FORCE FIELD in Unity - SHADER GRAPH

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Let's learn how to make an awesome force field with Unity Shader Graph!

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♪ "ES_Dress Code_Black - oomiee" by Epidemic Sound
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the LWRP is now known as URP (universal render pipeline), pbr graph is now lit shader graph, in the graph inspector of vertex you can find option for surface type, vector 1 is float.

ujjainsagar
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Small clarity mistake, the One Minus node does not multiply everything by negative one, it returns 1 - INPUT.
It's the desired effect in this case, but still, something to clarify.

Ubayla
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To those trying to use this in HDRP and getting weird results - follow the same steps as Brakeys, but plug your emission color into the Albedo slot on the PBR Master node as well as the Emission node. For even better results, create an HDRP/Unlit node, plug the emission color into Emission and Color, and plug in the alpha just like the PBR Master node, click on the gear on the Unlit Master node and change surface type to transparent, and finally - right click on the Unlit Master node and checkmark Set Active. As a side note you might need to reset the material you made using with the tiny gear in the upper right corner of the inspector to apply changes made in Shader Graph. Hope that helps anyone having trouble like I did!

MythicLegionDev
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for those who added emission and found the entire sphere glowy, make sure in the graph inspector to check off "preserve specular lighting"

zallesyn
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in newer versions you will have AlphaClipThreshold on the PBR node, set that property to 0 and should work as expected in this video :) (At least for the alpha gradient on forceshield hit on other objects)

cuauth
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Man, this GUI shader thing is so great. Glad they made it.

ArnoldsKtm
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Thanks for the sneak peak of my Cartoon Water Shader tutorial!
Keep up the good work as always!

GabrielAguiarProd
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Would love to see some shader graph tutorials for beginners. I would love to know how to use Shader Graph, but I get overwhelmed by it all. :) I've been watching all your videos for over a year now, and I never miss them. Keep up the good work!

DougieBoy
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I've never been to a recently uploaded game-related video before, awesome! By the way love your videos Brackeys :-D

wiigame
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I think this is my first time wanting to use skillshare. I think you’re the first youtuber to convince me to use it

TimeTraveler
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I went from being amazingly frustrated to just amazed, Thanks so much for this tutorial, please make more shader graph tutorials!

alexvandenberg
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FYI, Indie Game Development wouldnt be the same without my main man @Brackeys!
It's amazing how easy and simple you make everything, love and support from Egypt!

saifcode
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Perfect blend of speed and detail. Well played sir.

fookustudios
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I really love your tutorials man, keep it up!

BlaZeLiink
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Really nice turtorial, like always! Would love to see a video about the new 2D Shader graph, which got introduced in the latest Unity update 2019.2f. Keep up the good work~

CirbyWeh
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For those where the Fresnel effect doesn't work properly: You have to set the AlphaClipThreshold to 0 on the PBR Master

nein_
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Now i can do magic 💫
Thx Brackeys<3

sorasiro
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inverting the hex texture (white lines on a black background) looks pretty cool too. Thanks for the tutorial!

wesplybon
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For a little extra bump, I have added yet another node and added a tiny bit of flicker (random) to the fill like it was done back with the hologram shader. That makes this thing come to life even more.

kataseiko
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Screen Depth node Sampling mode:
The depth data of your scene is stored in texture. The setting "Sampling mode" is for what to convert the value to, after you read it from the texture.

- Raw: raw means no change will be done to the value you're going to read from the texture. Whatever value in the texture, will be returned to you as is. This is usually between 0 and 1, but it not linear. (I believe this is to vary the precision of the depth. For example, the depth calculation precision of close objects can be higher than objects far away, where error is less noticeable)
- Linear 01: the depth you read from the texture will be converted in a way that the value is between 0 and 1 linearly (it means a value of 0.5 will be halfway between the near place and the far plane of the camera. This is not necessarily correct in Raw mode)
- Eye: the value you read from the texture will be converted in a way that it corresponds to eye space depth, or view space depth. In simpler words, it will correspond to how far a pixel is from the viewing position.

BrahimHadriche