You're doing two things wrong: 1. Your reflection ends up being in reverse. The correct reflection was the one without the view dir and normals. If you insist on keeping the view dir and normals, at least invert the view dir or the normals. You essentially end up with the same look of when you preview a cubemap - that is not reflection on a sphere, but inside of a sphere. The actual correct reflection is the inverted version of the cubemap (as if the cubemap spherical preview is turned inside out). 2. You're using the fresnel function wrong. Instead of multiplying it and add to the reflection (which yields in black center at low values), rather invert it first (1-x), scale it inverted, revert it back and then add it to the reflection. The correct behavior would be that if your fresnel intensity is set to 0, the reflection should be without fresnel effect and raising the frensel intensity would gradually introduce the fresnel effect. The fault is obvious when you set your fresnel intensity to 0: Instead of getting "no fresnel" effect (clean reflection), you get the reflection being completely black in the center of the sphere.
thanks a lot for commenting this I had been looking so long to make cubemap based reflections. ill also try the techniques in this comment here. I always wanted to learn to make cubemap reflections and not use real time reflections such as reflection probes. ill definitely try these.
Hey, any chance you could explain or create a tutorial on how the Triplanar Node works? For instance showing how to create a shader graph for terrain using several textures depending on height or slope?
Hi! I'm just starting watch your tutorials and its good. But I have a question. How make a doom 1 stile rotating toward player sprites whis graph? Sorry for my English. Have no ptactice.
I would think that this would work: Vector3 forwardVector = directionalLight.transform.rotation * Vector3.forward; or directionalLight.transform.forward;;
thank you very much for sharing. Ive subscribed. could you possibly make a simple tutorial for linking facial expression blendshapes to wrinklemaps[norma map values]? I alreday have animated faces but dont know how to link some of them to its corresponding normsl,[wrinklemaps]. it would be very much appreciated. thanks anyways!
You're doing two things wrong:
1. Your reflection ends up being in reverse. The correct reflection was the one without the view dir and normals. If you insist on keeping the view dir and normals, at least invert the view dir or the normals. You essentially end up with the same look of when you preview a cubemap - that is not reflection on a sphere, but inside of a sphere. The actual correct reflection is the inverted version of the cubemap (as if the cubemap spherical preview is turned inside out).
2. You're using the fresnel function wrong. Instead of multiplying it and add to the reflection (which yields in black center at low values), rather invert it first (1-x), scale it inverted, revert it back and then add it to the reflection. The correct behavior would be that if your fresnel intensity is set to 0, the reflection should be without fresnel effect and raising the frensel intensity would gradually introduce the fresnel effect. The fault is obvious when you set your fresnel intensity to 0: Instead of getting "no fresnel" effect (clean reflection), you get the reflection being completely black in the center of the sphere.
thanks a lot for commenting this I had been looking so long to make cubemap based reflections. ill also try the techniques in this comment here. I always wanted to learn to make cubemap reflections and not use real time reflections such as reflection probes. ill definitely try these.
Thank you so much man! You have no idea how difficult was it for me to find info about this!
Is there any way you could use this for planar reflections?
Hey, any chance you could explain or create a tutorial on how the Triplanar Node works? For instance showing how to create a shader graph for terrain using several textures depending on height or slope?
such a great tuto !
ok but why though?
what are you gaining over a reflection probe?
Hello. Thank you for your sharing. Can u post all previous tutorial links or make a list. Its easier to follow?
Thankyou!
Hi! I'm just starting watch your tutorials and its good. But I have a question. How make a doom 1 stile rotating toward player sprites whis graph? Sorry for my English. Have no ptactice.
Is there a way to do Parallax Offset to use height maps in Shader Graph?
I was wondering if there is any way to get the forward vector of the directional light as of right now
There is no light direction at this time, as far as i know.
I would think that this would work:
Vector3 forwardVector = directionalLight.transform.rotation * Vector3.forward;
or
directionalLight.transform.forward;;
thank you very much for sharing. Ive subscribed. could you possibly make a simple tutorial for linking facial expression blendshapes to wrinklemaps[norma map values]? I alreday have animated faces but dont know how to link some of them to its corresponding normsl,[wrinklemaps]. it would be very much appreciated. thanks anyways!
This is reflection effect, not real reflection.
awesome tutorials. can you do shader graph tutorials for mesh borderlines similar to toon shaders?
There's no tessellation :(
please make a tutorial on how to make 2d terrain Editor in unity
guess i'm not the only one who gets confused with operators lol
Can you make some water? It would be cool!
There is no vertex offset at the moment.
this looks terrible, and is the worst example that could ever exist. Have you ever seen a real reflection before?