Тёмный
Daniel Ilett
Daniel Ilett
Daniel Ilett
Подписаться
I’m Daniel, and I make games.

On this channel, I make game development and shader tutorials, focusing on Unity, especially Shader Graph and the Universal Render Pipeline.

Whether you’re looking for general effects like Holograms, Dissolving Objects and Outlines, or effects from games such as Pokémon, Minecraft or Portal, there’s lots of variety!

It doesn’t matter if you’re just starting out with shaders and game development, or if you’re experienced and you’re looking for more ideas for your games - I’ve made videos for complete beginners and more advanced users.

If you want to supercharge your games with shaders, join me on this journey by subscribing!
Dithered Transparency in Unity Shader Graph
7:38
4 месяца назад
MGS Stealth Camo in Unity Shader Graph
5:07
4 месяца назад
Making Effects with Godot Visual Shaders
18:15
5 месяцев назад
Комментарии
@AlexLozanoAcerca
@AlexLozanoAcerca 22 часа назад
Hi Daniel! I have a question. I dont know why, but, "Depth test 2:44 " only works for me if "Surface Type" is Transparent. I don't understand why it doesn't work when is opaque, like you
@dragonchip8775
@dragonchip8775 3 дня назад
Very helpful when making window blinds
@BINEHE-eq1dz
@BINEHE-eq1dz 3 дня назад
Hi! I really like your video and I appreciate your work! I've got a problem when I try to use the GetAdditionalLightsCount() and GetAdditionalLight , the function node says undeclared identifier for these to methods. Any solution for it? Thank you。
@shadestylediabouros2757
@shadestylediabouros2757 5 дней назад
One thing I'm having an issue with, and could use some help for, is that when using this, Point Lights don't seem to be applied at all, and I haven't the slightest idea why.
@durrium
@durrium 5 дней назад
HOPED this would work, sadly it didnt at all. My whole sprite is covered by outline, anyone knows a fix...?
@durrium
@durrium 5 дней назад
There is no transparent choice when using 2d shaders. how can i do this? Also this did not work at all what you showed
@mikwns3722
@mikwns3722 5 дней назад
do you use terrain or plane
@아카기안나
@아카기안나 8 дней назад
honk
@nestor5473
@nestor5473 9 дней назад
Very very nice tutorial!!!!! Love from China
@aeroniix1489
@aeroniix1489 9 дней назад
Can I do this in Lit Shader Graph? The URP Sample Buffer doesn't seem like working in Lit Shader Graph :(
@liudasbaublys4542
@liudasbaublys4542 10 дней назад
Hey, could you help with one scenario that I need to fix, lets say there is a house with four walls that is just one object and the player is standing in the middle while the camera is behind a wall. How can I make it so the shader would only apply to the walls only until the player is hit, because right now the hole is cutout in the front wall and the back because it is a single object so the same shader effect applies
@liudasbaublys4542
@liudasbaublys4542 9 дней назад
Never mind, managed to accomplish that
@GavriloAuditore
@GavriloAuditore 11 дней назад
The foam intersection works wonderfully and looks great! I have an issue where lerping the position of the camera from one point to the next creates a "glitchy" effect with the foam, but ones it reaches the new position, it's perfect (During game runtime. Scene view is fine) 🤔 If anyone has any pointers, I'd love to know
@sealsharp
@sealsharp 13 дней назад
Very good!
@Hazzel31337
@Hazzel31337 14 дней назад
before this tutorial HLSL looked way to intimidating for me, now less !
@StressedProgrammer
@StressedProgrammer 15 дней назад
Thanks for the tutorial, can i do this in Built In Pipeline?
@geolee8983
@geolee8983 18 дней назад
how do you know that? why don't i know? where does the infomation come from? are you god?
@danielilett
@danielilett 18 дней назад
Make your games more retro with PSX Shaders Pro: danielilett.itch.io/psx-shaders-pro-for-unity-urp
@ziuber18
@ziuber18 19 дней назад
It's because ps1 didn't support decimal numbers
@simbatryhard
@simbatryhard 19 дней назад
Link where?
@Stiftoad
@Stiftoad 20 дней назад
Amazing, saved for when i need it. Thank you for your work
@umtbmt2395
@umtbmt2395 20 дней назад
using this shader on HighFidelity give me fps drop from 140 to 15~40, switching to balanced works perfect,
@mechmedved
@mechmedved 20 дней назад
One tiny detail, this is the right parameter, with others on works. It is "InverseViewProjection" ! Thanx a lot , attached project helped to figure out
@millsaj
@millsaj 20 дней назад
Is anyone able to get this working in v2022.3.34f1? My is broken, even when dragging and dropping from the github example. No errors or warning given in the console.
@StarkTech47
@StarkTech47 20 дней назад
