After watching so many tutorials on making something specific, this is amazing for learning shader graph in general. Learned so much to help make what I want instead of just copying! Thanks
Hi, how would I add another shader graphs after the vertex displacement is applied? Let's say I want to add a dissolve shader, the visuals would stay in the original object's vertex position, but I want them to be processed after the vertex displacement :(
It sounds like you want to have some script control the vertex displacement amount, then have a script trigger the dissolve shader. For that you can, instead of only dealing with "time", have a float input for the displacement amount and manipulate that over time with a script and using material.SetFloat("parameter name", amount). Once you've reached the desired displacement, you can do the same thing to enable/apply the dissolve.
i have envrioment in my which have LODS , the main issues is that if check Static batching size goes up by 200mb and if i UnCheck it it goes down by 200mb , so how i can reduce size using staic batching..
Any idea how I could create a sort of "lag" in the vertices by multiplying the previous position with the current position? I want to create a sort of smudge effect when the object moves around in the scene. Thank you!
Hmm........in ShaderGraph (maybe shaders in general, not sure) you don't directly have access to the "previous position". You could set a property on the shader in a script like "PreviousPosition" and maybe "MoveTime" then based on the PreviousPosition and some math related to "MoveTime" and the current time you could lerp between the old and new position.
You cannot have more than 1 shader active with a particular material. You would have to edit your toon shader to incorporate this as well, or add toon shading into this shader
I think that is a good challenge to demonstrate your understanding of how they work 😉. You can do both, it's just a matter of applying the proper offset to each vertex (math stuff 🙂)
After watching so many tutorials on making something specific, this is amazing for learning shader graph in general. Learned so much to help make what I want instead of just copying! Thanks
Awesome to hear 🧡
Broooo ... Never thought shaders would be that simple ... Respect dude
I need more vids of shaders, really useful content.
Very nice explanation, Thank you
Another great tutorial. Thank you 🙂
great video. thank you.
You are welcome! 🙌
Hi, how would I add another shader graphs after the vertex displacement is applied?
Let's say I want to add a dissolve shader, the visuals would stay in the original object's vertex position, but I want them to be processed after the vertex displacement :(
It sounds like you want to have some script control the vertex displacement amount, then have a script trigger the dissolve shader. For that you can, instead of only dealing with "time", have a float input for the displacement amount and manipulate that over time with a script and using material.SetFloat("parameter name", amount). Once you've reached the desired displacement, you can do the same thing to enable/apply the dissolve.
Sir can you add tutorial about ligthmaps . I just want to create custom shaders with lightmaps
Hi, great video. Do you know how to displace faces with different power?
i have envrioment in my which have LODS , the main issues is that if check Static batching size goes up by 200mb and if i UnCheck it it goes down by 200mb , so how i can reduce size using staic batching..
Any idea how I could create a sort of "lag" in the vertices by multiplying the previous position with the current position? I want to create a sort of smudge effect when the object moves around in the scene. Thank you!
Hmm........in ShaderGraph (maybe shaders in general, not sure) you don't directly have access to the "previous position". You could set a property on the shader in a script like "PreviousPosition" and maybe "MoveTime" then based on the PreviousPosition and some math related to "MoveTime" and the current time you could lerp between the old and new position.
Wind to the fire cape, so my friend was once a RuneScaper :)
Actually…..still playing 😆
@@LlamAcademy then I hope one day you'll enjoy what I've been working on 😄
How would I apply this shader graph if I already have a toon shader graph attached to my object?
You cannot have more than 1 shader active with a particular material. You would have to edit your toon shader to incorporate this as well, or add toon shading into this shader
I just have pink (or purple, I don’t understand what color it is) and nothing changes. The shader script is identical to your example.(((
Usually that means you have a shader compilation error and you should get some message in the console about what is wrong
I was trying to make an object move + Scale up and down, and it appeared weird. Could you please explain how to merge them together?
I think that is a good challenge to demonstrate your understanding of how they work 😉. You can do both, it's just a matter of applying the proper offset to each vertex (math stuff 🙂)
@@LlamAcademy I finally made it. Thank you very much.
Really annoying. you talk too fast and skip steps. Poor teaching.
Hmmm. Don’t think I skipped any steps. What do you feel was skipped?