Shader Graph is one of the best features of Unity, so I decided I wanted to learn it. All of it. Here's a look at every node in the base Shader Graph package - what they do, how to use them, and a few examples and best practice tips! It's a long video, and while I did my best to fact-check every part, there may be errors/clarifications needed. I'll update this comment if so! Thanks for watching! 💖
This is literally a gold mine i hope more people find it and thanks a lot for the amount of effort you put in this video i'll never forget this you'll always be the master that made me learn shader graph thank you from the bottom of my heart
I really respect that video - now I know how much research must have gone into it! But yeah, it's almost two full years old at this point and I wanted to go into a bit more detail. Surprised nobody else made a similar video in the meantime!
I want to thank you. I was struggling to get shadergraph to do what I wanted and couldn't get answers on the forums, found your video and after watching it all the way, finally able to figure out what I needed. Great video :)
@@accidentalgenius8252 Yeah was saving did video too until i start learning shader graph so ima start now this is the only video on youtube that goes in depth and is super easy to follow and understand
I paused the video, made some coffee, came back, and then got told to pause and make some coffee. I am so ready for this. I've been using shadergraph for a while now, but I want to really delve deep into it for once.
@@danielilett tbh I fell asleep half way through and then finished it the day after lmfao. I was interested in a lot of procedural stuff you showed off. Most of my experience with shadergraph so far has been mostly fragment shader stuff, barring a gerstner wave based water shader I did ages ago but there was a definitely a good number of nodes I had no idea about in this video. Lots of good stuff in this video for sure.
Seriously @Unity3D how come videos from users on YT are a million times more valuable than the documentation or videos you produce. Money is not the issue, I really don't get it. Thanks a lot Daniel massive work!
This is some good info. It's funny that I started recording node explanations the other week. Good to see others interested in deep diving into shader graph!
This is really something. The fact you understand EVERY node there is just amazing alone, even more when you do video where you describe each one and categorize them. Good job.
Brilliant, thanks for all the work you must have put into this. For beginners like me this type of thing is invaluable. What would also be great is a guide on common "How to" use of shader graph. No-one seems to do that but stuff like basics manipulation of an object that uses a shader, say to distort, shimmer etc to stuff like UI. I've been trying to create a UI shader to make a sort of bubbling potion effect (think Diablo health globes) but I'm really struggling on the basic stuff and it seems it doesn't always work when it's a UI Image. Thanks again for this, very helpful indeed!
Thanks to the author for the great job done! :) It was a little bit difficult though to understand the narrative being a non-native English speaker (some words were pronounced not very clear), but subtitles helped :) Anyway, the tutorial is great and useful. The next thing I tried to find on this channel was such tutorial for VFX Graph... ;) That would have accomplished the gestalt. But alas..))
hey, im kind of trying to focus on this as my carreer path but i have no clue how all these nodes can create what i want. I know some basic info but for half a year of knowledge im still confused about just making things on my own. I just wanted to know if you had some crucial info that helped you progress in your craft?
Awesome, I'm coming from a background in Cycles and Redshift so the #1 thing I need to learn in Shader Graph are the different names and places for things I already know! 😂
oh this is lovely. I want to learn shader graph because I have fallen in love with shaders and vfx in general. (Which is apparently a good thing since every other person in the gaming degree major im in seems to hate anything in regards to it) so this is super useful because i was looking at it in the unity documentation and it was a bit...lacking thats for sure
I wish you the best of luck on your journey! Honestly I think if the Unity docs included usage examples of some of these nodes (like they often do on scripting API docs), then it would go a long way towards improving them.
have u any idea how the new "Dropdown" node works (available in subgraphs only). what docs saying is not working. or do u have a way in mind to make the blend modes from the "normal blend" node available in a graph way?
I know this is old video but I am stuck and wanted some help... how would I make a shader that can read the visual info from a canvas? ui elements aren't showing up in my scene Color node. I am stuck not getting anything to appear, trying to make ui elements act like magnifying glasses for the ui elements.
