Summary from all the comments glimpsed here. Using Unity 2021.3.16f1 URP, but this should apply to everyone from 2020 onwards and HDRP too. SETTING UP 1. Shadergraph needs to be installed from Package Manager 2. Creating the Shadergraph: Create > Shader Graph (note: Not Shader - if you don't see Shadergraph, go back to Step 1) > URP > Lit Shader Graph CHANGES TO NOTE - PBR Material block does not exist anymore, and instead it is now split into Vertex and Fragment blocks. Nodes like 'Alpha', 'Alpha Threshold Clip', 'Emission' are likely to be missing. Right-click on the Fragment block to add them - All the nodes still exist, and the spaghetti mapping still works, so just copy that. However, you will not get the same results as there are configurations that need to be made. If your Alpha and Alpha Threshold Clips are greyed out, this is your cue too: - In your Shadergraph panel, overlayed in a modal right next to your nodes working area, you should see 'Graph Inspector'. If you don't see it, that's because it's not toggled on. On the top right of the Shader graph panel, you should see 3 buttons - Blackboard, Graph Inspector, Main Preview. Hit Graph Inspector obviously. - In the Graph Inspector modal, click on the tab 'Graph Settings'. Navigate down to the section 'Builtin', then ensure you have these values: - > Material: Select lit - > Surface Type: Opaque - > Render face: Both - > Alpha clipping: Check that checkbox CONVERTING NODES TO VALUES - If you do not see that left modal in the video, go back to the three buttons on the top right of the Shader graph panel and hit 'Blackboard'. Then that modal should pop up - Alternatively, just create a float node, relink it to your Shadergraph web, then right-click on that node and convert to property Hope this helps!
@polarisinglol
Жыл бұрын
Thank you very much, I found most of it but the "Alpha Clipping" box I overlooked. Thanks!
@piotrgora5715
Жыл бұрын
I did that before, and after 7 months, I had to do it again for HDRP and forgot how to do it. Your comment saved me from a headache. Thanks, man! I owe you a beer.
@yashmalhotra123
10 ай бұрын
You're a gem dude
@amai4924
10 ай бұрын
Thank you!! You help me a lot!!
@sanogku474
9 ай бұрын
thanks, needed these steps
@charismajyyks
3 жыл бұрын
For anyone doing this on the 2019 version, you'll need the Universal render pipeline, the HDRP, and the shader graph packages installed. Also, one tiny difference on the very end: the "two sided" checkbox is not where it is in the video anymore. You need to click the settings icon on the main node, its in there. hope this helps!
@stickguy9109
2 жыл бұрын
Will save me a lot of time
@jvp8447
2 жыл бұрын
You are a beaaaaaaaaaaaaaaaast
@imsteven3044
2 жыл бұрын
Ive installed those package but i cant see pbr graph
@emmanuellemiras3893
2 жыл бұрын
@@imsteven3044 The same here.
@arunchintamani5271
2 жыл бұрын
@@emmanuellemiras3893 apparently now the pbr graph is the lit graph, however, some names are different
@timothy_synth
Жыл бұрын
For everyone in 2022 using HRDP: Its now called Lit Shader Graph and not PBR Shader anymore. Besides that, you have to add a "Emission Node" in the End where you Input the Color and crank up the Emission to something like 1000 to see it.
@Maskeowl
Жыл бұрын
acn this do able with standar render pipeline ?
@gonalvarez
10 ай бұрын
Works the same way in 2023
@fred1541
4 ай бұрын
@@Maskeowl No wonder I can' find PBR, thanks~
@romansalnikov5079
2 жыл бұрын
In UPR Project on Unity 2020.3.16f1 create URP shader. In my case it will be Lit. Next, open Graph Inspector and choose Surface-Tranparency and toggle "Alpha Clip". Then u will able to change aplha and aplha clip threshold!
