Basic TOON SHADER In UNITY Using Shader Graph - Unity Lazy Tutorial

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  • Опубликовано: 6 янв 2025

Комментарии • 155

  • @mazander_man
    @mazander_man 2 года назад +30

    Just incase you get any errors in the custom function, be sure to put #if defined(SHADERGRAPH_PREVIEW) instead of
    #if SHADERGRAPH_PREVIEW.

    • @malimakes
      @malimakes  2 года назад

      I might have copied the wrong code in the description. Thanks, I’ll update that

    • @cubus5451
      @cubus5451 Год назад +2

      I used your Code but it still shows errors

    • @cubus5451
      @cubus5451 Год назад +4

      it says Shader error in 'Master': "MainLight_float": output parameter 'Direction' not completely initialized at line (and then several lines like 1349 and 289) (on d3d11)
      Please help me :,(

    • @davidjoelstevenson
      @davidjoelstevenson Год назад

      ​@@cubus5451 I was having the same issue - I think the GetMainLight() function doesn't exist in older versions. I used the following code (using _WorldSpaceLightPos0), which seems to work:
      #if defined(SHADERGRAPH_PREVIEW)
      Direction = half3(0.5, 0.5, 0);
      Color = 1;
      #else
      Direction = _WorldSpaceLightPos0;
      Color = 1;
      #endif
      btw, "Color" is useless, but since I couldn't use GetMainLight(), it was useless anyways :)

    • @cubus5451
      @cubus5451 Год назад

      @@davidjoelstevenson thanks I‘m going to test this

  • @mfedorov
    @mfedorov Год назад +49

    Such a necessary video material, but an absolutely incomprehensible lesson for beginners.

    • @lucutes2936
      @lucutes2936 9 месяцев назад +1

      Noob

    • @JaxiPaxified
      @JaxiPaxified 5 месяцев назад +1

      True, I will have to start somewhere else, hope to get back though!

    • @malimakes
      @malimakes  5 месяцев назад

      @JaxiPaxified i do believe there’s a video somewhere that explains how every node works and gives some examples of how to use them. That might be a good starting point if you need to learn how shader graph works :)

    • @JaxiPaxified
      @JaxiPaxified 5 месяцев назад

      @@malimakes Thanks, but I don't even know how to access the nodes. I did some digging and messed up all my materials, so I had to revert. I am learning unity, so it's not a high priority to get it to work, but I thought it would be a easy place to start learning about shaders.

    • @DeagleAssault
      @DeagleAssault 4 месяца назад

      @@lucutes2936 why say noob. noob means "new player" if your going for new dev look for a new word

  • @Hot__d_o_g
    @Hot__d_o_g Год назад +30

    You keep showing every part in segments and not really showing how everything connects together. It's hard for me to follow personally

  • @mazander_man
    @mazander_man 2 года назад +3

    Very helpful explanation! Can't wait to see the post processing on it!

  • @ShibaDogStudios
    @ShibaDogStudios 2 года назад +5

    Nicely done my friend! Very concise and well executed tutorial for a look I've been wanting to achieve for a very long time :D

  • @jaredrodriguez7222
    @jaredrodriguez7222 2 года назад +3

    Hi I would love to just keep getting more content of this, this is something I've been looking for, for a minute keep up the great work

  • @SuperBlueOrange_
    @SuperBlueOrange_ Год назад +5

    For some reason I had to write:
    #if SHADERGRAPH_PREVIEW
    Direction = half3(0.5, 0.5, 0);
    Color = 1;
    #else
    Light light = GetMainLight();
    Direction = light.direction;
    Color = light.color;
    #endif
    instead of:
    #if SHADERGRAPH_PREVIEW
    Direction = half3(0.5, 0.5, 0);
    Color = 1;
    #else
    Light light = GetMainLight();
    Direction = light.direction;
    Color = light.color;
    game endif
    Which it said in description, why?

