Using Position Data - Shader Graph Basics - Episode 26

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In this shader tutorial, I explain the different types of position data that are available to bring in to your shader (object position, vertex position, pixel position) and then we take a look at 3 examples of how to use position data. We use position data to apply a dark-to-light gradient to our model, to create a location-specific mask for our model, and to project textures onto our model in object space and world space.

Here's last week's video that covers swizzle and channel manipulation:

And here's the playlist for the whole series:

Shader Book Recommendations

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Theme Music
Peace in the Circuitry - Glitch Hop

Background Music
Speo - The Little Things

#UnrealEngine #shadergraph #Unity
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One simple information, mere three seconds of knowledge, saved my project and made my you so much, i've been struggling for days.

bubbygorgeric
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This is a very well done tutorial. I appreciate how your examples are simple and spare— no extra information that might confuse the idea. Well done!

jasonbennett
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I love how after all of your videos, I can watch Unity material graph and understand how that would work in Unreal. Cudos to you, sir!

Noowai
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An alternative way to get Local Space in Unreal is to use a transform node coming from Absolute World Position and set it to transform World Space to Local Space

torbjornkallstrom
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how could i rotate the the position data? like your tutorial for 2 channels(UV) rotation, are there any guide for such 3 channel rotations?

extraakash
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Is there a way to take into account a models actual height? So that the gradient always fills the full height of the model? For example the gradient displayed on a pebble, and a large rock?

mehface
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Is it possible to move an object in the World and thereby move any node (for example, a mask) inside the material?

tigerjustice
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Be funny if you said at the end: "let me know your favorite position"

unrealengine-storm
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But if I want to have the same texture in absolute world position how could I do it?

cuentaprueba
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Can you project a raycast from cursor to get X Y Z coordinated on shader object ?

fomafomitch
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I don't understand why you have an Unreal logo on the thumbnail? oh i get it

AdamWestish
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I'm not familiar with Unity so I skip all the part related to Unity so when you jump to Unreal at 22:18, I have no idea what you have done in Unity. It would be great if you make 2 channels, one dedicated to Unity and one to Unreal or just split the video into 2 and explain them separately would be great.

silmusashi