Unity Shader Graph completely explained!

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  • เผยแพร่เมื่อ 14 พ.ย. 2024

ความคิดเห็น • 136

  • @DitzelGames
    @DitzelGames  5 ปีที่แล้ว +124

    === Artistic ===
    + Adjustments
    0:23 Chanel Mixer
    0:30 Contrast
    0:35 Hue
    0:41 Invert Colors
    0:48 Replace Color
    1:13 Saturation
    1:23 White Balance
    + Blend
    1:42 Blend
    + Dither
    2:24 Dither
    + Mask
    2:28 Channel Mask
    2:40 Color Mask
    + Normal
    3:08 Normal Blend
    3:25 Normal From Height
    3:40 Normal From Texture
    3:48 Normal Reconstruct Z
    4:09 Normal Strength
    4:27 Normal Unpack
    + Utility
    5:05 Colorspace Conversion
    === Channel ===
    5:55 Split
    5:55 Combine
    6:24 Flip
    6:29 Swizzle

    === Input ===
    + Basic
    7:05 Boolean
    7:20 Color
    7:25 Constant
    7:30 Integer / Slider
    7:52 Time
    8:23 Vector 1-4
    + Geometry
    8:34 Bitangent Vector
    8:36 Normal Vector
    8:41 Position
    8:50 Screen Position
    8:54 Tangent Vector
    8:58 UV
    9:02 Vertex Color
    9:05 View Direction
    + Gradient
    9:11 Gradient
    9:11 Sample Gradient
    + Lighting
    9:39 Ambient
    9:52 Baked GI
    9:57 Reflection Probe
    + Matrix
    9:59 Matrix 2x2, 3x3 4x4
    10:17 Transformation Matrix
    + Input PBR
    10:25 Dielectric Specular
    10:35 Metal Reflectance
    + Scene
    11:01 Camera
    11:10 Fog
    11:12 Object
    11:30 Scene Color
    11:40 Scene Depth

    • @camillevalable
      @camillevalable 4 ปีที่แล้ว +3

      This is the work of a saint

    • @LightrockerRon
      @LightrockerRon 4 ปีที่แล้ว

      "Normal Reconstruct Z" is far from useless. If you know that the z component is always positive (e.g. in a tangent space normal map), you can drop it in the texture because it can be calculated using the x and y values. That way it is possible to store the data in RGFloat instead of RGBAFloat and retain half of the VRAM and disk memory. Or you use the released channel for further information like smoothness or an occlusion value.

    • @workflowinmind
      @workflowinmind 4 ปีที่แล้ว +1

      Thanks a lot for this video. Hint, if you add this comment in the description, the video will have the timestamps directly in the player :)

    • @DeZiio
      @DeZiio 3 ปีที่แล้ว +1

      Carefully... He's a hero

  • @sykoo
    @sykoo 5 ปีที่แล้ว +137

    Holy crap my dude, great job covering all these!

    • @DitzelGames
      @DitzelGames  5 ปีที่แล้ว +14

      It's an honor to get a comment from you 😜 Big thanks

    • @beri4138
      @beri4138 4 ปีที่แล้ว +2

      Yo you're the guy who made the inventory tutorial that I couldn't understand to this day. You're like... Cool. Or something.

    • @abiyyupanggalih854
      @abiyyupanggalih854 3 ปีที่แล้ว +1

      wow you again

  • @machine0man
    @machine0man 3 ปีที่แล้ว +5

    Bro , your 35 minutes of video would have saved more than 35 hours of mine. So , its like I travelled back to more than 35 hours back in the past. Thank you for making this video.

  • @XecutionStyle
    @XecutionStyle 4 ปีที่แล้ว +1

    Useful video. Why are people claiming it's the best on the topic? If we're new enough to watch this, then we've no clue how to judge that.

  • @lethn2929
    @lethn2929 5 ปีที่แล้ว +11

    This video is perfect, thank you, you deserve way more credit for having the patience to go through this bit by bit.

  • @ayaanq8
    @ayaanq8 5 ปีที่แล้ว +45

    This is by far the best video on Shader Graphs available on TH-cam

    • @oldcat1790
      @oldcat1790 4 ปีที่แล้ว +1

      which is terrible, considering how many things he skipped

    • @squarerootof2
      @squarerootof2 4 ปีที่แล้ว +2

      If this is the best there is we're all well and truly fvcked!!!

  • @kinnikunky
    @kinnikunky 5 ปีที่แล้ว +7

    I'm sure someone has mentioned this by now, but you've mixed up triangle and sawtooth waves in the explanation. Triangle wave moves up and down evenly. Sawtooth ramps up slowly and drops to zero immediately. At least that's how it is in electronics and synthesizers and I assume they didn't cross those in Unity. AWESOME video still!!! Wonderful to see that all gone though.