  • @sahilmishra2945
    @sahilmishra2945 Год назад

    love stuff at this level, fast and an overview of whats important to make a change to whats existing

  • @Fahrc3
    @Fahrc3 Год назад +7

    Can someone help, i cant figure out where to put output of lerp, when i put it in base color just pink texture appears and material becomes just flat color

    • @danil_zz
      @danil_zz 9 месяцев назад

      First, you should make outline as separate shader and material of renderer. Second, you should setup shader graph property, in it's inspector, set render only back side (I don't exactly know what name of property, but you'll find it)

  • @LetsGoSalmon
    @LetsGoSalmon Год назад

    Love your videos man! Continue with what you're doing.

  • @Ratos-
    @Ratos- Год назад +3

    just wondering where the Lerp node is meant to connect to, its going off screen. any help would be appreciated.

    • @hatered6434
      @hatered6434 Год назад +3

      The Lerp Out(1) should be connected to the Fragment Base Color(3)

  • @JuanmaSaotome32
    @JuanmaSaotome32 4 месяца назад +1

    One question, lets say i use this shader, but i also have another shader, for example a disappear effect. How can i use both shaders at thr same time? I mean a object with the cartoon chader that can also disspaear witj the other shader efect

    • @malimakes
      @malimakes  3 месяца назад +1

      Ok this is actually a pretty interesting question, I won’t promise this but I may actually make a video about it now.
      In general I would have the object only use the toon shader in general (assuming it’s an opaque object), and would then make a secondary shader and material that also incorporates the disappearing effect (I’m assuming this would be like a transparency fade or a stippling effect). I then would switch to the new material just when needed to optimize performance.
      There’s a video that talks about how they did a similar effect (to what I’m picturing the one you are talking about is like) in Zelda BOTW, I’ll try finding it for you :)

    • @malimakes
      @malimakes  3 месяца назад +1

      ruclips.net/video/By7qcgaqGI4/видео.html
      Around 20:30
      What Nintendo does is as soon as Link starts disappearing they drop the toon shading, so just a transparent lit/unlit shader could do

    • @JuanmaSaotome32
      @JuanmaSaotome32 3 месяца назад

      @@malimakes Thanks a lot for the help!!!!

  • @shim2822
    @shim2822 Год назад +3

    How do I make this toon shading work with normal map?

    • @malimakes
      @malimakes  Год назад +3

      I guess you could sample the normal map and do the same dot product with the light direction, then clamo the results to [0,1] and multiply them

  • @pewguin6300
    @pewguin6300 Год назад +5

    How do i get the black outline?

    • @danil_zz
      @danil_zz 9 месяцев назад

      Set up color field of shader

    • @intheVR
      @intheVR 6 месяцев назад

      @@danil_zz can you help me with this? how can i do that?

  • @OmniTAF
    @OmniTAF Месяц назад

    should i learn the shader graph over blender and just do my material in unity? Or is it limited?

  • @aser28860d
    @aser28860d 8 месяцев назад +1

    Hey im very new to unity and doing anything in shaders, but i'm trying to understand how this works. Like, I have an object with a mesh renderer and multiple materials (with textures and multiple colors, not just a base color). I wanna give that object this type of look. Could I just go to the existing materials and switch them to this shader ? From what I tried, I cant seem to do it like that... or at least I can't seem to make the shader inherit/use the material's already existing color and texture. Do I need to make a new material and shader for every individual material of the object ?? Im very lost. Sorry if it isn't explained well enough :/

    • @malimakes
      @malimakes  8 месяцев назад +1

      Hi Aser! You did a good job explaining your doubts, don’t worry. I’m super busy with work atm. I’ll try to come back and respond to you in a few hours.
      If I forget please feel free to reply to this comment again so I get an extra ping

    • @intheVR
      @intheVR 6 месяцев назад

      @@malimakes Hi, I have the same doubt, how make this work for the described scenario?

