com/app/2527340/Cosmic_roads/ 👉 Alternate ways to support! www.y...
How to create a custom Skybox (Sky Sphere) in Unreal Engine 5
Просмотров 14314 дней назад
Due to the heavy demand (like 2 people XD) I will present to you “Unreal Shaders” Series. In this video, I have demonstrated how to create a custom skybox aka sky sphere, from the scratch in Unreal Engine 5. 👉 Smoothstep! ruclips.net/video/w7c41h1g2_k/видео.html&pp=gAQBiAQB 👉 Material Function asset file www.patreon.com/posts/117355037 👉 Do you want to support my work? The best way to support t...
*UPDATED* How To Create A Simple Skybox Shader - Unity 6
Просмотров 59628 дней назад
I have explained, how you can create a procedural skybox in Unity 6 using shader graph. It will also serve you as a template for more complex effects. 👉 Skybox Series ruclips.net/p/PLaE0_uENxXqsa8MFod9T7qIMpubt0s1by 👉 Subgraph file! www.patreon.com/posts/116826069 👉 Do you want to support my work? The best way to support this channel is to buy my game on Steam. store.steampowered.com/app/252734...
Here's How To Make Your Shaders *MORE* Performant In Godot 4
Просмотров 395Месяц назад
I will show you a tip to make your Shaders more performant in Godot Engine. I have used Visual Shader and Godot 4.3 for the demonstration but the same concept can be applied universally. 👉 Scope shader! ruclips.net/video/JnE3XPq2qWA/видео.html 👉 Shader optimisation tips! ruclips.net/video/CByN7X1cNJ8/видео.html 👉 Do you want to support my work? The best way to support this channel is to buy my ...
An Absolute Beginners' Guide To Shaders In Unreal Engine 5
Просмотров 488Месяц назад
This video will serve as a getting started guide for Shaders in Unreal 5. I will talk a little bit about shaders, introduce and get you familiarise with Material Editor and will create an example displacement shader to make a flag wave in the wind. 👉 Coordinate Spaces! ruclips.net/video/rOCKf1zh9QI/видео.html&pp=gAQBiAQB 👉 Smoothstep! ruclips.net/video/w7c41h1g2_k/видео.html&pp=gAQBiAQB 👉 I wan...
Simple Full Screen Outlines - Shader Graph Tutorial - Unity 6
Просмотров 1,9 тыс.Месяц назад
Today, I will going to show you how to get simple outlines in Unity 6 using Shader Graph. 👉 Per-Object outlines! ruclips.net/video/JCXYR_5vhNc/видео.html 👉 Get the shader file on Patreon! www.patreon.com/posts/full-screen-file-115719703 👉 Do you want to support my work? The best way to support this channel is to buy my game on Steam. store.steampowered.com/app/2527340/Cosmic_roads/ 👉 Alternate ...
Want to get out of Game Dev Tutorial Hell? Watch this NOW
Просмотров 375Месяц назад
In this video, I have talked about how I have approached tutorials when I started my game development journey and I will share my experience to help you get out of infamous “Tutorial Hell”. 👉 Do you want to support my work? The best way to support this channel is to buy my game on Steam. store.steampowered.com/app/2527340/Cosmic_roads/ 👉 Alternate ways to support! www.youtube.com/@iDigvijaysinh...
Now You Can Group Visual Shader Nodes in Godot - Quick Tip!
Просмотров 265Месяц назад
In this quick tip episode, I will show you how to group visual shader nodes in Godot using frames. 👉 Do you want to support my work? The best way to support this channel is to buy my game on Steam. store.steampowered.com/app/2527340/Cosmic_roads/ 👉 Alternate ways to support! www.youtube.com/@iDigvijaysinhG/join github.com/sponsors/DigvijaysinhGohil www.patreon.com/DigvijaysinhG 🧰 Shader-Lib add...
I Created a Comet Sky Shader in GODOT
Просмотров 3672 месяца назад
Comet Tsuchinshan Atlas canbe seen in the sky currently, unfortunately I can't see it from my location due to heavy rains so I decided to make a sky shader in Godot. 👉 HDRI: polyhaven.com/a/rogland_clear_night 👉 Do you want to support my work? The best way to support this channel is to buy my game on Steam. store.steampowered.com/app/2527340/Cosmic_roads/ 👉 Alternate ways to support! www.youtub...
Why Coordinate Spaces are IMPORTANT in Game Development
Просмотров 2662 месяца назад
In this Game Math Theory episode, I will explain why different coordinate spaces are important in game development and Computer Graphics in general. I will cover local/object/model space, world space, view/camera space, clip/projection space, screen space and tangent space. No more confusion while creating your shaders. 👉 Do you want to support my work? The best way to support this channel is t...