I had to pass this into Google Translate so I think you're asking if I can do this for VFX Graph? I'd love to one day, although I haven't used it nearly enough to even know where to start!
You mean for the Emission? You need to add a Bloom post-processing effect to your scene somewhere. The default URP project comes with everything set up already but you should be able to get the same thing by adding a Volume component to an object in your scene and add a Bloom effect to it.
I really wonder how ridiculous it'd look! I was tempted to try it, but I really can't work out how you'd end up using, like, every trig function or every kind of normal mapping node in a single graph. It'd be a monster.
You will learn more about nodes by watching tutorials and implementing them yourself, IMO, this is like letting someone else read the documentation for you. Math should be at the start.
Dont take this the wrong way, but theres a lot of these that could have used some real examples. Like Rejection. Im fairly confused at how this video got so highly upvoted when there was some confusing words dropped about a set of design-based features when there were a lot of lacking design examples. If you couldnt think of an example, Id rather you not explain that particular feature. It just kinda gave me a headache since I couldnt see some of these in action.
A lot of these nodes are difficult to show in action by themselves - rejection is one of those nodes, as are many of the purely maths-based operations. Those kinds of nodes end up used in pretty specialised cases, whereas something like Fresnel Effect is easy to see from just the node itself what it does. I didn't want to skip over these difficult-to-show nodes, because that defeats the point of the video, so I opted to show geometrically what those nodes do instead (something the Unity docs don't do).
Shader Graph is one of the best features of Unity, so I decided I wanted to learn it. All of it. Here's a look at every node in the base Shader Graph package - what they do, how to use them, and a few examples and best practice tips! It's a long video, and while I did my best to fact-check every part, there may be errors/clarifications needed. I'll update this comment if so!
Thanks for watching! 💖
This is literally a gold mine i hope more people find it and thanks a lot for the amount of effort you put in this video i'll never forget this you'll always be the master that made me learn shader graph thank you from the bottom of my heart
The only other “every node” video is a bit outdated at this point so this is a welcome video
I really respect that video - now I know how much research must have gone into it! But yeah, it's almost two full years old at this point and I wanted to go into a bit more detail. Surprised nobody else made a similar video in the meantime!
@@danielilett you should look at Remy (from Unity)’s shader graph node library
I want to thank you. I was struggling to get shadergraph to do what I wanted and couldn't get answers on the forums, found your video and after watching it all the way, finally able to figure out what I needed. Great video :)
I can't imagine how much work you've put into this, thanks so much
It took SO LONG to put this together but I'm really glad I did :D
@@danielilett wait u only said one cup of coffee! Good video recently got into shaders and this is a big help.
@@accidentalgenius8252 Yeah was saving did video too until i start learning shader graph so ima start now this is the only video on youtube that goes in depth and is super easy to follow and understand
I paused the video, made some coffee, came back, and then got told to pause and make some coffee. I am so ready for this.
I've been using shadergraph for a while now, but I want to really delve deep into it for once.
Ah then it's obvious, you need to get a second coffee then watch the whole thing at 2x speed!
Hope you learned something about all the nodes :D
@@danielilett tbh I fell asleep half way through and then finished it the day after lmfao. I was interested in a lot of procedural stuff you showed off.
Most of my experience with shadergraph so far has been mostly fragment shader stuff, barring a gerstner wave based water shader I did ages ago but there was a definitely a good number of nodes I had no idea about in this video. Lots of good stuff in this video for sure.
Give this man a Medal.
Very informative and great effort, Thank you Daniel.
This is absolutely the best shader graph tutorial on youtube.
This video is GOLD, thank you so much for this!
a loot of work over here. A BIG THANK YOU for this video!!
You deserve all the credit in the world for this, thanks Daniel!
The sheer amount of work behind the video made me insta sub. Well done & keep up the good work, sir.
