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Unity SHADERGRAPH Episode 8: TilingAndOffset 

Wilmer Lin GA School
Подписаться 12 тыс.
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26 авг 2024

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Комментарии : 13   
@justinwhite2725
@justinwhite2725 5 лет назад
I love the challenges. They allow me to think through the lesson rather than just copying everything. You still give the answer if I get stuck.
@sorasiro6951
@sorasiro6951 4 года назад
Спасибо за усилия, очень понравился результат, даже очень был удивлен как можно менять шейдер через инспектор меняя его совсем на другой. Огромное спасибо, пойду смотреть следующие видео)
5 лет назад
This series is amazing
@vinhnguyen-o5z
@vinhnguyen-o5z Год назад
5:57 for those who still doesn't understand how multiplying two textures creates that small band, i think it is like this: each color is stored as rgb value from 0 -> 1, so black will have an rgb of 0,0,0 ; while White will be 1,1,1. Multiply each r,g,b of each color together and you get the final result. That means white * black = black, because any number multiplied by 0 is 0.
@jaimehuesa5533
@jaimehuesa5533 5 лет назад
Where can I access resources?
@Shinziga
@Shinziga 5 лет назад
Great explanation, nice tempo! Good work!
@omeryilmaz1021
@omeryilmaz1021 4 года назад
hey Im sorry for writing again and again but, Main Preview in the Shader Graph is not the same as in the Game View, it looks poor quality and the Hex Tiles looks too big and less count
@MrValiantrobe
@MrValiantrobe Год назад
I know this is a bit of a late reply but I think maybe this will help other people in the future. The Fresnel effect and the effects we're working with in this project are basically only going to look right on a spherical object, or at least on an object with a bunch of rounded corners, flat surfaces won't look right.
@roxyandgiu
@roxyandgiu 4 года назад
Where can I access resources?
@roxyandgiu
@roxyandgiu 4 года назад
I found the resources on github.com/aquito/MemoryPalaceMockups/tree/master/Assets/Models
@coclv2591
@coclv2591 4 года назад
@@roxyandgiu great!
@a3dadventure79
@a3dadventure79 Год назад
thx @@roxyandgiu
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