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Simulating Wind in URP (Shader Graph Tutorial) 

Unity
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26 авг 2024

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Комментарии : 92   
@ThatGamePerson
@ThatGamePerson 4 года назад
This channel is on FIRE lately, you guys are all killing it.
@familyflamerich4541
@familyflamerich4541 Год назад
this is FIRE bro, aux battle safe bruh. play this at my FUNERAL
@LeoHsieh
@LeoHsieh 4 года назад
Key point: store whatever information into uv2, uv3, uv4, vertex color.
@DerTimmey
@DerTimmey 4 года назад
2:36 : For more information on how this works and other ways you can offset and bend geometry like this follow the link below. the link below:
@lycheemyusic
@lycheemyusic 4 года назад
truuuuuuuuuuuuuuuuu
@albertleonhart3093
@albertleonhart3093 4 года назад
Yes, it would be good if they add it...
@moso3143
@moso3143 3 года назад
As my thinking it should be like that y0=(y+1)^4-(y+1)^2 Which "y" means original vertex position, and "y0" means new vertex position handled by bend strength (divide 100). So higher position (y) will result in a stronger offset (y0)--just like reality. (Sorry for my worse english...)
@mudit_mathur
@mudit_mathur 3 года назад
@@moso3143 i think its (y+1)^3 - (y+1)^2 google it it will give you a wave like graph
@lanemathlessons
@lanemathlessons Год назад
@@mudit_mathur Moso31 is correct. He multiplied the (y+1) node by itself once, creating (y+1)^2, then he multiplied that by itself, creating (y+1)^4. The final function of y0=(y+1)^4-(y+1)^2 is exactly what he created, but I can see where you looking at the cubic version has more of a wavy appearance. You're looking at the overall graph, but in reality, the horizontal axis represents the incoming y-coordinate and the vertical axis represents the outgoing amount of displacement. Realistically, only the part of the graph in the top-right quadrant will matter here. Keep in mind the output of this function is a multiplier for the direction vector that affects the x- and z-coordinates. The difference between this vs. using (y+1)^3 is just that it turns upwards a little faster, which doesn't really appear to make a huge difference. Given how sharp it is, it makes sense why he divided his bend strength by 100. Overall, from what I can tell, a simple linear function would have a similar effect if you're looking for a simpler version. Try looking at the graph of y=(x/100+1)^4-(x/100+1)^2 at the same time as y=0.022x, and you'll see that the functions mostly match through x=4. I won't pretend to know if this (x+1)^4-(x+1)^2 is a more studied standard to be a little bit more accurate, but it doesn't look greatly different from a line. Edit: If you're looking for why it waves, the time parameter is what is doing that.
@deanodeano37
@deanodeano37 4 года назад
Love those bite size tutorials! Keep them coming!! :D
@AnAngelineer
@AnAngelineer 4 года назад
Shader graph tutorials are SUPER useful. Thank you. Just a thing : can we hope to get more tutorials geared towards 2D/Sprite shader graphs? This is more of my thing, and, game making being only a hobby for me, I don't think I'll be able to get the skills to go 3D before at least a few years. Plus, 2D is still used a lot by the indie scene. So throwing us "2D guys" a bone would be very appreciated. :)
@roxannafabiolastefaniuc3606
@roxannafabiolastefaniuc3606 2 года назад
thank you so much for this video. My asset didnt work with URP and the trees and bushes wont move at all. and your video saved my day and my game!! God bless you!! ^^
@n.pkrishnamurthy2351
@n.pkrishnamurthy2351 2 года назад
Do you have that shader?
@roxannafabiolastefaniuc3606
@roxannafabiolastefaniuc3606 2 года назад
@@n.pkrishnamurthy2351 it was from a asset. Fantasy forest paid one. But it moves now because of the video 😁👍
@UGuruz
@UGuruz 4 года назад
URP is awesome! just add support for SSAO.
@tylercode2905
@tylercode2905 4 года назад
Point light shadows would be phenomenal too.
@awesomeniac
@awesomeniac 4 года назад
SSAO already merged into the URP master branch , just waiting from them to release the new URP
@theearthburner6159
@theearthburner6159 3 года назад
I love your tutorials
@MrZazzy
@MrZazzy 2 года назад
Amazing Tutorial!!, I was just looking for something like this! Keep up the good content!
@Nubz77
@Nubz77 3 года назад
The title says URP, but is there anything about this that won't work in HDRP?
@keelfly
@keelfly 3 года назад
So, is there any reason you are showing this but it is not available by default in the engine? Why HDRP wind is not properl working? Why SpeedTree is not working with HDRP?
@zeroatlast
@zeroatlast 4 года назад
we need a windzone fixed!!
@shakibdewan7441
@shakibdewan7441 3 года назад
I'm on a URP project, but I can't find the PBR graph option when creating a new shader...
@Simon-hw3um
@Simon-hw3um 3 года назад
Me neither, did you find a solution?
