Unity SHADERGRAPH Episode 12: Position

preview_player
Показать описание
In this video, let's lerp our color in 3d space using the Position node.
Рекомендации по теме
Комментарии
Автор

I stumbled upon this video and i got instant focused information out of it. Thank you very much for sharing. This was very helpful. Liked and subscribed.

Frank_G_Finster
Автор

Thank you! This helped me hugely sort out a shader issue with my own game. I wasn't scaling the position correctly.

RobLang
Автор

Wilmer, partner in crime at RW!! I'm glad I've stumbled upon!

X-mordred-X
Автор

Helpful, easy to miss the origin offset when trying at first and you think it doesn't work but its just not in range. Thanks

madbeatstu
Автор

Very informative. Thank you! I've got "Aha" moment

TigerMax
Автор

I think the image at 10:43 is wrong, the position of T=0 doesn't change when the spread changes, since any point below the origin will be negative and clamped to 0 right before lerping, and spread does not include negatives.

lmren
Автор

Great stuff! Been looking around for a clear tutorial on this but couldn't find one until now. Thanks so much! Question though: If I would like to blend between a solid color and transparency, instead of blending between 2 solid colors, how would I do that? I'm using your base setup from this lesson and tinkering around but till now with no success. Will be super happy if there's any way you (or anyone else reading) would be able to help me out. Thanks!

jonabosa
Автор

Thanks for the great breakdown! I am just trying to figure out, what would be a way to ad a third color (in the middle, 0.5 Y)?

Bornstella
Автор

There is a way to get a especific Vertex index ? For example get the 0 [ Zero ] Vertex Index from a Cube . And exposed the position as a vector to c# script read it ?

ssjmohan
Автор

even if you search something on the YT related to shader graph you will not see this video most probably, I didn't get this in my search result. Only few of the ones pops up. Real gems are hidden

nikhilvardhantawania
Автор

Ok so a question I take my pos run through multiply by 1 x1x0 matrix to it on the x and y. But I want to remove everything that would have been the original pos. Basically I am trying to make a fragment shader that fragments and give me and back edge effect. Almost like an outline but not through the emissions.

psybergames
Автор

can you tell me how you come up with the 'edgenoisesubgraph (sub)' node? or how anyone comes up with a sub node for that matter? Thank you

SgGeek
Автор

Great work! Whats the name of the presenter?

thormodsen