Just commenting to say thanks. That video would have been a monumental piece of work so cheers!
Seriously @Unity3D how come videos from users on YT are a million times more valuable than the documentation or videos you produce. Money is not the issue, I really don't get it. Thanks a lot Daniel massive work!
Best Shader Graph Tutorial So Far ! , Thanks so Much
I have to bow my hat to you for going through the effort to create this, absolutely invaluable..
pffffff a lot of things, but now im a bit more confident on how to use shader graph, now its time to my imagination, good job.
This is absolutely fantastic! I've needed this for so long. Thank you for putting in so much time and effort to educate others :D
Nice
Fantastic video in getting to know all nooks and crannies of this language!
oh wow, this is a really good one. Thanks for putting this one together Daniel, extremely helpfull! Cheers!
Danke!
Thank you!
Shader Graph has changed a lot since 2019. The way how the nodes look make more sense.
This is some good info. It's funny that I started recording node explanations the other week. Good to see others interested in deep diving into shader graph!
This is really something. The fact you understand EVERY node there is just amazing alone, even more when you do video where you describe each one and categorize them. Good job.
Amazing! Can I upvote this multiple times? :)
Great work!
Just thank you, amazing tutorial 👍
You are a God's gift for the Unity Dev community, THANK YOU for this!
Well, I found my new documentation source...Absolute Legend!
Thank you so much, I will be visiting this video many times in the future! Great reference!
I needed this. And i finally found you. Thank you so much for the effort you did.
you're a hero for making this, subscribed, thx!
heroic effort bro. Thanks very much
Thanks for that, i can't even imagine how much you worked for this.
U, my man, are a legend. 🌟
Wow that's great video Daniel👏👏👏
This is so incredibly helpful! Thank you so much, I just know I'll keep coming back to this as a reference :)
Glad you found it useful :D
Brilliant, thanks for all the work you must have put into this. For beginners like me this type of thing is invaluable. What would also be great is a guide on common "How to" use of shader graph. No-one seems to do that but stuff like basics manipulation of an object that uses a shader, say to distort, shimmer etc to stuff like UI. I've been trying to create a UI shader to make a sort of bubbling potion effect (think Diablo health globes) but I'm really struggling on the basic stuff and it seems it doesn't always work when it's a UI Image. Thanks again for this, very helpful indeed!
you are a hero
Thanks to the author for the great job done! :)
It was a little bit difficult though to understand the narrative being a non-native English speaker (some words were pronounced not very clear), but subtitles helped :) Anyway, the tutorial is great and useful. The next thing I tried to find on this channel was such tutorial for VFX Graph... ;) That would have accomplished the gestalt. But alas..))
Hi Tim, can I call you Tim?
Absolutely Fantastic - Big THX!!!
Thanks for this! My job is a tech artist and this will greatly help fill out my knowledge
hey, im kind of trying to focus on this as my carreer path but i have no clue how all these nodes can create what i want. I know some basic info but for half a year of knowledge im still confused about just making things on my own. I just wanted to know if you had some crucial info that helped you progress in your craft?
Can't thank you enough. Keep it up
Awesome, I'm coming from a background in Cycles and Redshift so the #1 thing I need to learn in Shader Graph are the different names and places for things I already know! 😂
I really learnt a lot from this video. Thanks for this great content !!!.
Awesome job man
great video man came here from Dani
oh this is lovely. I want to learn shader graph because I have fallen in love with shaders and vfx in general. (Which is apparently a good thing since every other person in the gaming degree major im in seems to hate anything in regards to it) so this is super useful because i was looking at it in the unity documentation and it was a bit...lacking thats for sure
I wish you the best of luck on your journey! Honestly I think if the Unity docs included usage examples of some of these nodes (like they often do on scripting API docs), then it would go a long way towards improving them.
Yeah this must of taken a lifetime thanks alot
Big thanks!
thank you very much. Subscribed
Nice, looking forward to this!
