Vertex Interpolator // Optimization Gigachad | 5-Minute Materials [UE5]
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- Опубликовано: 28 сен 2024
- WOW! Here's a handy node that can save you hundreds of thousands of instructions in your shaders and materials. This node saved my marriage. While the outcome can look blocky when used inappropriately, it's unnoticeable when used correctly. This is a vital part of optimizing shaders :)
Enjoy!
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Computer Specs:
Ryzen 3900x 12-core CPU
MSI Geforce RTX 2080 Super
64GB Corsair RAM
One of those fancy nvme m.2 SSD's
Programs of choice:
Unreal Engine 4 - (Game Dev)
Blender 2.8 - (Animation and Modelling)
OBS - (Video/screen capture)
Davinci Resolve - (Video editing)
Adobe Photoshop - (Graphics and Texturing)
Quixel Mixer - (Texturing)
ProTools 11 - (Compositions and mixing)
OldSchool Runescape - (Chillax time)
Filmed using:
Sony A7s2 body
Sony 24-70mm f/2.8 GM lens
Yonguo YN360 LED's for colour
Yongnuo YN760 chip LED w/ Godox softbox for key
My lovely cats names are Boycat, Girlcat and Ladycat :)
I use this node all the time, especially in mobile development where scrolling a texture on the pixel stage doesn't work because of tile renderer limitations so you need to scroll the UV in the vertex stage and that works just fine.
Great tutorials! Thanks!
I didn’t know that! Very handy info
Thanks, this one was really useful since it makes sense so many things right now.
very useful node, but there is a limit of how many times you can use it in a material. if you look at the stats window, it shows you the number of interpolators used, and what the max is. and yeah, when used incorrectly, it can sometimes ADD instructions to the pixel shader LoL that is because the node can interpolate both ways, i.e. pixel to vertex, vertex to pixel.
Correcto! That's why I mention that there are 8 UVs for static meshes and 4 for Skele's. And you're right, I should have mentioned to check the PS vs VS counts down the bottom haha
this might me dumb question but how can i see the number of interpolators used ?
@@PolygonVariable I believe it’s down the bottom where the instruction count usually is. If that panel isn’t there, try looking in the Window tab up the top
can you make a video about the render pipeline. one of the advantages and disadvantages of unreal is that you got everything. like the foliage system, most of the youtube tutorials don't talk about how the mesh instance work and without GPU gems I would never know. now I know how to use them in other ways besides the foliage. That's what makes me love your channel you don't just make material, you describe every node. Big respect to you
:3 nice man
me: watches video
2:15: "it's 353 times 345, which is... about 120 thousand pixels..."
me: brings up calculator
also me: holy sh*t...
Is it usefull to put this node vertex interpolator for LODs materials ?
Like my LOD 0 has a standard material that uses pixels and then when it's far away from me, I can use this material with vertex interpolator ? Because has we can see it degrades the rendering of the textures, but for a LOD it's fine because it's far away ?
So yes, Do you think it's a good application of this node ?
I was trying to use this with my grass but seems like it doesn't really work for some reason. The grass will still have other gradient values if it's higher or lower in the world. Is there any known fix for this? I was trying to use Your setup but also with using BoundingBoxBased_0-1_UVW and ObjectPosition nodes but the result is still the same (I currently use UE5.2 but I had this problem also with previous versions). I don't know if it makes a difference but the said grass is generated on Landscape via the material.
Cheers!
any gains in juice is good ... needs to squeeze as much juice as you can right.
HEAPS of juice
Can you share that character material setup with UE4blueprint for learning/educative same like performance and procedural
I don't share files as it defeats the purpose of teaching and often leads to more confusion. I cover the character material and a similar setup in Devlog 11 and my Reduce Draw Calls videos :)
@@PrismaticaDev Understood.
Chilling suddenly stop as i witness the Massive character material.
That's perfect for low polys using color palettes, I suppose.
OMG I was looking for this effect, ty
Been a minute since I've watched one of your dev videos and I gotta say I feel I've been really missing out. What a tremendously useful node. Definitely going to use this to optimize some of my simpler color-based shaders.
Performance gain magic I didn't even know existed, pretty neat
As a beginner, witnessing the gigachad material made my skin crawl as if i experienced some kind of lovecraftian shapeless horror
It's usually better practice to compartmentalize functionality into groups of logic, both for reusability elsewhere and to make it easier for other people to look at. That way you have a lot of custom nodes, packaging a lot of the logic behind a few interfaces. Context considered however, if he's the only person using it and has an easier time iterating with everything unfolded like it is here, then that's the optimal approach. Point being lovecraftian spaghetti is thankfully not that commonplace, unless you willingly inflict it upon yourself
I figured out how this will work in my logic. Thanks bloody legend
Awesome and very helpful video man. thanks a bunch!
That is very advance knowledge, thanks for that !!
Holy, it was literally yesterday I tried googling what this node does and couldn't find it on your channel or anywhere, massive thanks!
maybe make some tutorials about shader fluid simulation? to make for example water flowmap obstacle rocks
I'd love to, but I have no idea on how to do it haha. I'd recommend looking at Fluid Flux and FluidNinja demonstrations on how they work
@@PrismaticaDev I already tested student version but blueprint is too much advanced very hard find core were everything start ;)
or really just simple water surface interaction that works for many actors, instead of the extremely tedious manually adding them to material method that all the tutorials use
@@coolguy-xb2yn it's possible with the landscape interaction method that I use - I'll be making an updated video on it all in the next couple of months
This is great, I'll have to look into it for Unity Shadergraph. What I will say, even as a Unreal fan boy, I find Shadergraph defines the Vertex and Fragment Shader really well, I'd used UE4 materials for a long time without knowing about vertex shaders, but Unity had it there, right in your face from the start, I'd love it if Unreal separated the many parts of a shader in the nodes like Unity does.