Very good video, well explained and very detailed! The only problem I see with this method is the fact that the grass is based on a mesh. It means that you need a plane or whatever other mesh to show grass on top of it and it uses a material for the grass. So it means that if I have a terrain that I want to cover with grass, I can't, unless I cover it with another mesh that follows the terrain deformation which double the number of vertices. Maybe there is another solution to this or I missed something, if that is the case, let me know a good way to do this, I would appreciate it.
@DinoDev_OG
@DinoDev_OG 21 день назад
How would i update the mesh to the new normals
@sealsharp
@sealsharp 21 день назад
Algorithm go brrr!
@fatgrubman645
@fatgrubman645 22 дня назад
This is brilliant. Its hard to find a good teacher that explains why, as well as what to do. Kudos to you and I will carry on the series sir!
@weizhenluo5882
@weizhenluo5882 23 дня назад
Great Channel
@sushilkumar-id8vh
@sushilkumar-id8vh 23 дня назад
I am following this tutorial and these are just firreeeee 🔥🔥🔥, Sir just 2 simple questions? what will be your upaloding frequency for these tutorials and how many more parts of this series we can expect 😅?? Please do reply
@theoddones9489
@theoddones9489 24 дня назад
Having a problem where everything is black in scene, I looked at some other comments and changed blend modes, and all leave the scene black except additive, which just shows me the scene as normal without outline, anyone got a fix?
@XiaoMinghui-Unity
@XiaoMinghui-Unity 24 дня назад
GoodGood
@mihaellalves2045
@mihaellalves2045 24 дня назад
Thank you! Keep producing these greats tutorials!
@oguzmuslu
@oguzmuslu 24 дня назад
@danielilett
@danielilett 24 дня назад
The code that most people still seem to base their custom lighting code on originates (to the best of my understanding) from a Unity blog post by Alex Lindman. I don't think that blog post exists anymore 😢, but the code is included on GitHub here: github.com/Unity-Technologies/ShaderGraph-Custom-Lighting/blob/master/Assets/Includes/CustomLighting.hlsl If you compare it with the version I made in this tutorial, I've missed out stuff like shadows, and I also haven't covered the Forward+ or Deferred renderers. To be honest, I haven't even mentioned the difference between the renderers yet, because Forward is the default, but I plan to cover all that stuff in future tutorials!
@sealsharp
@sealsharp 24 дня назад
Good start for Forward-Rendering. Here's your like and comment for the algorithm. Are you planning to include shadows and forward+? Because that's the keyword-massacre :-D
@danielilett
@danielilett 24 дня назад
Yes! I definitely want to expand on this in future tutorials.
@sealsharp
@sealsharp 24 дня назад
@@danielilett oh sweet!
@misedev3306
@misedev3306 24 дня назад
Awesome! Exactly what I needed!
@howaihui4448
@howaihui4448 24 дня назад
Just start watching this series, glad to see this is still updating. Thanks for making these!
@kiPROBRos
@kiPROBRos 24 дня назад
Thank you for excelent tutorial.
@raysiberian4346
@raysiberian4346 25 дней назад
Thx, pure gold explanation.
@KenHaise
@KenHaise 26 дней назад
how can you make it like this but instead of small circles, its lines, like spider-verse movie shader?
@moonasha
@moonasha 26 дней назад
even after unity's decal shader is in URP this tutorial is useful, because they have completely dropped the ball and left yet another bug in for years... If you have a terrain with more than 4 (i.e. more than 1 render pass) terrain layers, those passes are performed on top of the decal because they don't have transparency information or whatever. Who teh hell knows. I ended up having to create a custom decal just for terrain. This decal works lit by the way, it just gets wonky when you're looking through the decal cube thing. So you really need to keep it thin so the player never looks through it. I really doubt any of this is performant, I definitely wouldn't use it for scenery, just for dynamic stuff that fades quickly. Also if there was same way to do angle fade with shadergraph like with unity's decal, it would be nice
@ilovebirds4080
@ilovebirds4080 28 дней назад
I exactly followed your tutorial to the end and it didn't work, was so frustrated and went to a other tutorial, the same results, the URP Sample Buffer for some reason gives me black backgrounds, but then I found your project files on your description, loaded it out from the latest unity version and seems to work just fine ^_^, so that means I kinda messed up right?, I feel dumb, and yea I'm dumb xD
@dertobbe1176
@dertobbe1176 28 дней назад
"direction not comoletly initialized"
@alexvenegas7081
@alexvenegas7081 29 дней назад
What values you recomment to use in each variable to the shader look good?
@davidstaffell
@davidstaffell Месяц назад
It doesn't work for me
@jujda7
@jujda7 Месяц назад
theres no way that in blender you can do this with 3 nodes but unity has the most conveluted way possible. what the fuck is this
@AshwinSKumar
@AshwinSKumar Месяц назад
Need help UV and texturing on Maya 3D?