Crevice and crevasse are two different things. What you are referring to is a crevice [small cracks in a surface], a crevasse is far deeper and much more steeply angled and it generally refers to deep fissures in glaciers. Synonym for crevasse is chasm or abyss
And people say 2020 is a horrendous year, but look at this comment! Nothing but greatness. Cheers Stephen, I will remember which is which from now on because of the word "Cre'vast" that I've just made up.
Yes, sort of. You can use shaders to do some of what you're describing, but ultimately when it comes to interactions, like walking + puddle splash, it's going to require code work too.
Now that's some thinking with portals alright. I'm not entirely sure though to be honest, at first guess I would say "No", but there's obviously some sort of parallax going on with fake interiors, it's just I'm not sure what. This type of parallax that I use on my crystal is pretty limited. Have you seen this free package from the guys at Amplify? assetstore.unity.com/packages/vfx/shaders/fake-interiors-free-104029
What did you use to export/import your file? GLTFUtility and UnityGLTF packaged doesn't seem to work on 2019.3. I think dxf or obj would be better to share. Edit: it was not obvious that you need exactly this plugin to open crystals mesh: github.com/sketchfab/unity-plugin/releases
Ah right, yeah sorry that's a sketchfab thing. I used the sketchfab exporter to get a scene from unity onto sketchfab and I guess they use a weird format. In the future I will either do fbx or obj manually. A shame, because the sketchfab exporter saves me a tonne of time, but the format is super weird.
I don't know if I'll ever do an outline tutorial. The best outlines are usually a post-process effect, but if you want this done with a shader, you have a few options. AE tuts has covered some shader graph techniques in this video: ruclips.net/video/_zICyYeM6IU/видео.html, but if you use Amplify shader editor they have an outline feature built in.
Please switch focus to LWRP as for at least a year ahead, HDRP is not really suitable for production. It even is far from usable unless one only makes things to see for themselves on their screen. It would help a lot more if you invested time in LWRP which will be the most widely used pipeline by far. Thank you!
Neither are really suitable for production, it's good to learn but if you're using preview assets in full production then you're likely going to run into major issues later down the line. Not to mention that in terms of Shader Graph creations, there's really not much difference at all, even the parallax effect would work in the LWRP. I think all shaders I've built so far are cross-compatible with LWRP.
They are not on parallel paths really. LWRP is far more mature and it is coming out of preview with 2019.1. HDRP as I said, will take a year at least. Unity say it plans to bring it out of preview in 2019.3 but that is still an intent. Features come and go. It is not so for LWRP. LWRP is already being used in production by studios and products in the market. Not just for demos.
This doesn't really have any effect on some basic shader tutorials though, that's my point. I don't cover any topic that's specifically for HDRP or LWRP, it's just shader graph, which is compatible with both.
You're awesome dude; your vids have opened a whole new world to me in Unity. Keep going!
You should use remap instead of clamp for that. You'll get a much smoother glowing effect. (Remap from -1,1 to 0,1.)
Cool tip, I'll have to try it, thanks!
It's not "smoother", it's just different and more frequent.
Basically, your approach is not better than his nor viceversa
Hot damn. Please spam us with moar shader tutorials!
Man! You have some great frickin tutorials!
Made me nostalgic 😂
Crevice and crevasse are two different things. What you are referring to is a crevice [small cracks in a surface], a crevasse is far deeper and much more steeply angled and it generally refers to deep fissures in glaciers. Synonym for crevasse is chasm or abyss
And people say 2020 is a horrendous year, but look at this comment! Nothing but greatness. Cheers Stephen, I will remember which is which from now on because of the word "Cre'vast" that I've just made up.
@@PolyToots keep up the great work.
Awesome video. Helped answer all of the questions I had in making my first shader!
Great to hear!
Cool. I'll have to check out more of your stuff.
I have been looking for just this for so long, So thankful I was subscribed. Thanks
This is so COOL!!!
Can shader graph create effects like water splash/wave when player walking/swimming or boat floating on water?
Yes, sort of. You can use shaders to do some of what you're describing, but ultimately when it comes to interactions, like walking + puddle splash, it's going to require code work too.
I certainly wasn't expecting a flickering neon tube light crystal. ;)) Great video, as always.