@NathanDiepeveen
@NathanDiepeveen 3 года назад
@@Simon-hw3um Its removed. Use Lit Shader instead.
@pawezukowicz6122
@pawezukowicz6122 4 года назад
When finaly Speed Tree will work with HDRP? I mean wind system is broken for so long...
@sconosciutosconosciuto2196
@sconosciutosconosciuto2196 4 года назад
If I have more than 1 mesh using the material it doesn't work. Instead of distorting the meshes it actually moves them. (The problem appears only if I use more than 1 mesh with the same material) (I am using a Blender mesh (so it has the axes flipped), so my shader has 2 values flipped (I use the Z (Blue) instead of the Y (Green), otherwise it wouldn't work also with only 1 mesh)
@cranialab5363
@cranialab5363 4 года назад
How heavy is this? Especially as compared to both Unity terrain trees and Custom Tree Importer trees, both of which will sway in the wind. I'm trying to figure out what is achievable on a mobile platform.
@sagardeka2158
@sagardeka2158 4 года назад
can we make this bending property to make vegetation interactive with colliders?
@nosignal5735
@nosignal5735 3 года назад
I'm using Unity 2019.4 and there's no Shader PBR graph?
@hubbahu
@hubbahu 4 года назад
What link below is he talking about? 2:40
@johnhitek2341
@johnhitek2341 4 года назад
@1:15 my leaves do not become transparent. i've watched this at .25 x speed multiple times. a seven min video and i made it to one min. lol. any help?
@johnhitek2341
@johnhitek2341 4 года назад
for those of you with the same problem, and that are new to shader graph, @ 1:09 right next to the word pbr master, click the setting cog button and change your surface from opaque to transparent. It doesn't say this in the video, but I found it in another video by mistake.
@daxaer10
@daxaer10 3 года назад
@@johnhitek2341 Thank you
@professorm4171
@professorm4171 2 года назад
Does anybody know why this shader fragments the model's faces when I set the gradient noise scale greater than 1? The faces move at different rates.
@jakemarcus9999
@jakemarcus9999 3 года назад
Looks amazing
@sharif47
@sharif47 3 года назад
I tried converting my existing project into URP. It had some SpeedTree trees in it. Now the barks are pink (which is not the big issue) and the leaves are invisible, but their shadows are present. Any way I can make the leaves visible in URP?
@Underarmour81
@Underarmour81 3 года назад
You need to go to Edit > Render Pipeline > Universal Render Pipeline > Upgrade Selected Materials to UniversalRP Materials while selecting the tree or you can just upgrade all the materials in the project.
@sharif47
@sharif47 3 года назад
@@Underarmour81 I don't know if I need to have Speedtree for that but that's exactly what I did. That converted all other materials into simpler URP shader with flat lighting while converting the bark to pink (can be manually restored) and making the leaves invisible (couldn't restore this one).
@themaskyyt
@themaskyyt 2 года назад
@@sharif47 Late reply, but unfortunately TreeCreator is deprecated, and therefore, trees created with the tool are not supported anymore. Maybe there's a work around that I'm not aware of, but as far as I know, you can't upgrade TreeCreator trees. Unity is also not planning to provide any solution, at least not yet.
@sharif47
@sharif47 2 года назад
@@themaskyyt But SpeedTree is still supported with Unity, right? What tool is currrently being used with SpeedTree? And why aren't they providing any tool for updating to URP/HDRP? It's not like SpeedTree is some random third party company. Unity has been constantly promoting their products (not sure if they're still doing it now).
@akamarudesign7412
@akamarudesign7412 4 года назад
Hi! amazing tutorial, just wondering this applied to unity tree creator..
@djkaalo248
@djkaalo248 4 года назад
will this work if I placed the trees with the unity terrain system?
@Cyclulk
@Cyclulk 3 года назад
me: ok let's get into that... 7mn latter after understanding only 30% of the whole thing => let's download the shadergraph file///
@quangphamcantho
@quangphamcantho 4 года назад
Chia sẻ hay quá bạn ơi. Thanks
@MEGA_TREE
@MEGA_TREE 2 года назад
So helpful
@ghaznavipc
@ghaznavipc 4 года назад
and in one second everything turned into *spaghetti*
@generalbleedous3212
@generalbleedous3212 4 года назад
how about a cloud shader up next that helps u pick any cloud type from the scientific known types other then that i love this chanel
@justinthakar
@justinthakar 2 года назад
Anyone know how to add vertical and side to side displacement to this instead of just in one direction (i.e. what is controlled by the Bend Strength input)?
@YuriNoirProductions
@YuriNoirProductions 3 года назад
any tips on how i can achieve translucency with shadergraph? i tried so much already...i found that you can enable it in the hdrp for transparent objects and assign a diffusion profile..but despite that it does not work... any hints? anyone got this working? its such a common effect but noon eis talking about it
@jasonwilliams8730
@jasonwilliams8730 2 года назад
So are the old wind zones no more?
