Blend Between Textures in a Shader (Vertex Colors) | ShaderGraph Unity Tutorial

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Learn how blend between 2 (or more) textures using Vertex Colors. This gives you a similar experience to using the Terrain Tools to paint on a Terrain, but on a mesh!

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Chapters:
00:00 Topic Introduction
00:43 Shader Conceptual Overview
01:40 Setup / Using PolyBrush / Using ProBuilder
04:29 Make the Shader!
07:08 Apply Shader & Paint Vertex Colors
09:17 Special Announcement!
09:48 How to Support LlamAcademy
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Hi @LiamAcademy, thanks for the great video... Do you think this method would be possible to use for blending two lightmaps together? I'm making a procedural game and need to blend the lightmaps of two rooms together in a small hallway that connects them? Would be greatly appreciated...

dotomomo
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I did this twice now but my material is going to be pink and applying vertex colors doesn't do anything at all. What did I do wrong?
Edit: I downloaded your code from github and it does the same error... something is missing on my project.

EDIT2: I didn't had a Scriptable Render Pipeline Setting in "Project Settings" -- "Graphics". It works now. Very good tutorial!

Netroshin
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Great tutorial! How can we make this without ProBuilder? Will you make a tutorial about it?

PRodi_
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What would be a practical way to be able to detect material with raycasting to set up various footstep material sounds while using Polybrush Shader Blend?
Thanks!

robertengstrand
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Cool!
Could be used for blood splash on a character?

carlt
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do you know how i can do this on terrain? i have a shader doing a gradient for the major terrain color but i want to paint a texture on it as well

fixitorgotojail
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Great Tutorial, I've just started playing around with shaders after a few years of game development and it is a shocker.
Quick question, what was the reason to us the 'Split Texture Transform' and 'Tiling and Offset' nodes rather than plugging the BaseMap directly into the 'Sample Texture 2D' node?

It seems to have the same effect on my setup but I'm wondering if I'm not understanding something? Again pretty new to shaders so there's a good chance I've missed something :)

tommyrowek
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I wonder how feasible this would be to do with the built in renderer to be used in VRChat.

PablosCorner
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Thank You for this Lesson 💯👍🏻
Very cool video.

This is a very interesting topic, maybe for adding more realism..., for instance when a grenade explodes in front of a wall and you want to paint a section black (because of the blast).

alec_almartson
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hi i just wondering can we use custom pre built models outside
from blender etc?

Rdp
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I’m having trouble making a third texture map

ayeshstuff
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I'm a huge fan of your game development content and I've been working on a project where I want to create an AI that can climb buildings similar to what we see in Assassin's Creed, using Nav Mesh agents. I've been struggling with this and would greatly appreciate it if you could create a tutorial or offer some guidance on how to achieve this in Unity. Your expertise in this area would be invaluable to me and many others in the game development community.

sadkid
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Unfortunately this doesn't seem suited to typical gamedev pipelines because polybrush creates a new mesh, so if you're making assets in a 3D program (i.e not probuilder) then if you need to do revisions and re-export it's not going to update in engine because it's using the mesh from polybrush. Please someone correct me if wrong?

caponeart
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Hi m8, i hope you had a great new year ! Iw want to create an outrun / pole position style game . I've used an asset to pixelize it. But looks wrong because of the huge amount of colours on the screen. I want to limit the screen to only 32 so it works authentic, but how do i do that?
I did want to use 2d and sprites but i don't know how to create a pseudo 3d road in 2d, everyone that i ask don't have a clue or they just ignore when they see the question lol

random_precision_software
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Great tutorial as always! I fiddled around with the exact same setup as showcased in this video before. I wasn't very satisifed with the 4 texture limitation, especially for ground meshes. Couldn't find a better solution for it tho. My last idea before giving up on the whole thing was using multiple vertex textures, but it felt very janky how some textures could override some and not others.
Got any idea how to do more than 4?

Also great to hear about that gamedev TV course. I took courses from them before and they're really good, looking forward to it!

Gerier
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Hi, can you please help me use this at runtime?

trafalger_law_
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I have a 2d texture flag sprite. I want to make a flag shader and I couldn't manage it, please make a video. ı use urp

kaderkader
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Vertex Color from ProBuilder DO NOT aply to my mesh! Why???

gloom
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Awesome! Could show how to change the vertex colors in code to make a splatoon like panting effect?

Space_Masters
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Hi, anyone using mac having problem with probrush like me: anytime i try to use the paint brush, the window goin crazy, it keep zooming in and out and super hard to paint. It happen on my M1 mac, but work fine on window xD

karole
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