Great video! I believe they've covered most of the shader graph use cases thoroughly. Many of these shaders can be easily modified to suit personal needs. Thanks for the insightful overview video, and for all the support.
As a coder the only thing that bugs me about these kinds of things is visual scripting. Personally I find it way more difficult to understand what's going on staring at visually connected nodes. It would be really nice if there was a way to view shader graphs as code, even if it's not editable.
Have fun with shader code. I took a whole month course for shader programming... Boy it's so different from game, web, app and tool development. It is fun and rewarding but very mathematical. Actually it's what I thought coding would be like before I became a programmer 😅
I try to utilize the Interior cubemapping by using separated planes, one flat plane representing a one window. I managed to do it quite good and implemented the effect on my building, but all I can see is the same room. I've been trying to move the uv maps but that has led me nowhere. Any tips?
Hey Code Monkey, do you use an obfuscator on your Unity projects? I am thinking about picking up an obfuscator or two to try in the upcoming Spring Sale and I was wondering if you had any suggestions. Thanks for the feedback! I will think about it more.
Nope, my advice is don't worry about that unless you're working as a freelancer for some kind of government agency that requires obfuscation. If you're just working on a game, if someone wants to decompile your game then they will do it with or without obfuscation. The biggest issue for indie devs is no one finding out about their game, it's not being copied or something. But it's also pretty cheap and easy to do, so if it gives you some piece of mind then go ahead and use it although personally I don't see the value in it.
It's all about using math functions in clever combinations, you can see the shader for the hex visual, it's all about adding/subtracting in clever ways
Too bad the samples are locked in only some Unity versions. I can't even install it in the 2023.2 version. I wonder if you can just copy-paste the samples into the other versions without causing some errors
Hi codemonkey, can you make a video on how to make games for mobile, like how to study the hardware of mobile, how to optimise code for mobile, how to optimise 3d 2d art for mobile, how to fit game for different screen resolutions, and much more.
That's not a video - more like a whole course :) I don't think CM has mobile dev experience though. If you just want to play around, simply build one of Unity's basic tutorial projects to Android/iOS, and test it on your phone. You can install locally to your own phone for free, no Developer account needed (just follow the docs for personal app development/testing). To dig further, I'd recommend reading Google/Apple's own docs on Android & iOS development to get a sense of aspects like hardware, resolution, supporting multiple OS versions & CPUs/GPUs, and checking device capabilities. Keep your game small, and the gameplay should be "bite-sized", like you could play a level or session just waiting for the bus. 2d or low-poly is easiest, so stick with that until you get more experience. The Unity docs include tech considerations for mobile, including the build process, supported art/asset formats & pipeline, shader/graphics limitations, and tips on profiling & optimization. If you go to their Unity Resources site, there are some eBooks on mobile UI design and development too. Good luck!
The best thing is just learning to use the profiler, learn how to use it inside Unity and how to connect to an external device. Performance optimization is the same regardless of your target device, making the game run faster on a PC will also run faster on Mobile. In terms of screen resolutions you mainly just set up your UI anchors properly. So in reality making mobile games is 95% the same as making PC games, the main difference is just the Input going from Keyboard to Touch.
The parallax mapping is sorcery😂
It looks really cool. This sample will come in really handy.
Thanks a lot for showing our sample, Hugo! I'm glad you like it!
Thanks Ben! Great job on making it!
Ya I love these samples Unity releases. I have been redoing their VFX sample pack from HDRP to URP. The butterflies are pretty cool.
Thank you for bringing this up.
thanks loved the small walktrough
Thanks for letting us know ❤
Thanks a lot!!
Nice! I would have totally missed this. Code Monkey has amazing content. A true mentor to the Game Dev community!
Great video! I believe they've covered most of the shader graph use cases thoroughly. Many of these shaders can be easily modified to suit personal needs. Thanks for the insightful overview video, and for all the support.
Thank You for sharing.