A Look at GODOT 4's Fog Shaders under 8 Minutes!
Просмотров 7222 месяца назад
Let's have a look at volumetric fog shaders in this introductory Godot 4 video. 👉 Do you want to support my work? The best way to support this channel is to buy my game on Steam. store.steampowered.com/app/2527340/Cosmic_roads/ 👉 Alternate ways to support! www.youtube.com/@iDigvijaysinhG/join github.com/sponsors/DigvijaysinhGohil www.patreon.com/DigvijaysinhG 🧰 Shader-Lib addon! godotengine.org...
What Are Normal Maps And Why They Are Important?
Просмотров 4212 месяца назад
In this Game Math Theory episode, I will talk everything regarding Normal Maps. We are going to look at Normals, why are they important, how Game Engines use Normal Maps? and will briefly touch the subject of Tangent Space. 👉 Do you want to support my work? The best way to support this channel is to buy my game on Steam. store.steampowered.com/app/2527340/Cosmic_roads/ 👉 Alternate ways to suppo...
Nebula Sky Shader In Godot 4!
Просмотров 8323 месяца назад
In this Godot shader tutorial, I will show you how to create an amazing Nebula effect using sky shader. The effect will be customisable and it is completely procedural. So sit tight and get ready for the latest episode of skybox series. 👉 Shader template! www.patreon.com/posts/111872531 👉 Do you want to support my work? The best way to support this channel is to buy my game on Steam. store.stea...
Godot Version Control with GitHub Desktop
Просмотров 7043 месяца назад
Godot Version Control with GitHub Desktop
Scene Transitions With Compositor Effect! Godot 4.3 Tutorial
Просмотров 7923 месяца назад
Scene Transitions With Compositor Effect! Godot 4.3 Tutorial
Create an Easy Scope Zoom Effect in Godot 4 - Visual Shader Tutorial!
Просмотров 5803 месяца назад
Create an Easy Scope Zoom Effect in Godot 4 - Visual Shader Tutorial!
Compositor Effect! Step By Step Setup in Godot 4.3
Просмотров 3 тыс.3 месяца назад
Compositor Effect! Step By Step Setup in Godot 4.3
Create Stunning Outline Post Process Shader In Godot 4!
Просмотров 1,4 тыс.4 месяца назад
Create Stunning Outline Post Process Shader In Godot 4!
Water Prison Jutsu! Godot Shader Tutorial
Просмотров 5294 месяца назад
Water Prison Jutsu! Godot Shader Tutorial
Create AMAZING Water in Godot Engine - Step-by-Step Tutorial
Просмотров 2,1 тыс.4 месяца назад
Create AMAZING Water in Godot Engine - Step-by-Step Tutorial
Unlock the Power of Gradient Nodes in Godot 4! Quick Tips!
Просмотров 1,5 тыс.5 месяцев назад
Unlock the Power of Gradient Nodes in Godot 4! Quick Tips!
Godot 4 Raymarching: Master Texturing & Coloring!
Просмотров 5515 месяцев назад
Godot 4 Raymarching: Master Texturing & Coloring!
Godot 4 Raymarching! Modelling Techniques.
Просмотров 3,2 тыс.5 месяцев назад
Godot 4 Raymarching! Modelling Techniques.
Godot 4! Shading The Raymarched Shapes Based on Lights!
Просмотров 6275 месяцев назад
Godot 4! Shading The Raymarched Shapes Based on Lights!
Godot 4 Raymarching! Render Basic Shapes!
Просмотров 7576 месяцев назад
Godot 4 Raymarching! Render Basic Shapes!
Hello, I like your video, but I haven't had any experience using Glsl before and the code has encountered complex errors. I would like to ask, are all variable names strictly required in your tutorial? For example, can I write 'push_const' as' pushConstant 'in the glsl file?
Hey, No you can give whatever names you like to variables. However if you are talking about layout qualifiers at 5:44 you have to write "push_constant". I would also encourage you to share the particular error you are facing, any error messages?
Hey! i'm having an issue where the outline only works when i look at it from a specific angle, any idea on how this might've happened and how to fix it? Thanks!
Hey, Ok just to be doubly safe, first make sure that "depth texture" option is enabled in your render pipeline asset. Then you could tweak the edge value in the step node to see if it helps mitigate the issue.
