Ghost Placement / Hologram Shader | Unity ShaderGraph Tutorial

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  • Опубликовано: 7 ноя 2024

Комментарии • 17

  • @ralevum6818
    @ralevum6818 5 месяцев назад +1

    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.

    • @LlamAcademy
      @LlamAcademy  5 месяцев назад

      Thank you 🙏! That means a lot to me.

  • @Spridonculous
    @Spridonculous 5 месяцев назад +1

    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.

  • @DanWarrioR
    @DanWarrioR 5 месяцев назад +2

    Cool tutorial, as always. The best moment for me is Decouple Stripes from Mesh UVs, thanks for that, very helpful!

  • @PolyZero
    @PolyZero 5 месяцев назад +1

    Great Stuff brother!

  • @nicoli3143
    @nicoli3143 5 месяцев назад

    Cool! Does the unity shader graph also work on 2D sprites?

    • @LlamAcademy
      @LlamAcademy  5 месяцев назад +1

      Yup, you can create sprite shaders with shader graph as well!

  • @sxsignal
    @sxsignal 5 месяцев назад

    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?)

    • @LlamAcademy
      @LlamAcademy  5 месяцев назад

      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.

    • @sxsignal
      @sxsignal 5 месяцев назад

      @@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

    • @LlamAcademy
      @LlamAcademy  5 месяцев назад +1

      @@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

    • @sxsignal
      @sxsignal 5 месяцев назад

      @@LlamAcademy excellent thanks will try that out

  • @realotoko
    @realotoko 5 месяцев назад

    What is the point of making it Lit shader? Unlit would be more optimized by all means.

    • @LlamAcademy
      @LlamAcademy  5 месяцев назад

      If you don't want it to be emissive you could go Unlit for sure

    • @realotoko
      @realotoko 5 месяцев назад

      @@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.