    • @malimakes
      @malimakes  6 месяцев назад

      @@intheVR in the shader, sample a texture 2D and multiply the color output of that times the color output of the lerp node. Your texture should not have shadows baked in. Otherwise you can manually paint the shadows in the texture and just use an unlit shader

  • @matteoburzi9016
    @matteoburzi9016 5 месяцев назад

    Could you provide a screenshot that shows all the links so that I can better understand how to recreate a similar effect?

  • @jorgelogan-w8v
    @jorgelogan-w8v Год назад

    I really needed to understand this. Thank you!!!

  • @danielhuwiler4520
    @danielhuwiler4520 5 месяцев назад

    I noticed a problem, when an object is in shadow it doesnt get darker, do you know how to fix this, - also how did you do the black outline

  • @AlqueMeteor
    @AlqueMeteor 7 месяцев назад

    can you show how the final shader looks?

  • @GogoDevv
    @GogoDevv 2 года назад +1

    Adore you! This is exactly what I need! You are super cool as always! By the way, cool beard)

    • @malimakes
      @malimakes  2 года назад +1

      Thank you! I appreciate this comment hahaha

  • @lucamoretti453
    @lucamoretti453 2 дня назад

    Do I have to create a new shader for each color I need, or is there a way to make take the texture color

    • @malimakes
      @malimakes  2 дня назад +1

      Ciao Luca! You don't need to create a shader per color, but a material. With some abuse of notation, think of the shader as an OOP class definition, and the materials as its instances. The properties we define (such as the colors) are the members and you'll be able to give every material its own values.
      you can also extend the shader with a texture property and sample it to get the color, then multiply it by the shading to actually obtain the shading "bands" typical of this toon effect.
      Hope that helps!

    • @lucamoretti453
      @lucamoretti453 2 дня назад

      @@malimakes Ok, ty for the response and for the help, I'll try to follow your tips to make it work!

    • @lucamoretti453
      @lucamoretti453 2 дня назад

      @@malimakes Ok I found out the issue, I was putting a raw color in the Shader Graph instead of using a Surface Input

  • @shiwu5277
    @shiwu5277 5 месяцев назад

    May I know how did you make the outline effect apart from the toon shader. I am a beginer and I have tried to look for many tutorials online to achieve the same effect but I it all had its flaw. Forgive me if I had missed out any important inforation

    • @malimakes
      @malimakes  5 месяцев назад

      Hey dw this tutorial didn’t go over the outline! The effect was actually applied to the pixelated render with the technique showed in the other video. Iirc I per every pixel sample the depth and/or normal buffer and detect where there’s an edge that way. But it’s been a long time I wouldn’t know how to give a more detailed explanation atm

    • @shiwu5277
      @shiwu5277 5 месяцев назад +1

      @@malimakes thanks you so much for the reply. I will go look through the other video to see if I can achieve the same effect.

  • @ElianderG
    @ElianderG 2 года назад +7

    I'm getting this error: 'MainLight_float': output parameter 'Direction' not completely initialized
    And yes, I've tried the Josh Pitaniello solution, and still gets the error.

    • @meowpriest4112
      @meowpriest4112 Год назад

      how do you solve it?

    • @davidjoelstevenson
      @davidjoelstevenson Год назад

      ​I was having the same issue - I think the GetMainLight() function doesn't exist in older versions. I used the following code (using _WorldSpaceLightPos0), which seems to work:
      #if defined(SHADERGRAPH_PREVIEW)
      Direction = half3(0.5, 0.5, 0);
      Color = 1;
      #else
      Direction = _WorldSpaceLightPos0;
      Color = 1;
      #endif
      btw, "Color" is useless, but since I couldn't use GetMainLight(), it was useless anyways :)

  • @user-dw2jd4wu8k
    @user-dw2jd4wu8k 8 месяцев назад

    Hi, I’m a beginner of unity. Could you tell me What type of node is Fresnel Power and Fresnel Threshold?I couldn’t find appropriate node.