I've actually encountered an interesting dilemma to solve in my project that relates to lighting: determining if the player is obstructed by shadow for stealth mechanics. The traditional ways I've discovered generally involve sampling a clipped area of the scene where the character is, often in a layer only including character models and obstacles, which is squashed using bilinear filtering to a single 1x1 pixel, and the overall brightness value in a colorspace like HSV is then taken to determine if the player is shaded enough to avoid detection. Doing this every frame is too expensive, though, and to make the game feel a bit more fair to the player this check is done less frequently. Some algorithms check a randomly chosen pixel instead, and when enough of these checks have found the player to visible and in enough light in a consistent sequence, maybe the player is finally detected. While this sounds slow on paper, in practice it's very quick and can emulate an npc determining if his eyes are playing tricks on him. And this trick might work for a single player game, but what about multiplayer and online environments? Anyway, this introduces overhead unique to stealth games, like using multiple cameras and combine them into the visuals the game uses just to be able to do this kind of stealth detection.. But I feel like there's got to be a hidden elegant way of solving this dilemma that we haven't considered. Attacking the issue from the GPU side of things, I could imagine one solution may lie in cleverly using custom compute shaders and digging into modifying our rendering pipeline. Another angle, from the CPU perspective, might be greatly simplifying the way light interacts with the game world in a more stylized manner. Perhaps geometric shapes usesd similar to collision areas are designated for being lit or obstructed by shadows. It's an interesting problem and I'd love to see your take on it.
Hey, First I will be very honest with you that I never developed any sort of stealth mechanism so I cannot point you to the best approach. However I will tell you how I would approach the problem. I would first define the detection range for NPCs. If my player is within that range only then I would check the complex detection conditions. Obviously the more complex I make the stealth system the more conditions and overhead will be introduced. Once I am satisfied with the mechanic I would perform a stress test on my targeted platform. Sure it will cost me more time and/or money but I have to pay that price for my limited experience. So let's say I have setup the test where my player is within the detection range of 10 NPCs. So the detection logic would run simultaneously and I will monitor how heavy it is. Depending on the result I will move forward. Let's say the results were not so great. Now I have to decide how much time I should invest to optimise my stealth mechanism. Let's say I decide to invest 2 weeks. After that I would perform another stress test. Only to find out 10% improvement. At that point I have to acknowledge that at the given moment this is the best mechanics I can do. Then I will solve the performance issue from the game design perspective. E.g. I will make sure that in my entire game, at max only 4 NPCs could detect the player simultaneously. Therefore my advice is not to fall into "could have been better" trap. Like you could develop the best system on the planet but that too could have been better. So evaluate cost and returns first. As for multiplayer, it depends how complex my stealth mechanism is. Based on that I have to decide where should I run the NPC logic? On the server or client? Server is generally better to fight against potential cheating. But If that requires passing 10 megabytes of data every frame(server tick) to clients then I have to evaluate if I could get away with running the NPC logic client side.
@ Thanks for the honest and thoughtful response
tu é mt brabo, funcionou!!!
I am glad you found it useful.
it's NVidia RTX 😂
😅 on a side note, I have glanced at your channel today. Why did you stop uploading?
@@iDigvijaysinhG I really want to upload videos on game development , but I am stuck in tutorial hell of Vulkan. You can see my last community post on why I want to learn Vulkan.
i would like to implement raymarching leveraging godots node system. to make it easier for basic settings, while still allowing all the raymarching complexity.
That may require some engine level knowledge but I think it's definitely doable. (Not for me though 😅)
あなたは私にシェーダーをコードで書く勇気を与え、 自分だけではたどり着けない領域に連れていってくれます。 いつもありがとうございます😊
Thank you for your kind words.
how would you go about removing the fog jittering?
Hey, just to be clear, are the objects in the fog flickering?
@@iDigvijaysinhG No, they aren't flickering. You can see an example in the video at 5:48. I've seen UE uses TAA to hide the flicker, but i don't like the technique.
Ok, I got your point and to reduce that, you can increase "Volume depth" at 4:41 but that's a double edged sword as it comes with massive performance cost.
I see, thanks!
good luck man 👍 also can you make GODOT 4.3 or 4.4 VisualShader tutorial
Yes I will definitely continue with Godot but majority of Godot's audience prefers written shaders. I might cover both though, like I will experiment with 2 other engines so one extra approach won't hurt.
@@iDigvijaysinhG thanks
Can you somehow solve situation where black part of texture is transparent? Can you completly remove texture transparency from moon texture? If I use a half moon texture, the dark side is transparent and even the bright side is a little transparent as i see start throught it
Hey, you should not be getting transparency, but just to make sure I understood it correctly, you are getting a transparent moon when applying the texture??