@songerk7102
2 жыл бұрын
thank you so much, I looked for it everywhere
@purpaca7536
2 жыл бұрын
thank you very much, you helped me a lot
@sosa1713
2 жыл бұрын
you are the man Roman
@alidevjourney9041
2 жыл бұрын
thank you so much
@sykoo
6 жыл бұрын
Shader Graph is changing the game!
@miksuko
6 жыл бұрын
AKCSHUALLY It's changing the game engine.
@Beg0tt3n
6 жыл бұрын
bruh that performance tho
@TheExoticCerdos
6 жыл бұрын
Sykoo! FABULOUSSSS!
@miksuko
6 жыл бұрын
William Munoz what is?
@sykoo
6 жыл бұрын
m1ksu you're right! 🤔
@damniexist51
6 жыл бұрын
Plz more shader graph tutorials most people would love it.... right?
@blazeplayz3158
3 жыл бұрын
@cheese mice Unfortunately I don't think there will be another tutorial for a while :'(
@frogmasto
3 жыл бұрын
@@blazeplayz3158 umm yeah........
@saw-alone-man6150
2 жыл бұрын
Be awesome shader for android.
@saw-alone-man6150
2 жыл бұрын
@@blazeplayz3158 wait.. why.. what happen? 😳
@blazeplayz3158
2 жыл бұрын
@@saw-alone-man6150Brackeys stopped youtube, check out his latest video
@Isaac-gq2qb
Жыл бұрын
If you are using Lit Shader Graph but aren't finding the "Alpha" and the "Alpha Clip Threshold" option, go to Graph Inspector -> Graph Settings -> Surface Type -> Select "Transparent" and also check the "Alpha Clipping" option. Alternatively, you can right click on the "Fragment" node and select "Add block node" and then select "Alpha" and "Alpha Clip Threshold".
@Rainbowsixs
10 ай бұрын
thanks mate
@asvirido
9 ай бұрын
thanks
@cranberri_inari
6 жыл бұрын
@Brackeys I've honestly learned more about how to code effectively from your channel than I have in my actual coding classes at Uni. Thank you so much for your clear and understandable tutorials and explanations, I look forward to learning more from you in the future!
@DDARKNESSY
3 жыл бұрын
(Unity 2020) If the alpha clip threshold is not working for you. On the graph inspector (top right), tick the box "Alpha Clip".
@mittensandsnowdrop
2 жыл бұрын
This did it! Thank you so much.
@Deexiezpt
2 жыл бұрын
hi bro help me not pbr graph
@Deexiezpt
2 жыл бұрын
tell me more clearly, I'm just learning unity version 2020
@khanlakhno2757
2 жыл бұрын
u r de best
@rabanaqueroman
2 жыл бұрын
gracias amigasoooo crack idolo
@skyebedard2148
6 жыл бұрын
The one idea that comes to mind is using this to create an easy "3d printing" effect. When a player "prints" something, an object is instantiated on the "print bed" before having a vector property of the shader increase/decrease to move the emissive boundary upwards, making it appear to a player that the object is being built in front of them by some form of futuristic technology. Now that I think of it, something like that is used by Subnautica for their printing animations.
@AsiaCrasie
6 жыл бұрын
Hi, I actually need to make something like this for a project I am working on. Does anyone have any idea how to make this effect?
@yusefmustafa2603
6 жыл бұрын
Absolutely love tutorials like this. I am getting more into Unity, but I found shaders to be challenging for me. Now that Unity is moving to graphs it’s becoming easier and these tutorials really are helping out. Thanks a lot and keep me coming !
@Bradfordgavin
2 жыл бұрын
At the end of 2021 still watching Brackeys, because he just don't miss.
@AlanDarkworld
6 жыл бұрын
That's some pretty nifty tricks in there. Time-offsetting the dissolve for the border is nice. I would have tried it with an outline/edge detection approach, but this is a lot more efficient and also simpler. I like it!
@VisserStudio
5 жыл бұрын
Would be cool to see this shader. or a similar one, in a 'enemy death' or 'burned to a crisp' tutorial. Focused on how to activate shaders from script and use them in certain situations.
