How to Make Every Specular PBR Surface Input in the URP/Lit Shader | Unity Tutorial

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  • Опубликовано: 7 ноя 2024

Комментарии • 17

  • @knobbymcfeck
    @knobbymcfeck 4 месяца назад +5

    I've been struggling with this for ages, thank you so so much for going through it step-by-step!

  • @rapidfiregames_
    @rapidfiregames_ 3 месяца назад +1

    Thank you for putting this together! I'm going through your shader course now

  • @Hazzel31337
    @Hazzel31337 4 месяца назад +1

    thank you i defintily run into this issue before

  • @WarspawnOG
    @WarspawnOG 3 месяца назад

    Fantastic, thank you! This is just what I needed!!

  • @jameslafritz2867
    @jameslafritz2867 3 месяца назад +1

    Thanks for this, it was interesting to learn the Environment Reflections keyword I always wondered how to do that and the height map. You missed that Specular Highlights (_SpecularHighlights_Off) checkbox and the source, the default material you used is set to Specular Alpha instead of Albedo Alpha. I also thought that the specular map was done the same way as the metallic map (metallic, roughness, and smoothness baked in one texture) of did this change with Unity 6, its been awhile since I looked at shader graph and how Unity Default. I did find it interesting that behind the scenes the 2 boolean keywords are backwards behind the scenes, inspecting the a material that uses the Universal Render Pipeline/Lit shader in Debug Mode they have them listed as _SpecularHighlights and _EnviromentReflections ([ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
    [ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0), also have the _ParallaxMap as a "black" texture not the default "white" (Node Settings->Mode). Why they choose to do it this way (Have the shader Graph URP Lit and The Universal Render Pipeline/Lit keywords to be diffrent) to make it more difficult for us to figure out is beyond me. the Universal Render Pipeline/Lit shader you scroll far enough down you find the kewords the shader actuallly uses _SPECULARHIGHLIGHTS_OFF, _ENVIRONMENTREFLECTIONS_OFF so thank you for this new insight on how the keywords actually work in the shader itself. To bad theres not an actual node that we can use to set keywords on the shader itself so we can have a boolean value on the inspector side manipulate it and then pass it to the shader I guess that what the custom function node is for.

    • @LlamAcademy
      @LlamAcademy  3 месяца назад +1

      Thanks for sharing this 🙏

  • @redragon1229
    @redragon1229 4 месяца назад +1

    There's a free asset called "Reconstructed Lit Shader" which does the same in one custom node, check it out if you wanna skip some corners.

  • @NOTAHEK
    @NOTAHEK 4 месяца назад +2

    Where's you other camera man who you use to poke during the intro 😢 really miss him

    • @LlamAcademy
      @LlamAcademy  4 месяца назад

      Who, me?

    • @NOTAHEK
      @NOTAHEK 4 месяца назад +1

      @@LlamAcademy your camera man. You use to have him in the intro 🥺

  • @realotoko
    @realotoko 3 месяца назад

    pls make tutorial on how to open unity i have downloaded unity hub but i dunno what to do next

    • @LlamAcademy
      @LlamAcademy  3 месяца назад

      I found this guy has a tutorial on how to install & setup Unity: ruclips.net/video/ewiw2tcfen8/видео.html

  • @seanloughran6714
    @seanloughran6714 4 месяца назад +2

    I'll never understand why they don't provide a templated shader graph with the basic URP/HDRP PBR shader already pre-built in. Even when adding back in all the functionality by hand, the drawers in the inspector looks bad.

    • @LlamAcademy
      @LlamAcademy  4 месяца назад +2

      Yeah. That would be awesome! Maybe I need to do a follow up video on how to create a custom inspector for your shader 🤔

    • @jameslafritz2867
      @jameslafritz2867 3 месяца назад

      @@LlamAcademy This would solve the workflow switch issue and the flipped keywords.