    • @malimakes
      @malimakes  8 месяцев назад +1

      Hi! Those are float shader properties that I defined! You can define them and expose them in the inspector and in the shader editor you can drag them into the graph and plug them in the fresnel node

  • @bautmeay282
    @bautmeay282 6 месяцев назад

    Hello, I'm using the material you made on my terrain, and I want to add something like this. For the character shadow, cloud shadows, or lighting: if there is a shadow, I want it to transition to a darker color. Is it possible to do this in Shader Graph?

    • @malimakes
      @malimakes  6 месяцев назад

      It’s possible, but I’m not 100% sure how I’d do it. Try looking up how to sample the shadow map or something like that I’d start from there but haven’t touched shader graph in a while 😅

    • @bautmeay282
      @bautmeay282 6 месяцев назад

      ​@@malimakes Oh, thank you for your videos. I am grateful and hope to see more videos like these.

  • @yurarevula8722
    @yurarevula8722 4 месяца назад

    Hello everyone, can someone explain to me what dark color and lit color are? I have x --- b(1)

    • @malimakes
      @malimakes  4 месяца назад +1

      They’re two color properties in the shader. If you plug them into the lerp node it will interpolate between the two colors

  • @danielhuwiler4520
    @danielhuwiler4520 5 месяцев назад

    How do i do the step with thhe shading ramp, im so confused

    • @malimakes
      @malimakes  5 месяцев назад

      It’s (arbitrarily) small grayscale textures that code the ramp in a 0-1 range using fully black as 0 and fully white as 1

    • @danielhuwiler4520
      @danielhuwiler4520 5 месяцев назад

      @@malimakes which software should i use and do i copy all of the ones displayed in the video? thank you for replying

  • @danielhuwiler4520
    @danielhuwiler4520 5 месяцев назад

    How do you get the outline?

  • @neozoid7009
    @neozoid7009 2 года назад +1

    Thanks for this .👍 but I didn't get how to create this ?? what to use and how?? Ate these in urp sprite lite shader graph ??

    • @trashcaster
      @trashcaster Год назад +2

      This is for 3D, not for 2D. You have to create an Unlit Shader Graph and create the nodes there. The code is put into a Custom Function node. Make sure to define the input and output variables above the code block and specify it exactly how it is written in the parameter names of the code block (spelling and case sensitive, as well as the same order).
      Create a material using this shader graph, and apply it to the objects you want to have the toon effect applied.

  • @DK-1474
    @DK-1474 Год назад

    I followed this pretty much to the t (except i used the light direction node instead of the custom function) but for some reason my output was always just the middle of the color ramp all around, with no shadows or highlights. Has anyone else had this problem?

    • @malimakes
      @malimakes  Год назад

      There was no light direction node when I made this so I’m not so sure. First thing that comes to mind is check the import settings of the ramp - maybe it is blurred?

    • @DK-1474
      @DK-1474 Год назад

      yeah, I made sure to use point sampling. Did you use a specific pixel size for the ramp? maybe mine is too large@@malimakes

    • @DK-1474
      @DK-1474 Год назад

      Nevermind, I got it working by mixing this tutorial and another one :)

    • @malimakes
      @malimakes  Год назад

      @@DK-1474 oh great, what was it? Sorry I didn’t reply I got super stuck between work and uni this week

    • @DK-1474
      @DK-1474 Год назад

      @@malimakes ah no problem! I'm not sure actually- I used a different node to reference the texture, so maybe that was it? I ended up using a mix of the light direction node and the custom function too lol

  • @ViacheslavRED
    @ViacheslavRED Год назад

    Well. I as well as some here had a mistake with Direction. It turns out that I just wrote accidentally into the output "Directions" with S... I feel ashamed.