@ramonsohal2404
6 жыл бұрын
I have been searching for this effect the last 2 days but could not find a simple way to do it. Fortunately Brackeys never lets me down, this is insane :) Thank you!
@hughesd22
6 жыл бұрын
This is easily one of the best Unity game dev channels.
@Fin_DevLog
4 жыл бұрын
6:53 make it super thicc Dani:yes
@pikachu-jf2oh
3 жыл бұрын
Is it just me or is this looking kinda THICC
@TinJ7
3 жыл бұрын
For anyone who is wondering why the PBR Graph isnt showing? When creating a project, make sure to pick Universal Render Pipeline (PBR) rather than picking 3D!
@hetthummar9582
3 жыл бұрын
After Shadergraph version10 PBR Graph is completely removed, and its features are merged into Lit material.
@r1yuj1n
5 жыл бұрын
Wow I just digged my head into this wonderful place on Unity 2 hours ago, THIS IS ABSOLUTELY AMAZING like how it's extremely intuitive!! Thanks for the clears tutorials, it's awesome!
@OctopusDeveloper667
5 ай бұрын
BTW For anyone who is using 2022 unity the PBR Graph is now lit Shader and you will notice that the Master node is gone and you have Vertex and Fragment. to add stuff like Alpha and Alpha clip threshold you will have to right click on the fragment node or just left click it and hit space. the Vector 1 is now float, to change the surface type you can go to the window on the top right and click Graph Settings to access settings such as Surface, Workflow, etc. Hope this helps :)
@hammadasif
6 жыл бұрын
We need a video on "How to use these effects programmatically in game, like showing or hiding?". Please............................
@patrickduell7635
4 жыл бұрын
You just have to replace the time node with a Vector1, which is a slider from -1 to 1. You can change that value over time in the script
@jamiehosmer1481
4 жыл бұрын
@@patrickduell7635 Can you elaborate slightly? How do access Vector1? Is it accessed from the shader that you drop in as a public variable somewhere? Thanks!
@markpuddick647
2 жыл бұрын
For anyone trying to do this on low poly models which have surfaces mapped to one pixel you will need to use a position node for the input to the simple noise instead of the UV, otherwise you will have complete surfaces disappearing rather than them dissolving.
@danc6530
Жыл бұрын
Thanks! Just had this issue and your fix sorted it😁
@notlunaticdancer4393
6 жыл бұрын
Yes, shader graphs please, this series is a gold mine both for you and us.
@platoh
2 жыл бұрын
Truly a sine of the times
@SpacefaceDEV
6 жыл бұрын
That intro dough!
@TylerAlbers01
6 жыл бұрын
This channel just gets breader and breader. .... I'll see myself out now
@HariEdoTV
6 жыл бұрын
So if you're like me, and can't find anything to do with the Shader Graph, there's a lot of hassle in this "preview" technology. Your project probably isn't set up for it and is missing Packages you need to install in the Package Manager. It won't work with the HD Render Pipeline. If you get purple areas in your shader graph, or you can't even create a shader of the type shown here, it's due to the broken incomplete materials Unity didn't explain to you.
@gunnbr
6 жыл бұрын
Thank you! When I went to try this out for myself, I couldn't find the PBR shader. Thanks to your comment, I realized I needed to use the package manager to install the shader graph package (currently marked as "preview"). Now it looks like it's working for me.
@norlion123
3 жыл бұрын
Ad : shaders development in unity course *skip ad* Brackeys: Sponsors skillshare and like the ad's course
@fuzokuhlemagudulela6850
6 жыл бұрын
Your Dissolve effect you used at the beginning of this video OMG! You're the coolest guy ever!
@vasyapupkin9338
6 жыл бұрын
IDontFeelSoGood.shader
@UltimateAntic
6 жыл бұрын
Anyone that doesn't name it like that should turn into dust.
