Pro tip if you need a circle, instead of running polar coordinates through a cosine etc like at 5:20, just putting a sample texture 2D and searching for Default-Particle in your project file will do basically the same in a single node. I checked the performance, and with 2M particles on screen i got 35fps with the polar coordinate cosine and 36fps with the texture 2D method. So it seems roughly equal in performance as well.
This video is Hot! now that i see how you made all of this the possibilities for these techniques are limitless. I was actually looking at all of those shapes and thinking about something like a 2D or 3D light show where you can take a plane or mesh and just tweak the shader and all these shapes warp around with some good VFX. Hope you have a happy new year!
Really nice! :D One of those shaders that makes you decide gpu cost vs memory cost. If the shaders starts hitting performance in low end devices one can always render out the material into a texture and pay a lil bit of memory instead Thanks for making these and happy holidays!
Yeah you can definitely "over math" a shape to the point where a small texture would be a better choice, but it's all fun and games in the end. Happy new year to you too!
my tiny bird brain instantly goes "oh yeah and then instantiate each particle with random parameters so each snowflake spawned becomes nearly unique because people will definitly notice that detail and it absolutly wont fuck with performance whatsoever"
"I hope you have some fantastic holidays regardless of what offends you" That's the spirit! On another note: how much do you recommend Shader Graph compare to Amplify now ? is the gap still as big as it was a year or two ago ?
Some folks have coded up some extra functionalities that definitely make shadergraph quicker to work with. (I don't use any myself, as I still primarily use Amplify.) but default shadergraph is still a pain by comparison. I do all my tutorial shaders in both ASE and SG now (just alternate which one I record) but I'll always do the prototype in Amplify because it's still just so much quicker to work with. On a purely functionality scale I really couldn't say if one is better, but ASE still definitely has more options out of the box, and still overall more refined.
It's a lot of fun to see the things you do using Shader Graph. Thanks for sharing these amazing techniques.
Pro tip if you need a circle, instead of running polar coordinates through a cosine etc like at 5:20, just putting a sample texture 2D and searching for Default-Particle in your project file will do basically the same in a single node.
I checked the performance, and with 2M particles on screen i got 35fps with the polar coordinate cosine and 36fps with the texture 2D method. So it seems roughly equal in performance as well.
The best shadergraph tutorial ive seen so far. Really opens up the mind for possibilities
Very kind words!
Bro this is absolutely brilliant. I love making stuff procedurally !!
I love the result. Good job man ! Merry XMAS and a Happy new Year :)
Thanks, you too!
Happy new year!
What an epic christmas!
Thank you.. very help full
You're amazing, thanks for the video!
This video is Hot! now that i see how you made all of this the possibilities for these techniques are limitless. I was actually looking at all of those shapes and thinking about something like a 2D or 3D light show where you can take a plane or mesh and just tweak the shader and all these shapes warp around with some good VFX. Hope you have a happy new year!
Really nice! :D
One of those shaders that makes you decide gpu cost vs memory cost. If the shaders starts hitting performance in low end devices one can always render out the material into a texture and pay a lil bit of memory instead
Thanks for making these and happy holidays!
Yeah you can definitely "over math" a shape to the point where a small texture would be a better choice, but it's all fun and games in the end. Happy new year to you too!
EXcellent! Thanks for sharing!
Thanks for watching! Happy new year.
my tiny bird brain instantly goes "oh yeah and then instantiate each particle with random parameters so each snowflake spawned becomes nearly unique because people will definitly notice that detail and it absolutly wont fuck with performance whatsoever"
To be fair if you hooked up custom vertex streams for the shader particle system you could randomise the results per particle for basically no cost.
so many math tricks. amazing!
"I hope you have some fantastic holidays regardless of what offends you"
That's the spirit!
On another note: how much do you recommend Shader Graph compare to Amplify now ? is the gap still as big as it was a year or two ago ?
Some folks have coded up some extra functionalities that definitely make shadergraph quicker to work with. (I don't use any myself, as I still primarily use Amplify.) but default shadergraph is still a pain by comparison. I do all my tutorial shaders in both ASE and SG now (just alternate which one I record) but I'll always do the prototype in Amplify because it's still just so much quicker to work with. On a purely functionality scale I really couldn't say if one is better, but ASE still definitely has more options out of the box, and still overall more refined.
Man too much work for a snow flake lol, great stuff keep it up !
When is the next tutorial?
Soon I hope. Life has been busy for a while.
How are you creating those little non-nodes to control where the connection lines go?
Ah, you just double click on a line!
Thank you~!
别客气
Does this need to be URP or can it also be created in Built-in Pipeline?
anybody know how to tile this thing ?
how to add randomize rotation to the flakes?
make a particle system
nice ,good guys ~~