Fantastic work. congratulations
This is quite amazing! Thank you so much for this!
You absolute mad lad. Thank you so much mate!
Thanks! Really good stuff!!!
Thanks for this amazing SOURCE
Awesome content, very educational and straight to the point. Thank you !
just wow. thank you so much for this
i'm ready :3
Bro this is so much work, amazing work thanks bro :D
you are GREAT !!! Thank you so much brother ...
Incredible work. Thank you.
love this
Good job bro 👌
Thanks, that was a good video.
Thank you for this video
You are the best!!!!!!!!!!!!!!
Thank you so much
great video
Amazing 🎊🎉
这是个非常重要的视频,赞~!
Legend!
Thank you!
You're very welcome!
You helped me so much thanks you
thanks
Very good.
legend
me most of the time: I like your funny words magic man
jokes aside thanks for making the video.
Hi can you please explain how sample texture 3D node works and what are 3D textures ?
thank you
Great video, thanks!! But Popcorn with coffee??
Please, could you make this kind of video about Base Unity's Visual Script Nodes?
amazing thx !!!!!! thx thx thx
this is great ! however taking notes and writing it down im on page 8 after the input family section (21mins) XD
thnks alot
have u any idea how the new "Dropdown" node works (available in subgraphs only). what docs saying is not working. or do u have a way in mind to make the blend modes from the "normal blend" node available in a graph way?
Note that if you are clamping between 0 and 1, use saturate, NOT clamp.
Impressive dude, epic kudos. Now do this for unreal plz, k tnx bye
I know this is old video but I am stuck and wanted some help... how would I make a shader that can read the visual info from a canvas? ui elements aren't showing up in my scene Color node. I am stuck not getting anything to appear, trying to make ui elements act like magnifying glasses for the ui elements.
now I tryed this vedo Unity 20202.3.14f1. I Wanna connect emission,but I can't find in fragment, how to show emission conect point and more.
que tal agora fazer o Gráfico VFX, ou não é necessário?
I had to pass this into Google Translate so I think you're asking if I can do this for VFX Graph? I'd love to one day, although I haven't used it nearly enough to even know where to start!
How do you make it glow. I’ve seen other tutorials but with the recent update things are different
You mean for the Emission? You need to add a Bloom post-processing effect to your scene somewhere. The default URP project comes with everything set up already but you should be able to get the same thing by adding a Volume component to an object in your scene and add a Bloom effect to it.
Would have been nice if you added a this is how you open the graph window…
❤
Who is Dani and why did he bring me here?
When reading the title i thought you created a material using every node available. hahah, that may look really stupid :D
I really wonder how ridiculous it'd look! I was tempted to try it, but I really can't work out how you'd end up using, like, every trig function or every kind of normal mapping node in a single graph. It'd be a monster.
noice
"200+ Nodes"
*breaths and blinks very slowly
You will learn more about nodes by watching tutorials and implementing them yourself, IMO, this is like letting someone else read the documentation for you. Math should be at the start.
Yeah it would be great if I ever made Shader Graph tutorials, sadly I never thought of that
Dont take this the wrong way, but theres a lot of these that could have used some real examples. Like Rejection. Im fairly confused at how this video got so highly upvoted when there was some confusing words dropped about a set of design-based features when there were a lot of lacking design examples. If you couldnt think of an example, Id rather you not explain that particular feature. It just kinda gave me a headache since I couldnt see some of these in action.
A lot of these nodes are difficult to show in action by themselves - rejection is one of those nodes, as are many of the purely maths-based operations. Those kinds of nodes end up used in pretty specialised cases, whereas something like Fresnel Effect is easy to see from just the node itself what it does. I didn't want to skip over these difficult-to-show nodes, because that defeats the point of the video, so I opted to show geometrically what those nodes do instead (something the Unity docs don't do).
comment like subscribe i hope will be helpfull