I stumbled upon this video and i got instant focused information out of it. Thank you very much for sharing. This was very helpful. Liked and subscribed.
Thank you! I've name checked you in the latest video because this tutorial was pivotal in me makes strides today. I've realised that I've forgotten to link you on the description but I'll sort that next time I'm on a computer. 👍 Thanks again, sir, the shader graph tutorials are brilliant.
I think the image at 10:43 is wrong, the position of T=0 doesn't change when the spread changes, since any point below the origin will be negative and clamped to 0 right before lerping, and spread does not include negatives.
Great stuff! Been looking around for a clear tutorial on this but couldn't find one until now. Thanks so much! Question though: If I would like to blend between a solid color and transparency, instead of blending between 2 solid colors, how would I do that? I'm using your base setup from this lesson and tinkering around but till now with no success. Will be super happy if there's any way you (or anyone else reading) would be able to help me out. Thanks!
If anybody was wondering the same, I figured it out. Basically copy the graph created in this lesson, swap out the 2 color values for 2 alpha Vector1's (top alpha, bottom alpha). Set the clamp max before the lerp to 2 (for some reason) and plug it all into the Alpha slot of the PBR Master node. Make sure your surface is set to 'Transparent' (click the cogwheel on the PBR Master node to do that). Now play around with the values. For me top alpha of 0.5 and bottom alpha of 0 works great. Not sure if this is the most efficient way to do it but works. Cheers!
There is a way to get a especific Vertex index ? For example get the 0 [ Zero ] Vertex Index from a Cube . And exposed the position as a vector to c# script read it ?
Ok so a question I take my pos run through multiply by 1 x1x0 matrix to it on the x and y. But I want to remove everything that would have been the original pos. Basically I am trying to make a fragment shader that fragments and give me and back edge effect. Almost like an outline but not through the emissions.
even if you search something on the YT related to shader graph you will not see this video most probably, I didn't get this in my search result. Only few of the ones pops up. Real gems are hidden
You create a sub-graph by putting a bunch of nodes together that you wish to be compiled. Once you have your setup, simply select all the nodes, right-click, and click "create sub graph" Hope this helps!