@Moonz97
@Moonz97 4 года назад
Is there a way to update the mesh collider from the vertex position displacements in the shader?
@ImInfenix
@ImInfenix 4 года назад
A shader is made for graphical purposes only so not really. You still could get the value in output by writing the values in a texture and reading through code but that's clearly not the goal of a shader.
@Moonz97
@Moonz97 4 года назад
@@ImInfenix How do games simulate interactive open water such as oceans?
@awesomeniac
@awesomeniac 4 года назад
@@Moonz97 by calculating the offset of the waves relative to the water surface base/flat position
@aliceduarte1034
@aliceduarte1034 3 года назад
I dont know why, but my material went invisible when applied in the mesh
@RazixStyle
@RazixStyle 3 года назад
I have this issue as well, were you able to resolve this?
@monticelloave5273
@monticelloave5273 4 года назад
T.y. quality upload
@cristianevaqueiro4075
@cristianevaqueiro4075 4 года назад
Para mim é dificil mas vou ver se faço força para entender
@brunopinheirobrazil5352
@brunopinheirobrazil5352 3 года назад
Does this work with HDRP?
@sandeepm809
@sandeepm809 4 года назад
still no good tutorials on Visual graph
@3po_Orisen_Sithappen
@3po_Orisen_Sithappen 3 года назад
cool tutorial but help me out here the new unity 2020.2 dos not have vector 1 what do i do then TY
@jammartusia
@jammartusia 3 года назад
it's FLOAT in the new version
@mishabytes8209
@mishabytes8209 2 года назад
this tutorial is bad because one time u add vertex color , our trunk doesn't work
@gosolo1000
@gosolo1000 Год назад
They can be expensive in VR
@scottwilson6362
@scottwilson6362 4 года назад
Where can I start learning shader graph?
@muhammadumair6306
@muhammadumair6306 4 года назад
That's the same question I wanna ask. Isn't there any course or tutorial series which cover everything from basic to advance concepts.
@Dikorat_zaki
@Dikorat_zaki 4 года назад
Top vedio
@Kalificus
@Kalificus 3 года назад
haha math make tree go sideways
@Danee2108
@Danee2108 4 года назад
Me: **Uses low poly trees** Also me: ;-;
@ghaznavipc
@ghaznavipc 4 года назад
isn't your goal a little illogical? be more clear with your goal (i think)
@geri4367
@geri4367 4 года назад
Looking forward to manually write SRP shaders some day so we can port over our Built-in shaders without using Shader Graph :(
@mdtapilatu
@mdtapilatu 4 года назад
its magic, still i have no idea what you've just said
@457Deniz457
@457Deniz457 4 года назад
UNITY I LAAAAVEEEE YOUUU :D
@MrRayhonda
@MrRayhonda 2 года назад
So this tutorial is already out of date... Unity, you really need to be consistent with what you put out and actually stick to things. You are all over the place with this engine. Doing this in unity 2021.3.1f1 in URP, there is no such thing as Shader>PBR Graph. So what now? Honestly there are some things Unity does great but you're really going to get absolutely devoured by UE5 if you keep up the flipflopping and split render pipelines... Please, do better. I and many other devs are rooting for you.
@nobody-tw3zs
@nobody-tw3zs 2 года назад
I think maybe lit shader graph works?
@zeroatlast
@zeroatlast 3 года назад
this shader is so heavy
@rudraprataplaha
@rudraprataplaha 4 года назад
Try VN instead of VC
@BlackMetal-Clips
@BlackMetal-Clips 4 года назад
insane
@cristianevaqueiro4075
@cristianevaqueiro4075 4 года назад
Adorei I Love
@eugenekrutoy1475
@eugenekrutoy1475 4 года назад
Goood!!!
@jarosawbretner6907
@jarosawbretner6907 3 года назад
this video plays too slow
@PoisonedAl
@PoisonedAl Год назад
Can you stop leaving up tutorials that are horrifically out of date! It doesn't work like this now!
@gower1973
@gower1973 4 года назад
Learn how to make a basic wind, and proceeds to build massive node network, lol give me a break haha
@gmg-merlinserbe7464
@gmg-merlinserbe7464 3 года назад
speed unbelivible ... dislike
@theearthburner6159
@theearthburner6159 3 года назад
Just put it on 0.25 speed or learn how to make shaders first and then watch these videos.
@LeonelAmaral14
@LeonelAmaral14 3 года назад
Please can you show me how to create the sss efects pleeeeeeeeeeeeeeease. Im desperate
@alanlanzoni8854
@alanlanzoni8854 3 года назад
Does it work with HDRP?
@kociamber123
@kociamber123 3 года назад
Yes . I'm creating Lit Foliage shader and everything works .
@alanlanzoni8854
@alanlanzoni8854 3 года назад
@@kociamber123 thnx
@LevchukAnton
@LevchukAnton 3 года назад
@@alanlanzoni8854 what you mean Lit Foliage shader?
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