  • @AdritubeLP
    @AdritubeLP 5 ปีที่แล้ว +3

    This is THE greatest video on shader graph that I've seen. Very nice work. Thanks!

  • @Chilzivi
    @Chilzivi 3 ปีที่แล้ว +1

    Thank you so much for this! Coming back to this video regularly!

  • @lndozois
    @lndozois 3 ปีที่แล้ว +3

    Reconstruct Z allows you to pack your normal map into 2 channels of a texture, freeing up the third for something else, like using the four channels for NormalX, NormalY, Metalness and Roughness on in one ARGB texture.

  • @sanchitgngplays
    @sanchitgngplays 4 ปีที่แล้ว

    very well explained! I surrender, I don't want to go deeper than this.

  • @hojaverde5265
    @hojaverde5265 5 ปีที่แล้ว +12

    This is pure gold. Thank you!

    • @DitzelGames
      @DitzelGames  5 ปีที่แล้ว +3

      You are pure gold!🤪

    • @onlybooleans
      @onlybooleans 4 ปีที่แล้ว

      @@DitzelGames no, you are!

  • @zeiksz
    @zeiksz 4 ปีที่แล้ว

    I replaced my bookmark for the documentation to this pure-awesomeness. Thank you!

  • @beaniebruh875
    @beaniebruh875 3 ปีที่แล้ว

    Awesome work and thanks for the video. Though I must say my favorite part of this video: Twy, Pweview, Subscwibe, Gwaph, Cweate, Subtwact, Weplay, Wange, etc.

  • @davidfuentes-graphicdesign6507
    @davidfuentes-graphicdesign6507 4 ปีที่แล้ว

    Best Unity Shadergraph video, period! Thank you!

  • @adansmith6174
    @adansmith6174 9 หลายเดือนก่อน

    I was looking for a tutorial like this. Thank you so much ❤

  • @Ophelos
    @Ophelos 5 ปีที่แล้ว +3

    A huge thank you for making this video. I've been trying to find something like for a while now.

  • @Ziboo30
    @Ziboo30 5 ปีที่แล้ว +1

    "Normal Reconstruct Z" is when you pack want to pack your normal map with another texture. Since you can reconstruct the blue channel in the shader, you could put your smoothness inside the blue channel for instance. So R,G normal map, B: smoothness. Some game does that to save memory and texture sampling, for instance Zelda breath of the wild

    • @hiquality
      @hiquality 5 ปีที่แล้ว

      Thank you for your clarification, it makes sense

    • @CarbonI4
      @CarbonI4 5 ปีที่แล้ว

      I believe HDRP has this by default for the normal maps contained inside detail textures, which is probably why the node is there. (From memory HDRP detail textures have the first channel being a greyscale lighten/darken mask in overlay mode, the second 2 channels are the R G normal map, and the last is a mask texture)

  • @juicedup14
    @juicedup14 4 ปีที่แล้ว +6

    The tangent vector is the vector of the tangent
    *ah yes the floor is made of floor*

  • @YTitov
    @YTitov 4 ปีที่แล้ว +1

    Normal reconstruction node is not useless.. It could be used to reduce size of the normal map on 33% by using only 2 normal map channel (r,g) and reconstruct third channel (b). This type of packing is used in EVE Online. With this technique, you can also pack for example Metallic, Smoothness maps in to single texture with Normal map by usage on only 2 channel of it.

  • @RPGamesDev
    @RPGamesDev 4 ปีที่แล้ว

    Awesome! I recently started using shader graph and this video helps me a lot.

  • @manideepadithya1120
    @manideepadithya1120 5 ปีที่แล้ว +3

    Love you broooo...might be the best TH-cam video everrrrr....waited eagerly and finally out thank you very much

  • @rawa6496
    @rawa6496 4 ปีที่แล้ว +1

    Best video on shader graph on TH-cam by far!! Any chance of doing the same video about the vfx graph? can't find anything anywhere that covers that

  • @pits.7629
    @pits.7629 4 ปีที่แล้ว

    perfekter einstieg für mich als shader newbie, danke sehr ;D

  • @Pinkhair3d
    @Pinkhair3d 5 ปีที่แล้ว +1

    Reconstruct Normals is used when you have packed textures that only use two channels for normal and use the other two channels for something else like alpha or emission. Usually textures meant for other engines.

  • @joshpolman201
    @joshpolman201 4 ปีที่แล้ว

    Unity, hire this man!!