@hashvolting
3 жыл бұрын
@@UltimateAntic congratulations, now he is dust
@theunidentifiedchannel
6 жыл бұрын
I don't feel so good...
@jam-i
6 жыл бұрын
I think that everyone that saw the title immediately thought this! XD
@RealDistantz
6 жыл бұрын
Jam - I Oh hi Jam
@jam-i
6 жыл бұрын
Distant oh hey! Aha :D
@latch0612
6 жыл бұрын
**SNAP**
@getchicken5279
4 ай бұрын
To overlay this shader over your object with its unique texture: 1. Make a 2D Texture in shader Graph 2. Connect it to the base color 3. Make a 2D texture property and assign the desired texture youre done. In order to change from the original material to the material with this shader: Just get the meshrenderer to change the material to a material that is using this shader.
@bearoyay
6 жыл бұрын
I always wondered how companies did this in many games, like fallout or borderlands. Thank you so much for showing us a way we can do it aswell.
@Albertogamer56Pc
6 жыл бұрын
Hi! How can I control this effect via scripting? For example, using this effect when player spawn and die. Could you make a tutorial please? Thanks
@FTWRahul
5 жыл бұрын
So to use this effect to dissolve objects in or out. You can remove the time and remapping node. Make a new vector 1 slider between the range of 0 to 1. And then animate this slider in unity with keyframes recording. Then all you need to do is call that animation of the shader when you want. Profit!
@danharbor1752
4 жыл бұрын
sword art online
@JMacify
4 жыл бұрын
@@FTWRahul what the heck is a vector 1 slider?
@FTWRahul
4 жыл бұрын
@@JMacify So basically in shader graph, you can expose some variables in the inspector and to other scripts. Float is basically a vector 1 in this case.
@naumanfakhar7545
4 жыл бұрын
Hey , did you find out how to trigger this shader dissolving with script??
@goldcobraarima9819
6 жыл бұрын
What a Fantastic Video!!! Your are and will ever be the best Unity KZitemr man :)
@Vivid_pixcel
4 жыл бұрын
I was brought here by the guys course on Skillshare you pointed out, and now i love this channell!
@artemyashin4333
5 жыл бұрын
I have never used shaders before, but you helped me to start using shaders! Thank you!
@Top10AINews
6 жыл бұрын
That looks awsome! But how do you activate it or de-activate it with code? eg: I want the charachter to disolve when dying
@Zeda_
4 жыл бұрын
Definitely late to the party but you could animate the value to change not based on time but a public value controlled through your code.
@jeff-hq6xy
4 жыл бұрын
here take some code using UnityEngine; public class target : MonoBehaviour { public float health = 50f; public Shader shader1; Renderer rend; void Start() { rend = GetComponent(); } public void TakeDamage(float amount) { health -= amount; if(health
@gigos2
4 жыл бұрын
@@jeff-hq6xy It did help me a lot. But after the Die() function is called, the shader keeps existing after i destroyed the game object. Any idea of what I can do better?
@basicallytutorials2107
4 жыл бұрын
@@gigos2 I ain't currently on my pc but I can guess... I think you can just have it as a prefab instantiate it and then just delete it
@gigos2
4 жыл бұрын
@@basicallytutorials2107 You mean to make the shader a prefab? Also, I wanted to ask how can I change base color of the shader (that grey-ish color).
@healyjedis23
6 жыл бұрын
Mr stark, I don’t feel so good
@Troloze
6 жыл бұрын
I don't wanna go
@haxpor
4 жыл бұрын
Don't event realize dissolve effect is pretty much straight forward like this! Thank you!
@g43s
6 жыл бұрын
such a retro looking shader!! i love it
@wiczus6102
4 жыл бұрын
I love how skillshare finances their competition lol
@mulldrifter6040
5 жыл бұрын
Any chance we could get a screenshot of the full graph of CoolDissolve at 9:47? I'm having trouble recreating it.
