What is the best practice for having multiple shader effects on the same object? Change shaders via script or to have all the shader effects in 1 shader? Thanks in advance.
16:40 No they are not. There are no nodes to get light direction, intensity and shadow attenuation. If you'll make your custom ones though, then shadows won't work properly in Unlit.
"If you only need a Vec2 don't use a Vec4 and you'll share some bytes of memory." Minor nitpick, but this is only true if you have other vectors that can be compiled into a whole Vec4, otherwise that Vec2 will be a Vec4 in memory as these are vector processing units.
It's all about the habits. Even if in the end it will be Vec4 in memory, artists need an optimized workflow that dont require them to know if it will be vec2 or vec4. So its allways better to use Vec2.
Are there any videos or websites that explain how to build a game (export a game) when using Shader Graph, for some reason when I build to PC, iOS or Android all my shaders are broken or missing. Can anyone help with this? :(
No news yet. There are other (and imo more manageable) ways to achieve that effect. (using two cameras with specific culling masks f.e. is a favorite of mine and not actually as performance-heavy as I initally thought)
Release 2018.3 this week!
ShaderGraph was the reason that made me switch from built in render to the newest SRPs!
Wow, this talk is very much appreciated, thank you
What is the best practice for having multiple shader effects on the same object? Change shaders via script or to have all the shader effects in 1 shader? Thanks in advance.
16:40 No they are not. There are no nodes to get light direction, intensity and shadow attenuation. If you'll make your custom ones though, then shadows won't work properly in Unlit.
"If you only need a Vec2 don't use a Vec4 and you'll share some bytes of memory."
Minor nitpick, but this is only true if you have other vectors that can be compiled into a whole Vec4, otherwise that Vec2 will be a Vec4 in memory as these are vector processing units.
It's all about the habits.
Even if in the end it will be Vec4 in memory, artists need an optimized workflow that dont require them to know if it will be vec2 or vec4. So its allways better to use Vec2.
where is the Video from the "mona lisa glitch shader" at 38:45? :)
I believe it's on the github of Keijiro Takahashi. Look for Kino Glitch Effect
@@Criticallme it seems Kino's shaders are not written using the shader graph. They look great though
*Thanks*
Wanted to do the outline shader, needed to perform two passes for that. Failed, because SRP doesn't support multiple passes.
Is there any way to get an array of vectors into shader graph? I'm losing my mind
on the first question:
Why doesn't it make sense to use Lightweight Render Pipeline with shadergraph at the same time?
Are there any videos or websites that explain how to build a game (export a game) when using Shader Graph, for some reason when I build to PC, iOS or Android all my shaders are broken or missing. Can anyone help with this? :(
I hope that converting properties to inline values is not necessary for textures, because, well, most of the shaders are used for different materials
Is there any news on when Shader Graph will support Replacement Shaders (so they can be used for dynamic masks and effects e.g "see behind wall") ?
No news yet. There are other (and imo more manageable) ways to achieve that effect. (using two cameras with specific culling masks f.e. is a favorite of mine and not actually as performance-heavy as I initally thought)
Hi
please translate T^T
hi, where i can find the spider robot assets please, thanks
this talk could've been half as long if he didn't pause after every 5 words.
2x speed?
3rd
Meh