Realistic Materials with HDRP in Unity! (Tutorial)

preview_player
Показать описание
In this video, we're going to use Shader Graph with the High Definition Render Pipeline, or HDRP in Unity, to create realistic materials with HDRP!

Рекомендации по теме
Комментарии
Автор

"Let's assign, Let's add and finally let's finally hook the blue channel into whatever"

I appreciate the effort to make a tutorial but this has nothing useful other than copy-pasting from a video, why not explain that by spliting into RGB channel you are actually getting the respected XYZ channel ? and so if you want the Y axis you'll need to use the G channel, some of the steps are nicely explained, but some will feel like pure mysteries for beginners, i just hope Unity will collaborate with some approved tutors to make premium tutorial about all the new feature unity has been adding since the jump to the "yearly-release" builds, cause the current tutorials are definitely not enough

alaslipknot
Автор

We need SpeedTree shaders, layered terrain shaders and tessellation for Shader Graph.

ДмитрийИванович-кн
Автор

I love you forever for the Dark Theme Unity! Jus' Sayin'

arthurdsjrjbr
Автор

HDRP is the greatest thing that Unity has!

worms
Автор

Wow, Unity is more powerful that i thought!

KieranAG
Автор

Beautiful work. So when are we getting a decal projector in URP?

Moby
Автор

1:03 tip of the day you can assign a new created material by creating it through the shader in the asset :D

ludologian
Автор

Not sure why but the upper butterfly looks a LOT better

dahahaka
Автор

that butterlfy have how many draws? 2? opaque + transparent? can u render the background opaque first, and render the buttlerfly opaque later and get the background texture on it? so i have 1 draw per butterfly. this method sound good only for demostration but not for real case. :/

fran.fndz.techart
Автор

At 1:53 you moved waaaay too fast to show off the iridescence.

thehuntressdanni
Автор

can i do this on urp ? if not, maybe something similar ?

meteturkay
Автор

you still have the green bounce happening in Translucent shader. I don't get why Unity makes the rest of this so reasonable and yet there is no default or easy way to get rid of the green. All I can find online is that the green indicates something is missing. "the green color appears when there is a problem with the diffusion profile" and the fixes say to add to diffusion profile or list of HDRP tracked assets. I go to do those things, and the profiles look completely different. I just don't get why this cant be made simpler. You have so many things now built into the Lit Shader. The one thing I need is Translucent, and it doesnt' work. .... Okay, I can admit when I'm wrong. But I wish someone would have shown this. You need to Create/Rendering/DiffusionProfile, and drop it into the spot with that name which appears when you select Translucent as Material Type. It removes the green and works very well. Thank you Unity

JCCappelletti
Автор

I've watched it on x0.25 in order to catch everything what was happening on the screen. Even then, it was too fast sometimes :D

OptimumCode
Автор

What is better unity engine or unreal engine?

zerocash
Автор

how could you create advanced procedural patterns?

MegaCX
Автор

What's the difference between this and Bidirectional texture function

?

ludologian
Автор

Can anyone tell me when I have to turn testmode to false for unity ads. Plz it's urgent.Before converting into apk aur after.plz tell

AnunayMintoo
Автор

I'm curious, but also have a phobia on butterflies... lets see if I can survive.
[edit]: sorry I couldnt

SasukeUchiha
Автор

I would change the "(Tutorial)" in the title to "(Example)" or "(Showcase)" or something..

dogauslu
Автор

Can someone point me to some learning material for this. I'm watching this and 98% of what's being done goes over my head.

Also I think I'd prefer code based learning material. Code just makes more sense to me than these graph node things.

AlDumbrava
welcome to shbcf.ru