@@iDigvijaysinhG I have stars on my skybox, and I use half moon texture, so half of the moon is dark/black and another half is bright. And I can see that black/dark parts of my texture are transparent
Ok, I got it. But it is perfectly normal. Essentially what we are doing is just adding the moon color on top of the rest of the skybox. Let's assume I have a dark blue sky (0,0,0.3) and if we add a moon color that is just black (0,0,0). I will simply get the same dark blue color. For more in depth explanation, look up "additive blending mode".
@@iDigvijaysinhG Oh ok. What would you do to prevent it so that the moon texture is always on top and not blending with the rest of the skybox?
First, try blend node instead of add. It might do the trick. If not then you could take "One minus" of the final moon shape (before the texture) and multiply with the skybox colors and then add the moon part on top.
very good instruction. You nailed the delivery, many beginner videos are way too fast.
I am glad you liked it.
Thank you so much!
Looks almost identical to Martijn's video on Art of code just re-done in Godot.
Yup
Note for me 06:29
Absolute hidden gem
Thanks
Yes, the pr has been opened that allows users in the future to create sub graphs
I'm quite surprised that capsule was more complex than a box. Isn't capsule common for collision shapes for their simplicity? Sphere rules, but is a box better than capsule for physics collision checks?
Hey Robin, first of all thanks for binge watching. Now coming to your question, here we are not dealing with physics calculation whatsoever. Physics shapes (Colliders) are based on geometry. Here we are just faking the geometry with some complicated maths.
Thank you, gonna dive into ray marching now. To see what I can conjure
All the best Robin!
nice tuto thanx, i have some issue with some materials they'r flashing like a flashlight, do you know why?
Glad you liked the tutorial. Now let's deal with your problem, has it happened after you applied the full screen renderer feature? If you just disable the full screen render feature does that fix the flashing material issue? If not then I suspect it is something to do with "Z fighting".
@@iDigvijaysinhG thanx for your answer, it happend after adding fullscreenoutline and i don't believe it z fighting mats not flickering they emmit light like point light and flash
Ok, then I will need some more information. What materials are flashing, built-in or custom ones? Could you tell me the minimal steps to reproduce the issue?
@ they are from synty cyber city dk if they are custom i have not much knowlede about mats 🙄
Ok, if only some materials from synty are flashing, chances are high they are custom ones. Just to be 100% sure, I want you to select the material and in the inspector, there will be a shader drop-down. Could you tell me what is written in that?
thanks
Liked the new picture in picture format.
Thanks, I just tried something new.
The moon phases are inaccurate , the starting from new moon the phase should be concave and halfway across the phase should change to convex. Currently this sorta simulates lunar eclipse rather than moon phase. Would love to see how do we achieve this. Great video btw.
Yup, I think this entire video requires an overhaul.
Intro is too loud compare to the content.
Sorry about that, I was a noob content creator back then.
Loved the tutorial, explained so well!
Do you think it's possible to also use the normals to create outlines "in" the object ? For example the edge of the cube that faces us ?
Hey, I am back. I doubt that we could use the "calculated normals" to get outlines. However, one could create custom normal maps that might create an illusion of extruded edges or even texture maps to have borders with different colours. The problem with that is, first of all you have to meticulously create the maps in external DCC tools and they will be the local space effects. Outlines won't rotate when you change the camera angles. Apart from that I noticed that you want outlines "in" objects, here the outlines extrude from the shapes, but you could flip the order of subtractions and you could get outlines within the shape.
@ hey ! I see, it seems a bit too advanced for me at the moment unfortunately !😭 I'm about to start your tutorial on Godot outlines to see in which engine I'm getting the best results ! Thanks again for the time you spent to answer mu comments buddy ! And keep up the good work, you make amazing tutorials !!
When I started Blender it was also a bit of a tutorial-hell, but after following a tutorial, then messing with the things your copied, and redoing the full thing yourself a few times later, it sticks the best. Even though game dev is way harder, I think the same approach could work. Find some tutorials about every topics, follow them, mess around, then re-do them until you mastered everything.
Yup, that approach will work 100%, I have done that at my Blender journey way back. Works the same on game dev as well. One might feel a little overwhelmed due to programming involved but once everything clicks, it will be a lot smoother. And I strongly believe that things click faster when you mess around on your own. 100% of times. PS: I have read your other comment on outline video, but I will respond a little bit later. Currently I am half asleep and I am sure I will miss some technical details if I respond right now. Thanks for binge watching by the way.
@ don't worry and take your time ! It's already very kind of you to answer !
