Input Vectors - Shader Graph Basics - Episode 9

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In this beginner tutorial, I talk about surface normals, the camera vector, and the light vector. First I explain what each of them are and then I show 3 examples of how they can be used in shaders in Unreal 5 and Unity. The first example is a directional mask. The second example is a Fresnel term, and the third example is a camera distance mask.

Here's a more in-depth video showing how to use fresnel terms for cloth shading:

And here's a video with more details on using directional masks to apply materials such as moos or sand to the top of your model:

Here's last week's video - Texture Coordinates:

And here's the playlist for the whole series:

Learn more!

Shader Book Recommendations
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Theme Music
Peace in the Circuitry - Glitch Hop

Background Music
Sappheiros & Almaa - Dreams

#UnrealEngine #shadergraph #vector
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when i see Ben‘s new video pubilshed, I always give a Thumbs up before watch!

jiexiangshen
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I'm glad you still working with Unreal even though you were hired by Unity. Your channel is gold!

arikateno
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Nice meeting you today! Awesome channel!

scottpeterson
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The vector directions are backwards. According to the documentation, CameraVector is from the fragment to the camera (otherwise your render preview would look different). Also, when you subtract two positions, A - B, the result is a vector pointing from B to A (opposite of operation). Thus, CameraPosition - AbsoluteWorldPos points from the object/fragment to the camera.

ivagm
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Sir, how you explain is very very understandable compare to any other tutorial, Thank you Sir. Please keep the series going.

ChetanSaini
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Exactly what I wanted. And super excited for next video about spaces :D

turalmemmedov
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3 years later these videos are still solid! Has there been any big changes since 2021 to the Shader Graphs in Unity that a beginner should be aware of? Thanks again. I like the intro!

katakurikona
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Hi Ben! I love your tutorials. Are you perhaps thinking about making a book with all this shader knowledge? I'd really appreciate having it for quick reviews and study. Thanks!

carmelo
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it seems to me that the definition of vector lacked the length when you use the direction.
And i think that in minute 14:36 if you do this operation "Camera Position" - "Absolute World Position" you get a vector from "Absolute World Position" to "Camera Position" => A - B = B to A direction

matiascasag
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This is like a college course. Really high quality. (What do you do at Unity, Ben?)

binyaminbass
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HI Ben, Can you talk about the CUSTOM node, its usage skills, and the HLSL knowledge involved。Thank you for the course. I learned a lot from it. It would be better if there were Chinese subtitles. Sorry for my bad English.

jiewang-ihcu
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Feeding the algorithm. Have a good weekend!

adamplechaty
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comment comment comment comment comment comment this is a comment this is a comment this is a comment yo yo this is a comment man dude thas a comment





...for the algorithm. Thanks for the infos and the series, I appreciate this!!

skyseed
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Hey have a off topic question I have a large tile map 40+ tiles when I change the landscape material some of the tiles will take the new material other will not? was told from person I bought the map from said I need to bake them on? But when I do I lose all the grass etc and its blurry? am I missing something?

Restart-Gaming
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I have a question: why when doing math for an object that appears black when close and white when pulled away, do we use two math operations: subtract by 500 and divide by 5000?

khanhnguyen-xdv
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So, by checking the closer you are to the camera in a shader, that's how we would implement dithering?

MiloDelMalwgb
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I've tried the third Shader with exactly the same nodes/values, and didn't worked, I only see the dark material (UE 5.1).

angel_luis
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In the case of the distance mask, how would one calculate only the nearest normal so that the mask uniformly 'fades out' the entire surface as you near it? The example in mind being those games that have objects that become 'transparent' when placed between the camera and a character in 3rd person and disappear entirely before intersecting with the camera.

Dilligff
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Please could you show how to reduce big size for mobile ?unreal engine

moaedgaming
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Why saturate is considered free in the graphics card?

eduardobinks