Basic water using Shader Graph in Unity.

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In this video we dive a bit into Unity's new node based shader editor: "Shader Graph" and make some basic water.

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Thank you, one of the best thing about this tutorial is that use of every node for this shader is clearly explained. Please try to make a series where many effects could be covered.

yuvraj
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This Tutorial is just perfect! Please make a series.

mk
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Thanks for sharing! The magic happened after adding the reversed moving texture!

tiklatara
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Thank you. Please continue tutorial and add edge foam, depth end reflection using Shader Graph in Unity. That would be great.

WinDArtArh
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what an amazing channel . Just watching all your videos. Thank you for sharing your knowledge

matadordeleoes
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Great Video! please continue the water shading tutorial.

jamesh
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Wow, this is amazing, you are very talented, thank you for sharing your great knowledge

Crisisdarkness
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The append node in shader forge is equivalent to the combine node in shader graph. So to fix scaling issues you can use a position node in world space, split it and take the red and blue values, combine them and divide by a uv scale property. :)

MrHiiii
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Thank you for a great tutorial, you are a good teacher ! Hope you continue making more of them. Do you have plans of creating a class for shader graph on Udemy in the future ?

umarujalloh
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clamp the out from fresnel power to get much better depth effect. Very nice tutorial.

adityapurang
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For a first person view, I think it's actually better to have the fresnel effect not be inverted since it's more believable to have the water be see-through near you and opaque from farther away.

VGamingJunkieVT
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I like how you stop to explain the nodes you go with their own mini demos

amac
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awesome. i hope you make a another tutorial once Unity adds the append node, depth, and vertex offset. having edge foam and depth and wave height would complete this.

westingtyler
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thank you very much for sharing this
what if I want to force direction of flow using vertex normals, because my river is not straight. what node should I make use of?

kasali
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Amazing video, man! I've been looking everywhere for something that explained the new Shader Graph system, and almost all tutorials that "teach" things related to water in Unity are outdated.

I was wondering, would it be possible to use this method to render water waves in Low-Poly style?

Basically, I'm attempting to make a game where everything is on-water, and it's all low-poly. I'm having trouble achieving that and making it so the shader physics interact with the objects like ship physics moving based on the height of waves. Not sure if that's achievable with Shader Graph at all. @PolyToots

MKBergins
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Great tutorial, I learned alot about shaders, and knew absolutely nothing before. Wouldn't you want to apply the fresnel to the alpha as well, that way it would imitate water transparency as well?

bosskeith
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I can't really get mine to look as nice as yours. I tried using a few different normal maps, but didn't get much improvement. Also the animation on mine makes it look blurred at certain parts, rather than just moving water. It's very easy to tell that it's 2 of the same textures just moving on top of each other. Do you have custom lighting or post processing that you didn't mention?

maxschuessler
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Thank for your great video, but I have a confuse when fix transparent by one-minute fresnel power, I think it unphysical, should me add the delta for fresnel and connect to the alpha?

Quocviettah
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Hey man i just got one question i created water and made it on a plane but i can't seem to give the water thickness it's as thin as a piece of paper although it looks really beautiful can you let me know how i can add some depth to it?

ernestnovakhov
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How did you manage to work with it in Edit mode, please? Now with 2018.3 materials are moving only in game window, only with play mode.

xDMeowkitty