    • @malimakes
      @malimakes  Год назад +2

      There’s no need to feel ashamed! You should be proud of yourself for spotting the mistake! Practice makes perfect, remember that :)

    • @ViacheslavRED
      @ViacheslavRED Год назад

      @@malimakes Huh, thank you!

  • @HansPeter-gx9ew
    @HansPeter-gx9ew Год назад +1

    well made video, I really enjoyed it!
    Could you maybe explain how to make the shadows in some color too?

    • @malimakes
      @malimakes  Год назад

      I’ll look into it

    • @HansPeter-gx9ew
      @HansPeter-gx9ew Год назад

      @@malimakes I looked into HDRP and their is no easy way to get acces to shadow, confirmed even by a Unity guy at the forum 3 weeks ago. URP has some "getShadowOrSomething" function though that can be added per custom function node
      I would like to use shadows that have some cross hatch, one guy did it by having a pass just for shadows, saved it into a texture and used it then in the next pass to calc custom toon shadows.
      Pretty complicated though ;/

  • @CapinHwit
    @CapinHwit Год назад

    for some reason the normal vector goes all blurry instead of being in 4 quarters like yours is, any ideas why?

    • @malimakes
      @malimakes  Год назад

      You mean the dot product? The 4 bands are due to the shading ramp. You want to make sure the image’s import settings have the filter mode set to point

  • @neozoid7009
    @neozoid7009 2 года назад

    What is lerp 4 i am unable to find it

  • @Lazar_1
    @Lazar_1 2 месяца назад +1

    Can you please make a longer tutorial explaining more stuff?

    • @malimakes
      @malimakes  2 месяца назад +1

      I’m actually working on it :)

    • @Lazar_1
      @Lazar_1 2 месяца назад +1

      @@malimakes Thanks! :)

  • @coucoul38
    @coucoul38 9 месяцев назад

    What does the color ramp texture looks like ?

    • @malimakes
      @malimakes  9 месяцев назад +1

      There are some examples shown on screen right as I talk about it in the video

    • @coucoul38
      @coucoul38 9 месяцев назад +1

      Oh yeah thank you 👍
      I was looking for them at the point in the video where you add it to the shadergraph.

  • @divinedmo
    @divinedmo 8 месяцев назад

    In the dark color and lit color what did you use?

    • @malimakes
      @malimakes  8 месяцев назад

      It’s been quite a long time, I do not remember which one did I use. But I do have multiple examples shown on screen so you can get inspired by those and try out your own

    • @divinedmo
      @divinedmo 8 месяцев назад

      @@malimakes I'm trying to convert your shader graph example to a similar system in s&box's engine hah, last thing I'd like to ask is where did you actually plug the Lerp and then the sample texture 2d in the end? Because the first one you plugge

  • @Broockle
    @Broockle 4 месяца назад

    Is there a tutorial for this you'd recommend? I need a step by step guide, this won't work otherwise 😅

  • @tinocaer
    @tinocaer Год назад

    I've found that when I sample the shading ramp the resulting sample is blurry. How do I make sure the colors stay distinct?

    • @malimakes
      @malimakes  Год назад +1

      Change the import settings of your image to use point filtering. You’re probably now using bilinear. Since you’re already there also make sure to set the repeat mode to clamp

  • @DanUAPas
    @DanUAPas 5 месяцев назад

    Pretty cool, but can this material somehow work with multiple light sources?

    • @malimakes
      @malimakes  5 месяцев назад

      Not as is, but if you can replace the get light part of the shader with a multiple light version the rest of the shader will then work

  • @ibrahimcavus1814
    @ibrahimcavus1814 Год назад +1

    How did you get 1 pixel perfect outline?

    • @malimakes
      @malimakes  Год назад +2

      I did it by sampling the depth texture around multiple times around the pixel I think. I’ll see if I can find that code

    • @thicctapeman9997
      @thicctapeman9997 Год назад +3

      @@malimakes Did you find that code? :)

  • @millmerrr
    @millmerrr Год назад

    Great tutorial! Could you tell me the name of the music in the background? Thanks!

