Unreal Engine 5 Tutorial - Technical Shading - HLSL Basics / Simple Shapes

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  • เผยแพร่เมื่อ 11 ม.ค. 2025

ความคิดเห็น • 19

  • @nauxoh
    @nauxoh ปีที่แล้ว +4

    Seriously it's the best shader 101 i've ever watched . Congrats. Now i' going to binge all of your content.

  • @unmodify
    @unmodify ปีที่แล้ว

    Good Work! One stop shop for getting hlsl into a shader easily

  • @YOGESHKUMAR-ry1fz
    @YOGESHKUMAR-ry1fz 2 ปีที่แล้ว +1

    this is brilliant keep on coming

  • @michaelmano7261
    @michaelmano7261 ปีที่แล้ว +1

    i never knew materials could be fun.

  • @50shadesofskittles9
    @50shadesofskittles9 ปีที่แล้ว +1

    Nice video but I was really hoping to see more than one type of shape ("Simple Shapes") ... was kinda expecting more. Everything else is awesome from this creator as always

  • @vickoshelev
    @vickoshelev ปีที่แล้ว

    Thank you very much for your lectures. Very very informative to learn.

  • @alessiovivaldelli7716
    @alessiovivaldelli7716 2 ปีที่แล้ว

    Amazing tutorial man! Waiting for another one

  • @jiiiiim_xyz
    @jiiiiim_xyz 4 หลายเดือนก่อน

    Thankyou for another great tutorial! I'm binging through the series, So it's probably a bit late to ask.. But I'd love it if the code could be magnified a bit as it's a tad hard to read.. But I'm managing aha

  • @YuuJer
    @YuuJer 2 ปีที่แล้ว

    great vid! thanks for sharing!

  • @ngi8637
    @ngi8637 2 ปีที่แล้ว

    Thank you for sharing the knowledge. I am interested in HLSL in UE5.

  • @pygmalion8952
    @pygmalion8952 9 หลายเดือนก่อน

    but we didn't get the power of the float d = length(pos-uv); how did we create a circle with that? doesn't this mean we just get the info about the offset amount in vector length with this? edit: got it. we are using "pos" as the center point and compare uv coordinates to that. if it is closer, it will be white. so our center is in 0.5,0.5 so that results in a circular gradient.)

  • @pygmalion8952
    @pygmalion8952 9 หลายเดือนก่อน

    for these examples we wouldn't want to use hlsl tho right? cuz just a material function can be more efficient.

  • @cmitchell6927
    @cmitchell6927 ปีที่แล้ว

    Can you use HLSL's Rand with custom nodes? I've been trying but must be doing something wrong.

  • @torgath5088
    @torgath5088 ปีที่แล้ว

    You are the best!

  • @lld5461
    @lld5461 ปีที่แล้ว

    Why the x power + y power not the same result with x*x + y*y?

  • @EliasLeo6
    @EliasLeo6 ปีที่แล้ว

    i feel stupid, why is the result of R^2 + G^2 different from R*R + G*G ?

    • @renderbucket
      @renderbucket  ปีที่แล้ว +1

      This is because the Pow node in Unreal (7:10), and the Pow function in HLSL don't really support negative numbers, resulting in a different result than if you just multiplied.

    • @EliasLeo6
      @EliasLeo6 ปีที่แล้ว

      @@renderbucket Oh boy, you even mention it in the video, I just wasn't listening

  • @rifat.ahammed
    @rifat.ahammed 5 หลายเดือนก่อน

    Great