  • @boost321gaming6
    @boost321gaming6 4 ปีที่แล้ว

    covered every node +
    well explained +
    explaining everything in the least possible time without any type of time waste for getting more watch time ++
    EVEN TAKING YOUR TIME TO PUT TIME STAMPS TO EACH NODE ++++++++++++++++++++++++++++++++++

  • @gmay67eoa
    @gmay67eoa 4 ปีที่แล้ว

    Thanks for creating this video! Great work ✌️

  • @elijahjns81
    @elijahjns81 5 ปีที่แล้ว

    Wow, my brain is exploding with knowledge. I'm quite sure I will reference this video a dozen more times.

  • @elliottk68va
    @elliottk68va 3 ปีที่แล้ว

    Thank you! 8) It's a lot of help just to what's available and what they all do. 8)

  • @juleswombat5309
    @juleswombat5309 3 ปีที่แล้ว

    cool description, many thanks

  • @kampfiretv9309
    @kampfiretv9309 4 ปีที่แล้ว

    Great to find little nuggets of gold on this journey...thx for what you do...😁🇸🇪😁

  • @RomanPapush
    @RomanPapush 5 ปีที่แล้ว +5

    Damn! Amazing job on covering Shader Graph in such a way! 🙌

  • @mrpeng9734
    @mrpeng9734 3 ปีที่แล้ว

    So many thanks, from the beginner.

  • @TheJamnikER
    @TheJamnikER 3 ปีที่แล้ว

    Thanks, very helpful video!

  • @SnutiHQ
    @SnutiHQ 5 ปีที่แล้ว +1

    Learned quite a few new uses for some nodes I already though I kneew, awesome! 💪

  • @TheKorabkoff
    @TheKorabkoff 3 ปีที่แล้ว

    Great tutorial! I would like more like this :) TNX!

  • @NANI-cp9mg
    @NANI-cp9mg 5 ปีที่แล้ว

    Explaining everything? Dude you are being too nice. PLease stop XD

  • @gamedevjourney4231
    @gamedevjourney4231 3 ปีที่แล้ว

    Wow great. Thanks for this video.

  • @godev
    @godev 4 ปีที่แล้ว

    Thanks for this very helpful video

  • @qualia765
    @qualia765 3 ปีที่แล้ว

    Learning unity from a background of Blender, and I'm really liking all the nodes. Different but I feel like there are more that make it so you need to build up from basic math nodes, that are specific for certain situations. Like the reflect is very doable with just plan math, but it is so much nicer to just have a node to do it all for you. Not sure yet though if this means that you have less functionality, but I have a feeling that it just has less input and out put nodes to make up for it.

  • @tunaroll3957
    @tunaroll3957 4 ปีที่แล้ว

    Awesome video, super helpful, thx a lot!

  • @djarcas
    @djarcas 3 ปีที่แล้ว +6

    "Normal Reconstruct Z is the most useless node"
    Brilliant. Wrong, too.

  • @phanisrikar7191
    @phanisrikar7191 4 ปีที่แล้ว

    You're breathtaking!

  • @CineShivansh
    @CineShivansh 4 ปีที่แล้ว

    Good work, though missing out the use cases. background music is distracting, You sound like barry kripke from Big bang. Keep up the good work, thank you.

  • @WesleyOverdijk
    @WesleyOverdijk 4 ปีที่แล้ว

    I'm trying to understand the geometry nodes better. Those are also the only nodes that are being rushed through in this video :(
    The rest of the video is really good though. I learned a lot from it, thank you.

  • @dspartan007
    @dspartan007 4 ปีที่แล้ว

    just what i needed

  • @monkeyrobotsinc.9875
    @monkeyrobotsinc.9875 4 ปีที่แล้ว +2

    this video made me feel like Trinity downloading helicopter pilot trainining directly to my brain from within the MATRIX!!!!!!!!

    • @tbwentmia
      @tbwentmia 3 ปีที่แล้ว

      Gonna cry pussy

  • @jamesmcelroy414
    @jamesmcelroy414 5 ปีที่แล้ว

    All Nodes? Wow man .. What can I say .. Even though we can read the nodes from documents it's really helpful with notes from someone knows these better than you .. Thanks

  • @coffeediction
    @coffeediction 5 ปีที่แล้ว +4

    One word: AWESOME.
    Im Summoning the yt algorithm.... get this guy 10m views so he can earn something for this effort. Thank you.
    Btw. I think Derivation can be used for Z simulation or shore effects if Im not mistaken. There arent any videos though anyone using it :P

  • @elzeldoverde249
    @elzeldoverde249 4 ปีที่แล้ว

    Love it, great tutorial! Helped me a lot

  • @fl0killa
    @fl0killa 4 ปีที่แล้ว

    THANK YOU SO MUCH FOR THIS, It was extremely helpful!

  • @auleu
    @auleu 5 ปีที่แล้ว

    Polar coordinates is useful for creating a radial gradient.

  • @PunishCrow12
    @PunishCrow12 4 ปีที่แล้ว

    Great job man!
    You got 1 new sub.