@user-rv6sj9jh8n
4 жыл бұрын
He just using bubbles instead of simple noise
@tuseroni6085
4 жыл бұрын
@@user-rv6sj9jh8n he does more than that, he also uses the y position of the model, some math that isn't visible, and a number of other things
@andrewkerr9438
6 жыл бұрын
I love shadergraph, not only is it very useful, it's fun!
@64_Tesseract
6 жыл бұрын
That looks *SO AWESOME*...
@mrhidetf2
6 жыл бұрын
after searching through 1000 of you tube pages i finally found Wally
@zYGote04
6 жыл бұрын
Pleas make more Shader tutorials. You are doing a grate job! keep it up!
@Kabbinj
6 жыл бұрын
I could watch this all day! Please do something completely nuts next! :D
@doctoremm
6 жыл бұрын
Keep the shader graph tutorials coming! I love it!
@JanTuts
6 жыл бұрын
How do you get your emissions to actually glow like that? Mine just look bright, but never actually glow...
@fardinhaque70
6 жыл бұрын
Jan Tuts You have to apply bloom image effect to get that glow. You can use post processing stack from asset store.
@DraconDarkfire
6 жыл бұрын
In addition to post processing bloom, also check that your camera has HDR enabled.
@2wswer
6 жыл бұрын
I finally figured it out, In the lightweightAsset, there is an option to turn on hdr. He is using bloom and colorgrading set to ACES mode.
@Mike3D_813
6 жыл бұрын
check this out. kzitem.info/news/bejne/s4et0aydfaZ0jX4
@karjanieluj3135
6 жыл бұрын
cannot enable HDR on the camera with unity 2018.2. Do you know why ? (HDR pipeline)
@Malik-jt8hi
6 жыл бұрын
Well, I was gonna do the thing with "Mr Stark, I don’t feel good", but I guess that’s been done. Instead I’ll just like the video
@ChrisHansonDev
2 жыл бұрын
Just started looking into shaders today and amazed at what they can do.
@retrx4236
2 жыл бұрын
Simple videos transmit the most information and give the best results!
@quachhengtony7651
6 жыл бұрын
You could name tge shader *MrStarkIDontFeelSoGood.shader*
@galaxyshorts7869
2 жыл бұрын
Hey Step Node😏
@EqualToBen
5 жыл бұрын
Great intro to shader graph- gotta try this out now.
@titerote71
6 жыл бұрын
A series about pretty and easy shaders onto the graph node in unity would be very interesting. Tks for the shader tuto tomorrow i will try it
@adrienconverset6571
6 жыл бұрын
I'm just learning with Unity, but how do you control a way to stop/start the effect ? Thanks for the vid though, it's awesome !
@kira7683
6 жыл бұрын
Bind value to a property and control it manually through script
@adrienconverset6571
6 жыл бұрын
ohhhh ... ok thanks a lot ^^
@cggames5417
6 жыл бұрын
You have to reference the objects material. Something like this might work: If (isDead) {yourMaterial.SetFloat("FloatName", 1 - Time.deltaTime} or 0+Time.deltaTime, whatever your after.
@Mr.Adhesive
6 жыл бұрын
I may be stupid or something, but I tried to edit a shader graph's variable value via script and it didn't work for me. I am pretty sure that it still works for "normal" scripts, however.
@cggames5417
6 жыл бұрын
I made a video since everyone has this question on how to do this: kzitem.info/news/bejne/poGiz6ptmGKlZY4
@-bazoona3654
4 жыл бұрын
Me: *Sees A tutorial for making games* Monkey Code: *_Its A free real estate_*
@yoanlyubenov7981
4 жыл бұрын
For anybody wondering how to animate the dissolve effect, consider the FEFF* value in the animator to be the dissolve effect.
@NewConStudio
Жыл бұрын
we all miss your more tuts, man.
@ryanzwe
6 жыл бұрын
CODING YOUR OWN GAME IS EASIER THSN YOU THINK..