    • @malimakes
      @malimakes  Год назад

      Hi! Sorry I just see it. I have no idea, but it’s most likely from the youtube audio library

  • @JohnnyOlBoy
    @JohnnyOlBoy Год назад

    any idea on how to make this work with textures instead of just solid colours?

    • @malimakes
      @malimakes  Год назад +2

      Yes. Add a texture sampler node and multiply the result by the color of the gradient. If you want to retain the texture colors just use grayscale colora for the gradient :)

  • @ChaosResearchParty
    @ChaosResearchParty 2 года назад +3

    when making the custom function, it gives an error "Unterminated conditional expression on line 207" D:

    • @blackulrich
      @blackulrich 2 года назад

      same here

    • @kavinvardhan1621
      @kavinvardhan1621 2 года назад +6

      Change 'game endif' to '#endif' in the code

    • @sinithparanga2481
      @sinithparanga2481 2 года назад

      @@kavinvardhan1621 Thank you, this fixed this error

    • @lejocarry
      @lejocarry 2 года назад

      @@kavinvardhan1621 Life saver ♥

    • @eldenhor737
      @eldenhor737 2 года назад

      @@kavinvardhan1621 thank you! ♥

  • @CaffeinatedCombatant
    @CaffeinatedCombatant Год назад

    My shader cannot take shadows. Help?

    • @malimakes
      @malimakes  Год назад

      This is an unlit shader, so that’s expected. You need to sample the shadowmap, but I’m not sure how to do that in shadergraph

    • @thicctapeman9997
      @thicctapeman9997 Год назад

      @@malimakes I got something to work with the shadows, had to rewrite the Main Light function alittle to include a "ShadowAtten" and "DistanceAtten", and added another dot product wich is taking the first dot, products result and the shadowatten as a and b, then just plugging it in to the add like normal.
      MainLight code:
      #ifdef SHADERGRAPH_PREVIEW
      Direction = normalize(float3(1,1,-0.4));
      Color = float4(1,1,1,1);
      DistanceAtten = 1;
      ShadowAtten = 1;
      #else
      Light mainLight = GetMainLight();
      Direction = mainLight.direction;
      Color = mainLight.color;
      DistanceAtten = mainLight.distanceAttenuation;

      float4 shadowCoord = TransformWorldToShadowCoord(WorldPos);
      // or if you want shadow cascades :
      // half cascadeIndex = ComputeCascadeIndex(WorldPos);
      // float4 shadowCoord = mul(_MainLightWorldToShadow[cascadeIndex], float4(WorldPos, 1.0));

      ShadowSamplingData shadowSamplingData = GetMainLightShadowSamplingData();
      float shadowStrength = GetMainLightShadowStrength();
      ShadowAtten = SampleShadowmap(shadowCoord, TEXTURE2D_ARGS(_MainLightShadowmapTexture, sampler_MainLightShadowmapTexture), shadowSamplingData, shadowStrength, false);
      #endif

  • @francisrizeyambao9320
    @francisrizeyambao9320 2 года назад +4

    I've tried as much as hard as i follow your guide but i am way too new to the shader environment, can you make an in depth tutorial like step by step or just share the project for me to follow up your guide?, gave a sub because your pixel guide is whack

  • @Lodred
    @Lodred 10 месяцев назад

    How did you achieve the outlines?

    • @malimakes
      @malimakes  10 месяцев назад +1

      Post process effect sampling the depth map around each pixel

  • @abject_ladder
    @abject_ladder Год назад +2

    Excellent tutorial! Is the fresnel the part of the shader that adds the edge outlines though? If so, they're not appearing for me.

    • @TheBrokenSolstice
      @TheBrokenSolstice Год назад

      They are in this case, yes, but it has a limitation: it can only appear on the *inside* of the geometry, which means up close you're going to get some funky light behavior

  • @arsenalprime6933
    @arsenalprime6933 Год назад

    could adding this shader to multiple objects in my game cause performance issues?