Thanks for the great tutorial! I appreciate your sense of self depricating humor; your 'ums' aren't bad, and the 'All All all all' was hilarious
Would you be able to use this paralax effect to create fake interior rooms?
Now that's some thinking with portals alright. I'm not entirely sure though to be honest, at first guess I would say "No", but there's obviously some sort of parallax going on with fake interiors, it's just I'm not sure what. This type of parallax that I use on my crystal is pretty limited. Have you seen this free package from the guys at Amplify? assetstore.unity.com/packages/vfx/shaders/fake-interiors-free-104029
4:00 "it is a simple Fresnel" then you see that graph xD
I thought the same thing but it’s mostly multiply nodes!!
You're funny 😂 thanks for the tutorial, and also for the casual "I don't know why I'm showing you this but there you go"
I was just about to attempt a crystal shader graph and RUclips read my mind. Insta-subbed.
Dang those look sweet
What all the inputs your giving in the inspector for shader are not available in LWRP, can you please check this once.
Great tutotial! Thanks for sharing!
Thanks!!!
@林伯亞 I don't know
i could edit for ya lol. Really nice shader :D
Can you make terrain shader tutorial like LAM(Landscape Auto Material) please! 😊😊😊
love your videos!!! tnx a lot
Do you have ASE version for those who bind to standard workflow? HDRP shows extremely slow fps even with empty scene in VR (having geforce 2070).
Currently no, but I imagine the workflow is much the same for ASE
So good to learn thanks so much
Can you make a shader for lazer,by the way thank you for your great work
Mmmmaybe, what sort of laser?
Can't get crystal, there are only textures :,c
What did you use to export/import your file? GLTFUtility and UnityGLTF packaged doesn't seem to work on 2019.3. I think dxf or obj would be better to share. Edit: it was not obvious that you need exactly this plugin to open crystals mesh: github.com/sketchfab/unity-plugin/releases
Ah right, yeah sorry that's a sketchfab thing. I used the sketchfab exporter to get a scene from unity onto sketchfab and I guess they use a weird format. In the future I will either do fbx or obj manually. A shame, because the sketchfab exporter saves me a tonne of time, but the format is super weird.
How about bismuth crystals?
Great video man, cheers for the video :)
Thank you so much!!
great tutorial !! ...please ...outliner shader graph
I don't know if I'll ever do an outline tutorial. The best outlines are usually a post-process effect, but if you want this done with a shader, you have a few options. AE tuts has covered some shader graph techniques in this video: ruclips.net/video/_zICyYeM6IU/видео.html, but if you use Amplify shader editor they have an outline feature built in.
Uh... This was great!
Keep up the good work
Lol
can you make a black hole using unity shader graph ? I need it for my game
he already had I think
I was really paying attention to the amount of times you said uhhh, and I got to count 67.
I uhh, really uhh appreciate it. uhh
Please switch focus to LWRP as for at least a year ahead, HDRP is not really suitable for production.
It even is far from usable unless one only makes things to see for themselves on their screen.
It would help a lot more if you invested time in LWRP which will be the most widely used pipeline by far.
Thank you!
Neither are really suitable for production, it's good to learn but if you're using preview assets in full production then you're likely going to run into major issues later down the line. Not to mention that in terms of Shader Graph creations, there's really not much difference at all, even the parallax effect would work in the LWRP. I think all shaders I've built so far are cross-compatible with LWRP.
They are not on parallel paths really. LWRP is far more mature and it is coming out of preview with 2019.1. HDRP as I said, will take a year at least. Unity say it plans to bring it out of preview in 2019.3 but that is still an intent. Features come and go. It is not so for LWRP. LWRP is already being used in production by studios and products in the market. Not just for demos.
This doesn't really have any effect on some basic shader tutorials though, that's my point. I don't cover any topic that's specifically for HDRP or LWRP, it's just shader graph, which is compatible with both.
Why are neither suitable for production? Just curious
11 dislikes.... for what? why?
Is this UE devs 😅?
Honestly I would love it if the dislike button had a "why?" text box that had to be filled in. I need to know what I'm doing wrong!
If you're looking for your 'uh' fixer. I'm yer guy
you say "uuhhh" too much.
Can you make terrain shader tutorial like LAM(Landscape Auto Material) please! 😊😊😊