@ryand9841
6 жыл бұрын
can you don't?
@ryanzwe
6 жыл бұрын
CODING YOUR OWN GAME IS EASIER THAN YOU THINK... YOU KNOW, YOU SHOULD TAKE THIS UDEMY COURSE
@missingdev0948
6 жыл бұрын
ITS TOAUSGHNT BY PROFFESIONSLSZ
@Dylan-pm9yd
6 жыл бұрын
i hate that guy... i hate that guy so much
@areebraza8262
6 жыл бұрын
ikr
@XanderVJ
6 жыл бұрын
Noob question: does shader graph (and by extension, this effect) work on 2D assets too?
@natha.n.
6 жыл бұрын
XanderVJ pretty sure it works on any object you can put a shader on
@scott.ansell
6 жыл бұрын
Yes it will :)
@MrAn1s
6 жыл бұрын
If it works, then how to make the color to Transparent, because that black overwrites other objects on 2D.
@bevel1702
5 жыл бұрын
Can you keep making tutorials for Shader Graph? I LOVED this one!
@MatthiasTTV
6 жыл бұрын
Awesome video! I was really intimidated by shaders, even with the new Shader Graph, but this made me finally understand what exactly a shader is and what goes on under the hood. Thanks!
@ThePhyxius
4 жыл бұрын
Hi, I know it's been a long time since the video but how could you achieve this effect while keeping the object's original material?. What I see is that the material replaces the original material so the effect is done over a blank material. Thanks
@dmennenoh
4 жыл бұрын
You will notice he did not plug in anything to the Albedo input. You just need to place a Texture 2D sampler and you can use your original texture.
@vnenkpet
2 жыл бұрын
@@dmennenoh Do you know if there is a way how to do this sort of shader plug-and-play, as in simply adding it as an animation to basically any prefab object with a material?
@piskipa
5 жыл бұрын
Simple question: will these shaders work on sprites (2d)?
@gabbersaus
5 жыл бұрын
I think you should be able to if you make the project in the Lightweight or HD Render pipeline.
@robertfikesiv6329
5 жыл бұрын
For anyone trying to find PBR Graph you need to install it via the Package Manager (might have to click 'Advanced' and 'show preview packages') and install: Shadergraph, Render-pipelines.core, and Render-pipelines.lightweight
@PabloKillU
5 жыл бұрын
hmm the core and the lightweight? I just did Render-pipelines.lightweight but I did have some purple objects in my scene, would the core help fix it?
@robertfikesiv6329
5 жыл бұрын
You need to create a 'LightweightRenderPipelineAsset' then add it to the 'Scriptable Render Pipeline Settings' under the Graphics project settings answers.unity.com/questions/1502090/shadergraph-always-results-in-pink-broken-shader.html
@lawrencelawine9082
4 жыл бұрын
Some years ago I used the dissolve shader as well for a project of mine, however, it was a bit more customizable than in this tutorial. You could swap the texture information for the dissolve. With that feature you can create really cool textures to dissolve your mesh in a very fancy way. Back then I used the roughness or metallic (depending on what gave me a better starting point), edited it a bit to control the dissolving so that arm armor dissolved before the body for example and don't just have it random. Real cool shader effect
@wolfdanger999
4 жыл бұрын
Any chance you could show an example of the cool dissolve effect, with a screenshot or a file?
@TheJdm007
6 жыл бұрын
Nice tutorial. But, the shader graph isn't working for me, no matter what Render Pipeline I use : everything is pink.
@bananalord8575
6 жыл бұрын
did you even try to google it? answers.unity.com/questions/1502090/shadergraph-always-results-in-pink-broken-shader.html
@samdavidpaul
5 жыл бұрын
Dude, did you saved your asset?, assign the graph to the material? Leave some seconds to update.
@JacobHolyfield
6 жыл бұрын
Is it possible to control this with a bool? Like true makes it dissolve in and false makes it dissolve out.