    • @malimakes
      @malimakes  Год назад

      I don’t think it’s much different from the standard shader

    • @trashcaster
      @trashcaster Год назад +1

      The only way you would get a performance hit from having this shader on multiple objects is if you created a different material for each object. Always try to use the same material where possible in Unity so that the automatic "batching" renders the objects in the same draw call. A tip I recommend if you are doing simple colors is to create a color grid and use that to color your objects via the texture input. If they all share the same material and texture, then you can set your object colors by changing the object's model's UV coordinates. This method works really well for simple models that don't need detail in the textures, but it does require that you either create your own models and setup the color grid in advance, map your UVs in your modeling software and then have the process in full consideration during your workflow.
      You could take it a step further and write your own Unity Editor scripts that allow you to configure colors per object and have it modify the models as well as the texture automatically so you can make changes in the editor with less effort, but in my opinion this is a lot more work in the long run and would only be a worthwhile task if you wanted to do the dirty work behind the scenes so that a less experienced asset designer can make a bunch of changes very quickly on their end.

  • @angiemon897
    @angiemon897 Год назад +1

    Actually, I find the first example quite charming, like a pixel 2D shader 0:
    (Obviously, I like every kind of toon shader

    • @malimakes
      @malimakes  Год назад

      Oh absolutely, I love that look, too!

  • @IsotronicGames
    @IsotronicGames 2 года назад

    undeclared identifier "direction", please help

    • @ericdallo
      @ericdallo 2 года назад

      Had the same, to fix that make sure you created and setup Universal renderer pipeline (URP), and created your shader graph from the URP option, not the unity bult-in

    • @MrGentleGaming
      @MrGentleGaming 2 года назад

      @@ericdallo Did it but still the same error on my side

  • @icoso
    @icoso Месяц назад +1

    who up pixeling their shaders?

    • @malimakes
      @malimakes  Месяц назад +1

      Me!! Me!!

    • @icoso
      @icoso Месяц назад

      @ bro is up pixeling their shaders

  • @lucutes2936
    @lucutes2936 9 месяцев назад +1

    Thx

  • @nikz000
    @nikz000 7 месяцев назад

    Fantastico grazieee

  • @mysteriousandvileslime
    @mysteriousandvileslime 2 года назад

    The outro is too good

  • @FrankiesPixelDreams
    @FrankiesPixelDreams Год назад

    I Wonder, if i aply this shader does it save me fps or does it cost some?

  • @ChaosResearchParty
    @ChaosResearchParty 2 года назад

    ENGAGEMENT BOOSTER!! x1

  • @gcomplex1099
    @gcomplex1099 2 года назад

    Hey just wondering can u make a mobile 3rd person controller with joystick and btw ur 10x more handsome with this haircut

  • @zoearthmoon
    @zoearthmoon Год назад

    👍👍👍

  • @supercables251
    @supercables251 10 месяцев назад

    LMAO, you forgot to show the full shader graph at the end

  • @JaxiPaxified
    @JaxiPaxified 5 месяцев назад +1

    This is unusable if you don't know how to do it already. There is no context to figure out what you do. The way you cut it looks very nice, but removes all clues to where you are, and how you got there.
    The speed is not an issue, we can slow down the videos and look for ourselves.

    • @malimakes
      @malimakes  5 месяцев назад

      You need a basic understanding of shaders/shader graph, but since the graph is shown in the order of the operations I’m pretty sure that if you follow it you’ll be able to plug the right outputs into the correct inputs.
      In general I would recommend learning how shader graph works though if you plan to use it for your shaders

  • @KEC1234
    @KEC1234 2 года назад +2

    Hello

  • @CucasmeowF4
    @CucasmeowF4 7 месяцев назад

    đâsdasdasd