I'm teaching my kids about making games and my project I had planned for tonight after work was to make a shader almost exactly like this. Thanks for doing all the heavy lifting for me, haha.
great shader! thank you, and really good explanations on how the nodes effect the input and what to expect with the output. I have a model with lots of subcomponents, is there a way to have them all effected? or will I have to make a shader for each (color? mesh?)
Thanks! If you have a model with a bunch of sub meshes, you have a few options. You could make a Material for each of them that uses this shader and have similar or the same configuration. Depending on what models you're using, it may be easier to have a single "combined" mesh with all of the components together using a single material using this shader. Once you place the object, swap out for a prefab with what you currently have.
@@LlamAcademy thnx. I have an underwater ship model so props/rudder/flaps/doors/anchor all are separate GOs (I really should have prefaced that) and different colors (about 150 different GOs/meshes) so was curious if I have to make one for each (or per shared color, about 6 colors) or need a different one for all 150ish GOs
@@sxsignal really depends on how you want it to work. Either way could be okay. You can also dynamically change the shader in a script with Shader.Find(): docs.unity3d.com/ScriptReference/Shader.Find.html which may be easier in this case to update the material of the objects with a different shader at runtime and flip it back when you're ready
Chris, as a junior game developer I have a lot of respect for you, you're doing a great job! Greetings from another part of the world.
Thank you 🙏! That means a lot to me.
I'm teaching my kids about making games and my project I had planned for tonight after work was to make a shader almost exactly like this. Thanks for doing all the heavy lifting for me, haha.
Cool tutorial, as always. The best moment for me is Decouple Stripes from Mesh UVs, thanks for that, very helpful!
🙏
Great Stuff brother!
Appreciate it!
Cool! Does the unity shader graph also work on 2D sprites?
Yup, you can create sprite shaders with shader graph as well!
great shader! thank you, and really good explanations on how the nodes effect the input and what to expect with the output. I have a model with lots of subcomponents, is there a way to have them all effected? or will I have to make a shader for each (color? mesh?)
Thanks!
If you have a model with a bunch of sub meshes, you have a few options.
You could make a Material for each of them that uses this shader and have similar or the same configuration.
Depending on what models you're using, it may be easier to have a single "combined" mesh with all of the components together using a single material using this shader. Once you place the object, swap out for a prefab with what you currently have.
@@LlamAcademy thnx. I have an underwater ship model so props/rudder/flaps/doors/anchor all are separate GOs (I really should have prefaced that) and different colors (about 150 different GOs/meshes) so was curious if I have to make one for each (or per shared color, about 6 colors) or need a different one for all 150ish GOs
@@sxsignal really depends on how you want it to work. Either way could be okay. You can also dynamically change the shader in a script with Shader.Find(): docs.unity3d.com/ScriptReference/Shader.Find.html which may be easier in this case to update the material of the objects with a different shader at runtime and flip it back when you're ready
@@LlamAcademy excellent thanks will try that out
What is the point of making it Lit shader? Unlit would be more optimized by all means.
If you don't want it to be emissive you could go Unlit for sure
@@LlamAcademy Color is a vector output, it can go beyond 1f, it is the same as emission but not calculating pbr render which is not in use anyways.