@neociber24
6 жыл бұрын
JT Holyfield Yes, you can also use booleans. But that's practically remove the time and just set the disolver amount manually where 1 is fade out.
@JacobHolyfield
6 жыл бұрын
So if you did that would you just use the unity animation system to trigger it?
@area51audiovisuales52
6 жыл бұрын
????
@gabbersaus
5 жыл бұрын
I'd suggest you to add a float/vector property to the shader to control the dissolve instead of time, and then a script or animation that controls that float/vector.
@CrushedIce
5 жыл бұрын
Really good "Tutorial" video. Very good narrative, no stuttering, knows what hes talking about, and very good explained. (Y)
@MrTeteX9
6 жыл бұрын
That amazing ! Making Shaders become most more easy, continue to share with us some ways to make it and how to use this tools ! Thanks Brackeys
@haxer4283
3 жыл бұрын
I just want to play it once, how can i do that? pls help its urgent.
@MrTeteX9
3 жыл бұрын
@@haxer4283 You have to use a parameter and a condition to play it only once.
@griffiwiffi804
6 жыл бұрын
Mr. Stark....
@johngreen8465
6 жыл бұрын
Mr._____, I don't _____ so ______ Mr. T, I don't photosynthesize so HE NEEDS SOME MILK
@saamisiddiqui981
6 жыл бұрын
Mrs. Frizzle, I don't walk so GET ON THE MAGIC SCHOOL BUS!
@banjotheshark7188
5 жыл бұрын
Why
@FloppyDobbys
4 жыл бұрын
Dang. I tried doing this on my own at first and got something relatively similar BUT I was taking derivatives on a power function in order to get a mostly complete edges. I never though to just use alpha clip and offset lol. Mine was way more complicated. Thanks! I have since had a revision after watching this video. I use the same fundamental concept of offset however, because it is the easiest way to think about an edge: The Gradient Node is fed into a Step function and fed into another Step function that is slightly offset. So It looks very similar, but one of them will have proceeded in the animation a bit more. Now, what I do is do 1 - (StepFunction + offset); So now this the one that is offset will have a slightly larger Black blob instead of a white blob. If you lay both images on top of one another, what you will see is the slightly smaller white blobs enveloped by a black blob with white all around it. A Black edge! But we do not want a black edge... we want a white edge. So we just do (1 - CombinedImages). This gives you the white edges. I technically use the combine node an put each image in separate channels and use the dot product (its square length) in order to get the grey scale white on white with a black edge. This works because one image is fed into the red channel [1, 0, 0] and the other in green channel [0,1,0]. Therefore we know the length will be = 1. This is better because now we have more fined grained control over. Example, I can invert the dissolver easily with one variable in the inspector lol.
@westingtyler1
6 жыл бұрын
Amazing. I would love to see tutorials for lots of basic stuff, like water with depth transparency and vertex waves and shore foam, and jiggling leaves that light shines through and can be seen from the back side.
@samiyas100
6 жыл бұрын
Is there a way to let a script control the alpha clip threshold? Or change the color by script?
@pheonixeye_1162
6 жыл бұрын
samiyas100 nice question, but what does that mean?
@samiyas100
6 жыл бұрын
Pheonixeye_1 What if I want to change the color property or the vector 1by C# script? How can I do that?
@cggames5417
6 жыл бұрын
You have to reference the objects material. Something like this might work: If (isDead) {yourMaterial.SetFloat("FloatName", 1 - Time.deltaTime} or 0+Time.deltaTime, whatever your after.
@samiyas100
6 жыл бұрын
I already tried that. Functions like SetFloat and SetColor only seems to work on Standard shader.
@cggames5417
6 жыл бұрын
Oh but they do work on shaders from shader graph! I decided to make a video since no one seems to know how to do this. Even through some research there isn't much on it, so here you go! kzitem.info/news/bejne/poGiz6ptmGKlZY4
@mindfulmetrics101
6 жыл бұрын
How can you control the effect? (ie. dissolve when enemy dies)
@area51audiovisuales52
6 жыл бұрын
you´re resolved? i also like see
@arandomlizard3411
6 жыл бұрын
Animate the Dissolve property. They are load of videos about animation in unity.
