As a beginner on shader graph, I think this video is really helpful when other video just teaching one effect in each video, or selling the combine shader in asset store, you just show each effect in 15 mins, which is saving many days in life and also clear for learning. Thank you!!!
Wow! this is some god tier shadergraphing! :))) I watched your other video where you explained how to use rim lights using secondary textures. is it possible to add that to the mix? that would be the ultimate Master-Lit! And thanks for the tutorials man. really helpful!
I have a question, in my game I instantiate a new material for each enemy spawned, so I can change its parameters individually, without messing up with the "master" material of that enemy (thus changing the material of all enemies). So in my game that has at least 100 enemies, I'm instatiating 100 new materials, how performant is it? Is it the correct way of doing this? Thanks! your videos are greaet!
That’s may be fine depending on how often you are instantiating these materials…..but the way unity recommends is using MaterialPropertyBlock to manipulate materials.
@@iFAKEYx No. Unity recommends using the SRP batcher, which is NOT compatible with MaterialPropertyBlocks. The SRP batcher groups objects by shader and not by material, meaning that you can create materials at runtim and they will still be batched together. To do this you can simply call renderer.material.SetFloat, or SetColor or any other function to set material variables. Every time you call one of those functions, a new material will be created, however it won't break the bachting. What I do persoanlly is create those materials with different properties in the editor and then just swap the renderer.material.
As a beginner on shader graph, I think this video is really helpful
when other video just teaching one effect in each video, or selling the combine shader in asset store,
you just show each effect in 15 mins, which is saving many days in life and also clear for learning.
Thank you!!!
Your tutorials are really unique and useful! Thank you :D
such a concise distortion effect. I know it's really standard stuff but you'd be surprised how many resources are overcomplicating something like this
This what i wanted for so long. Make trust master shader for all of my shaders. Thanks 👍🏼
Eventually rebuilding the All-in-One Shader.
your videos are always so helpfull,
Wow! this is some god tier shadergraphing! :))) I watched your other video where you explained how to use rim lights using secondary textures. is it possible to add that to the mix? that would be the ultimate Master-Lit! And thanks for the tutorials man. really helpful!
I have a question, in my game I instantiate a new material for each enemy spawned, so I can change its parameters individually, without messing up with the "master" material of that enemy (thus changing the material of all enemies). So in my game that has at least 100 enemies, I'm instatiating 100 new materials, how performant is it? Is it the correct way of doing this? Thanks! your videos are greaet!
That’s may be fine depending on how often you are instantiating these materials…..but the way unity recommends is using MaterialPropertyBlock to manipulate materials.
@@iFAKEYx No. Unity recommends using the SRP batcher, which is NOT compatible with MaterialPropertyBlocks. The SRP batcher groups objects by shader and not by material, meaning that you can create materials at runtim and they will still be batched together. To do this you can simply call renderer.material.SetFloat, or SetColor or any other function to set material variables. Every time you call one of those functions, a new material will be created, however it won't break the bachting.
What I do persoanlly is create those materials with different properties in the editor and then just swap the renderer.material.
Bro shaders I will never understand shaders
First