Shader Data in Art - How to Maximize your Shader Graphs with this art based trick

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  • Опубликовано: 29 сен 2024

Комментарии • 13

  • @GameDevBill
    @GameDevBill  4 года назад +4

    Random but related quote of the week:
    _Mathematics, rightly viewed, possesses not only truth, but supreme beauty_
    _- Bertrand Russell_

  • @iamgruff
    @iamgruff 4 года назад +3

    Thanks for the great information, looking forward to more on programming shaders for URP and mobile. :)

    • @GameDevBill
      @GameDevBill  3 года назад

      Sure, thanks for commenting! I'll do my best to keep them coming :)

  • @GonzaloDev-ww9un
    @GonzaloDev-ww9un 6 месяцев назад

    thanks!!!!!!!

  • @alex2d324
    @alex2d324 4 года назад +1

    Thank you so much for the text version of the tutorial!
    The video - is great! But English is not my native language and it is more difficult for me to perceive it by ear.
    Big Big Thanks! again! :)

    • @GameDevBill
      @GameDevBill  4 года назад +2

      I'm glad you enjoyed it. I know that sometimes tech-videos can be hard to follow even in your native language! So I'm sure trying to listen in a second (or third...) language could be tough. This kind of thing is exactly what the written version is for.
      Thanks for watching & commenting :)

  • @Gandarufu
    @Gandarufu 4 года назад

    Thanks a bunch for the tutorial. How would you go about creating your "mask map" towards the end on the fly? I mean, having a mask texture per dungeon scene with your screen size seems kind of ineffective. I was wondering if you could think of a way to cache the flame objects on screen and convert that to a mask?

    • @GameDevBill
      @GameDevBill  4 года назад +1

      good question, and i've got a few potential answers...
      1. it's possible for a certain game, this just won't work, so keep that in mind.
      2. the resolution of the mask doesn't have to be anywhere near the resolution of the content it's masking. In my example, the mask was the same resolution as my dungeon, but I could likely have gone down as low as something like 8x16 pixels. When sampled, each pixel would be about the size of a flame spot. I could use no filtering to have sharp edges, or linear filtering to make the pixels get fuzzy when I actually sample the mask. This would be good for something like super-mario levels. Where the levels are pre-defined and not super crazy huge. Here I could likely use one texture per level to define this low-res mask.
      3. if your map has some repeating layouts, you can make smaller textures, and read their locations dynamically.
      4. somewhat combine 2 & 3... use a low-res map to know if you should be sampling from another texture that gives you more area-specific detial.
      All in all, it really depends on how dynamic your game is, and what you're trying to do. Heat haze is a particularly good effect for this because you are fine with some fuzz at the edges. If it was something more firm like a spotlight, you might not be able to do that.

    • @Gandarufu
      @Gandarufu 4 года назад

      @@GameDevBill thanks a bunch for your reply! I was tinkering with something like this before and didn't get anywhere. I was wondering if stencils could be used for this. (Haven't really grasped the idea behind stencils yet.)
      I was mainly looking for a way to limit full screen image effects to certain objects /areas only, albeit in a 3d game.

    • @GameDevBill
      @GameDevBill  4 года назад +1

      @@Gandarufu Ah, yeah, 3d can be tricky. If you can control the camera and object placement, then my aboce technique can work. But if you have potential for things like an object being partially occluded behind another, then you need to build your effect into the scene using some alternate technique.
      Likely a good idea for me to explore in a future tutorial!

  • @yankeshi5983
    @yankeshi5983 3 года назад

    thanks for the great tutorial,and i need the helpful texture again,hah

    • @GameDevBill
      @GameDevBill  3 года назад

      I added a few more up here: github.com/gamedevbill/Tutorials/tree/master/HelpfulTextures
      Hopefully that covers what you need!

    • @yankeshi5983
      @yankeshi5983 3 года назад

      @@GameDevBill thanks again!