@MrMorvar
6 жыл бұрын
So cool stuff! Need more shard graph tutorials! Vertex animating next time maybe?
@TheSevenEighths
6 жыл бұрын
Sir, please create like a whole series of videos about the graph nodes but more importantly, how to kind of decide which one to use depending on the goal. I understood what you did because it's actually pretty similar to UE4 and it's not that complex but if I had to do it by myself...I would be lost, wouldn't know where to begin!
@thechamboslice8676
6 жыл бұрын
How can you access the variables via C# Script?
@Mr.Adhesive
6 жыл бұрын
I don't believe that you can actually accomplish this with shaders "written" in shader graph as of the current version. But nonetheless... YourObject.getComponent().material.get[Variable Type here]("Name of the variable", to_set);
@AgsmaJustAgsma
6 жыл бұрын
All those Avengers comments and no Predator references here. For shame!
@vaskedagame880
6 жыл бұрын
You look smarter with glasses! And I was thinking about this effect, and what a coincidence! You did it 2 days after I thought about that!
@ArbiterBrick
6 жыл бұрын
Awesome video! I love your series and I love unity.
@blitzinbeats2643
6 жыл бұрын
I'm guessing them 38 people disliked on accident :p
@problemchild959
5 жыл бұрын
maybe because hes doing a tutorial that until someone commented about the package manager packages to install, is impossible to follow. honestly if your doing a tutorial you should explain that this is a feature you must manually add first. this is a very poorly done tutorial for brakeys, I'm surprised he usually explains things better.
@seppuku_doge
6 жыл бұрын
Brackeys is god
@matteosberna735
5 ай бұрын
Hehe I figured out how to keep the visible part with an alpha value and now, after fixing the hdr part to be just in the border, I have a nice spaceship shield effect!
@abraham6567
4 жыл бұрын
WOW best tutorial ever!!!!! very well explained and i learned many more than using dissolve shader :D!
@zillasstreaming5437
6 жыл бұрын
Hi Asbjørn, thank you for this really nice tutorial! I would love to see some more in-depth tutorials about the shader graph and how to use it in a real game. Especially about switching different shader settings or even replacing shaders on the fly. Keep up the good work!
@NStripleseven
3 жыл бұрын
If anyone wants to be able to control the fading rather than having it depend on time, all you have to do it replace the time/remap nodes with some variable and mess with that.
@DrSmash4
6 жыл бұрын
I had alot of issues with the Shader Graph. I have to keep materials in lightweight which is not good for me. When I reverted all my shader was messed up. I have not been able to get it back. I recommend this video for those who will be using lightweight shaders.
@toniconge7003
4 жыл бұрын
I'm using a newer version of Unity so you need to import Shader Graph at the begining. Go to Window > Package > Shader Graph Then the option should pop up for anyone looking for it
@Flavkupe
3 жыл бұрын
The explanations in this video are really good!
@RobLang
6 жыл бұрын
Love it! Your shader videos are inspiring. Please do more!
@emergence2572
6 жыл бұрын
I think it would be really cool to have a tool like this for terrain generation
@horelpit7
6 жыл бұрын
I needed this. You are my Oprah.
@navegct8457
5 жыл бұрын
Great video! the only one on youtube that works.
@jeffersonrosales2835
6 жыл бұрын
Thanks for all these tips brackeys! nice stuff
@aaronbuckles5622
6 жыл бұрын
Mr. Brackeys, Shader graphs make me feel good!
@DANLi_
6 жыл бұрын
Could you now do a tutorial on how to hook it up and use it in a game?
@SuperVini16
3 жыл бұрын
I did solve it by replacing the time node with a vector1 and then i lerped the value by code via renderer.material.setFloat
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