Do you prefer to use Shader Graph or writing HLSL? Im thinking the more complex a shader gets the more nodes will get in the way of grasping and debugging.
For my personal projects, in unity most of the time I could get away with the shader graph. I only wrote shaders that were more complex to pull off using shader graph (effects with loops). In Godot however I always wrote them, visual shader is still not good enough for me. In professional projects however, I used to convert graphs(from others) in HLSL to optimise stuff.
thanks, this video is a great start of using the visual shader
Worked like a charm, ty!
You're welcome!
Just remember that there's a small cost on passing varyings from the vertex to the fragment processor due the interpolation process. This means that you may want to let complex calculations like matrix math for varyings while simple stuff like one multiplication is cheaper on the fragment processor. As the docs says: To send data from the vertex to the fragment (or light) processor function, varyings are used. They are set for every primitive vertex in the vertex processor, and the VALUE IS INTERPOLATED FOR EVERY PIXEL in the fragment processor.
Hey man, cool video. Quick question, why do you append ints to the push_constants which is a PackedFloat32Array?
Hey, I have created size as integer vector because pixels won't going to be floats, however to dispatch that to my compute shader, I can only pass it via PackedFloat32[]. There is no extra reasoning behind it, you can use size as "vector2" instead of "vector2i"
Plzz make more of these. The way you explain things, it's so much easier to understand. 🙏
I will try my best to create more beginner friendly content, thanks for the kind words 🙏!
Thank you very much, so helpfull.
is there any other method to create fog in specific area without using any code?
Yes, this should guide you through docs.godotengine.org/en/stable/tutorials/3d/volumetric_fog.html
I'm having an issue where my shader is not applying when I select the OutlineMat
Are you having an issue applying the material on full screen render feature?
I like the content on your channel, keep it up! Will you only be covering Material Graph or custom writing in a shader language like HLSL too?
I have plans to cover both if there is an interest in Unreal from audience.
Actually good, nice :D
Thanks
the outlines don't match with the game camera, if i make the thickness more thick I can see it but in the scene camera the object are filled with the outline so i can't see textures and etc..
Hey, This discrepancy may occur due to different far clip values for your actual game camera and viewport. You can adjust the far clip value of viewport like I did at 2:18, for the game, just adjust the value in the inspector.
@@iDigvijaysinhG thanks for your response! I've succeeded to found another solution. It appears that the outcome is not dependent on the far/near clip setting. If you'd like, I can send you the shader. there's two options for the shader, one shows only outline shapes, while the other shows the outline and outlines from the textures so it's like in between outlines.
@@ofekdavid1757 I would love to take a look.
There`s an way to apply different colors to different objects?
No, not with this approach.
The big problem with these stars is that either with noise or Voronoi, the stars are too small, whenever the camera moves it's jittery and painful to the eye. I don't know how to cleanly make the stars bigger; it seems like the solution is to just use a texture.
Hey, Yes the texture would work nicely. However if you want to control the star size, maybe use Voronoi, plug it into smoothstep and make sure to use a bigger value in Edge1 and samller in Edge2. The obvious drawback of that is you would get just dots as stars. There are also other ways to create procedural stars but it's more complicated and you have to write the shader to tackle that. For inspiration you can check out the "starfield" video, it is using Godot but the logic will remain the same.
Glad to have you back on Unity! I've learn so much from your videos!
Thanks, I am going to try and cover shaders on the big 3, at least that's the plan.
Good Advice
bro you're the goat
Thank you!
Honestly, it feels like your channel is extremely underrated. I do, at least that's what I think, recognize an expert when I see one. Like you. Unfortunately, cosmic roads is only available for Windows, not Linux. Well, I might buy it anyways, just to support you. Following this channel since march of this year, and I'm always curious what you'll come up with next. In case you are looking for a hot topic: Global and per-instance uniforms are also very underrated. I just finished adding a weather system (wind, wetness) to my game using global uniforms. You're just a cool guy. Wish you the best, much love from germany!
Thank you for your awesome support ❤️
Greatest advice
Doesn’t work for weapons for me. Idk what’s going on 😞
Hey, Sorry to hear that, this was before the Anniversary edition so they might have changed or broke something. It is Bethesda after all.
Do you have a Discord or any place to chat with you aside from comments?
Hey, You can DM me on Socials, links on my profile page. Reddit as well u/DigvijaysinhG.
You are good.
Valuable advice, as always. But what if I'm in "watching videos about escaping tutorial hell"-hell?
lol
😅
stay off of the computer for a week and use pencil and paper to write and sketch down ideas ;)