Unity Shader Graph: Crystals!

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  • Опубликовано: 7 ноя 2024

Комментарии • 68

  • @v4n1shx
    @v4n1shx 5 лет назад +7

    You're awesome dude; your vids have opened a whole new world to me in Unity. Keep going!

  • @BrainSlugs83
    @BrainSlugs83 5 лет назад +26

    You should use remap instead of clamp for that. You'll get a much smoother glowing effect. (Remap from -1,1 to 0,1.)

    • @PolyToots
      @PolyToots  5 лет назад +12

      Cool tip, I'll have to try it, thanks!

    • @fr4lty309
      @fr4lty309 9 месяцев назад

      It's not "smoother", it's just different and more frequent.

    • @fr4lty309
      @fr4lty309 9 месяцев назад +1

      Basically, your approach is not better than his nor viceversa

  • @fardinhaque70
    @fardinhaque70 5 лет назад +33

    Hot damn. Please spam us with moar shader tutorials!

  • @tushargupta764
    @tushargupta764 5 лет назад +6

    Man! You have some great frickin tutorials!
    Made me nostalgic 😂

  • @StephenWebb1980
    @StephenWebb1980 4 года назад +2

    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

    • @PolyToots
      @PolyToots  4 года назад +1

      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.

    • @StephenWebb1980
      @StephenWebb1980 4 года назад

      @@PolyToots keep up the great work.

  • @cetiah
    @cetiah 4 года назад +2

    Awesome video. Helped answer all of the questions I had in making my first shader!

  • @elijahjns81
    @elijahjns81 5 лет назад +1

    Cool. I'll have to check out more of your stuff.

  • @anthmurphy1615
    @anthmurphy1615 5 лет назад +2

    I have been looking for just this for so long, So thankful I was subscribed. Thanks

  • @chinyonglim7624
    @chinyonglim7624 5 лет назад +3

    This is so COOL!!!
    Can shader graph create effects like water splash/wave when player walking/swimming or boat floating on water?

    • @PolyToots
      @PolyToots  5 лет назад +1

      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.

  • @mmarinham
    @mmarinham 3 года назад

    I certainly wasn't expecting a flickering neon tube light crystal. ;)) Great video, as always.

  • @Technologic911
    @Technologic911 2 года назад

    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

  • @whidzee
    @whidzee 5 лет назад +2

    Would you be able to use this paralax effect to create fake interior rooms?

    • @PolyToots
      @PolyToots  5 лет назад +1

      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

  • @fadyi
    @fadyi 4 года назад +4

    4:00 "it is a simple Fresnel" then you see that graph xD

    • @SpirusFilms
      @SpirusFilms 4 года назад

      I thought the same thing but it’s mostly multiply nodes!!

  • @Tarazed609
    @Tarazed609 4 года назад +4

    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"

  • @bunnybreaker
    @bunnybreaker 5 лет назад +2

    I was just about to attempt a crystal shader graph and RUclips read my mind. Insta-subbed.

  • @16rosati
    @16rosati 5 лет назад +1

    Dang those look sweet

  • @raviyadav9786
    @raviyadav9786 5 лет назад +1

    What all the inputs your giving in the inspector for shader are not available in LWRP, can you please check this once.

  • @equalique1
    @equalique1 4 года назад

    Great tutotial! Thanks for sharing!

  • @storm5009
    @storm5009 5 лет назад +6

    Thanks!!!

    • @storm5009
      @storm5009 5 лет назад +1

      @林伯亞 I don't know

  • @MrRayhonda
    @MrRayhonda 4 года назад +1

    i could edit for ya lol. Really nice shader :D

  • @prashanthu3958
    @prashanthu3958 5 лет назад +1

    Can you make terrain shader tutorial like LAM(Landscape Auto Material) please! 😊😊😊

  • @DonDisainer
    @DonDisainer 4 года назад +1

    love your videos!!! tnx a lot

  • @tertiumorganum5665
    @tertiumorganum5665 4 года назад

    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).

    • @PolyToots
      @PolyToots  4 года назад

      Currently no, but I imagine the workflow is much the same for ASE

  • @sivapandianreffreference
    @sivapandianreffreference 4 года назад

    So good to learn thanks so much

  • @arindamroy9783
    @arindamroy9783 4 года назад +1

    Can you make a shader for lazer,by the way thank you for your great work

    • @PolyToots
      @PolyToots  4 года назад

      Mmmmaybe, what sort of laser?

  • @Coco-fw1in
    @Coco-fw1in Год назад

    Can't get crystal, there are only textures :,c

  • @tertiumorganum5665
    @tertiumorganum5665 4 года назад

    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

    • @PolyToots
      @PolyToots  4 года назад

      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.

  • @zephron28
    @zephron28 5 лет назад

    How about bismuth crystals?

  • @simoncodrington
    @simoncodrington 4 года назад

    Great video man, cheers for the video :)

  • @SirDMX
    @SirDMX 5 лет назад +1

    Thank you so much!!

  • @yuko3d92
    @yuko3d92 5 лет назад

    great tutorial !! ...please ...outliner shader graph

    • @PolyToots
      @PolyToots  5 лет назад

      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.

  • @tushargupta764
    @tushargupta764 5 лет назад +1

    Uh... This was great!
    Keep up the good work
    Lol

  • @medamineselmi5534
    @medamineselmi5534 5 лет назад

    can you make a black hole using unity shader graph ? I need it for my game

  • @SpunkyMonkey-VR
    @SpunkyMonkey-VR 10 месяцев назад

    I was really paying attention to the amount of times you said uhhh, and I got to count 67.

    • @PolyToots
      @PolyToots  10 месяцев назад

      I uhh, really uhh appreciate it. uhh

  • @gameexplorer4963
    @gameexplorer4963 5 лет назад +1

    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!

    • @PolyToots
      @PolyToots  5 лет назад +1

      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.

    • @gameexplorer4963
      @gameexplorer4963 5 лет назад +1

      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.

    • @PolyToots
      @PolyToots  5 лет назад +2

      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.

    • @Lost1nTranslation
      @Lost1nTranslation 5 лет назад

      Why are neither suitable for production? Just curious

  • @SergeyBevzuk
    @SergeyBevzuk 4 года назад

    11 dislikes.... for what? why?
    Is this UE devs 😅?

    • @PolyToots
      @PolyToots  4 года назад +1

      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!

  • @defcodeOne
    @defcodeOne 4 года назад

    If you're looking for your 'uh' fixer. I'm yer guy

  • @Poizon_SSBU
    @Poizon_SSBU 3 года назад +1

    you say "uuhhh" too much.

  • @prashanthu3958
    @prashanthu3958 5 лет назад +1

    Can you make terrain shader tutorial like LAM(Landscape Auto Material) please! 😊😊😊