Free Shaders (and VFX) are always welcome 😅
Thanks Hugo 🎉
This is beautiful, it's very nice to share such things with the community, shaders are hard to get into
Great resource :D i really hope they make one for the terrain too with having paralax effect on each texture layer and with normal :D
Thanks!
this is awesome
Waiting for c# next part .
Thanks
Awesome
As a coder the only thing that bugs me about these kinds of things is visual scripting. Personally I find it way more difficult to understand what's going on staring at visually connected nodes. It would be really nice if there was a way to view shader graphs as code, even if it's not editable.
Same here
If you right click on the shader you can indeed inspect the generated code if you prefer, I think you can even inspect it for each individual node
Have fun with shader code. I took a whole month course for shader programming... Boy it's so different from game, web, app and tool development. It is fun and rewarding but very mathematical. Actually it's what I thought coding would be like before I became a programmer 😅
I try to utilize the Interior cubemapping by using separated planes, one flat plane representing a one window. I managed to do it quite good and implemented the effect on my building, but all I can see is the same room. I've been trying to move the uv maps but that has led me nowhere. Any tips?
Hey Code Monkey, do you use an obfuscator on your Unity projects? I am thinking about picking up an obfuscator or two to try in the upcoming Spring Sale and I was wondering if you had any suggestions.
Thanks for the feedback! I will think about it more.
If you worry about someone stealing your work, it won’t help.
Your protection is the law
Nope, my advice is don't worry about that unless you're working as a freelancer for some kind of government agency that requires obfuscation.
If you're just working on a game, if someone wants to decompile your game then they will do it with or without obfuscation. The biggest issue for indie devs is no one finding out about their game, it's not being copied or something.
But it's also pretty cheap and easy to do, so if it gives you some piece of mind then go ahead and use it although personally I don't see the value in it.
How would you make mathematical patterns for backgrounds?
It's all about using math functions in clever combinations, you can see the shader for the hex visual, it's all about adding/subtracting in clever ways
Oh wow! O_O
Too bad the samples are locked in only some Unity versions. I can't even install it in the 2023.2 version.
I wonder if you can just copy-paste the samples into the other versions without causing some errors
Hmm you can probably do that assuming it's not into a super old version that would have a very different shader graph.
Hi codemonkey, can you make a video on how to make games for mobile, like how to study the hardware of mobile, how to optimise code for mobile, how to optimise 3d 2d art for mobile, how to fit game for different screen resolutions, and much more.
That's not a video - more like a whole course :) I don't think CM has mobile dev experience though. If you just want to play around, simply build one of Unity's basic tutorial projects to Android/iOS, and test it on your phone. You can install locally to your own phone for free, no Developer account needed (just follow the docs for personal app development/testing).
To dig further, I'd recommend reading Google/Apple's own docs on Android & iOS development to get a sense of aspects like hardware, resolution, supporting multiple OS versions & CPUs/GPUs, and checking device capabilities.
Keep your game small, and the gameplay should be "bite-sized", like you could play a level or session just waiting for the bus. 2d or low-poly is easiest, so stick with that until you get more experience.
The Unity docs include tech considerations for mobile, including the build process, supported art/asset formats & pipeline, shader/graphics limitations, and tips on profiling & optimization. If you go to their Unity Resources site, there are some eBooks on mobile UI design and development too. Good luck!
@@mandisaw thank you very much for such great suggestion.
The best thing is just learning to use the profiler, learn how to use it inside Unity and how to connect to an external device.
Performance optimization is the same regardless of your target device, making the game run faster on a PC will also run faster on Mobile.
In terms of screen resolutions you mainly just set up your UI anchors properly.
So in reality making mobile games is 95% the same as making PC games, the main difference is just the Input going from Keyboard to Touch.
@@CodeMonkeyUnity Thank you very much, I know anchor points but they are for UI, I was talking about the game view from camera
What version of unity do you use to build your mobile game.
pls i need your help, my version 2022.3.22f1 has gradle errors.
Yes you can use the 22 LTS, I believe Gradle errors are usually related to permissions, so make sure you have permissions to write to that folder.
So download this, tweak a little and use in project for free or buy 500$ worth of custom shaders 😂
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