  • @datbui0
    @datbui0 5 ปีที่แล้ว

    thank for my tutorial . I love it.

  • @ruceus5561
    @ruceus5561 4 ปีที่แล้ว

    Hi, pls put the timestamps in the describtion! TH-cam now splits the timeline wich makes it much easier to jump to specific chapters :)

  • @vyacheslavzemlyanik1292
    @vyacheslavzemlyanik1292 4 ปีที่แล้ว

    I guess Normal Reconstruct Z can be used to reconstruct complete Normal map from a texture, where B channel (for example) used for some else BW map (like metallness
    oughness)

  • @Torbulous
    @Torbulous 3 ปีที่แล้ว

    Don't know of someone mentioned this or not but at 4:00 the node that inverts the z axis, I believe this is because DirectX and Open GL read Normal maps differently so if you created a normal map with reversed values this isnprobably a way to fix it. I know Open GL and direct X read normals differently but I forget how. I think they flip the green channel? Maybe someone can correct me here.

  • @odestascop5054
    @odestascop5054 4 ปีที่แล้ว

    Good Job ! Thanks for this :)

  • @jake-vr
    @jake-vr 5 ปีที่แล้ว

    Really helpful video, thank you!

  • @Wimachtendink
    @Wimachtendink 4 ปีที่แล้ว

    This is so great, thank you!

  • @abiyyupanggalih854
    @abiyyupanggalih854 3 ปีที่แล้ว

    exactly what i need

  • @thelosttraveler5808
    @thelosttraveler5808 4 ปีที่แล้ว

    You're a hero

  • @janciharunispolakovic4393
    @janciharunispolakovic4393 3 ปีที่แล้ว +1

    It is explained, But definirelly not "completly".
    Also, would be nice to mention that it is not for total beginners. Node editor is not programming, nodes are artists tool. Would be nice to have at least one example of using it for every topic.
    But thanks anyway, it helped.

  • @RaceSmokie
    @RaceSmokie 3 ปีที่แล้ว

    Great job man! Can you make same thing but about visual scripting?

  • @EmmanuelMayor
    @EmmanuelMayor 3 ปีที่แล้ว

    28:09 You mixed up triangle waves with sawtooth waves. Sawtooth is the one that goes immediatly to 0. The other onoe is Triangle wave

  • @monkeyrobotsinc.9875
    @monkeyrobotsinc.9875 4 ปีที่แล้ว +1

    im picking up some Elmer FUDD

  • @SasukeUchiha723
    @SasukeUchiha723 5 ปีที่แล้ว

    you've earned a sub and like with this video

  • @SystemsDevel
    @SystemsDevel 4 ปีที่แล้ว +1

    Thanks for the great explanation! Could you please do the same for the vfx graph :)

  • @linhphamarts1532
    @linhphamarts1532 4 ปีที่แล้ว

    AWESOMEEEEEE!!!!!!!!!

  • @RogDolos
    @RogDolos 5 ปีที่แล้ว

    Super useful!

  • @1mikhaelone
    @1mikhaelone 5 ปีที่แล้ว +1

    i had no idea Bruce Lee could explain this so clearly! thank you!

  • @verticessoftware
    @verticessoftware 5 ปีที่แล้ว +2

    Wow, great job!

  • @ozanyokuva6930
    @ozanyokuva6930 4 ปีที่แล้ว

    Hey , I know the post is very old but , I need to ask this anyways . I am using 2d Renderer ->sprite shader unlit , for my UI button shaders , but I have a problem. In editor everything works fine , but in Android device , My shaders fall behind the 3d vertex renders although my canvas is overlay while the camera is passing through 3d objects. I need something to tell the shader that the output is overlay. I have the same problem in TextMesh pro, but it has an overlay shader option and choosing that shader solves the problem , which gave me the hope that I can do the samething in my shaders and fix the issue. Thanks in advance .

  • @jathins6809
    @jathins6809 4 ปีที่แล้ว +1

    Others: explains some and says 'you don't need them at this level.' ,let's learn them later.
    This video:i will explain all.of them for you
    Thank you for your help in shader graph
    Keep it up

  • @arkilisx
    @arkilisx 3 ปีที่แล้ว

    This is awesome, anyone knows how to use random range node?

  • @moonasha
    @moonasha ปีที่แล้ว

    thanks for this. The documentation for shaders really sucks

  • @theogramme_official
    @theogramme_official 4 ปีที่แล้ว +12

    You omit a lot of details and things that are really important and you only explain the obvious. Let the video be 1 hour long if it needs to be... but explain details and specific concepts.

  • @antoniopepe
    @antoniopepe 4 ปีที่แล้ว

    there insnt a GRADIENT REMAP for texture similar to any other 3d software ?

  • @yoummanho
    @yoummanho 3 ปีที่แล้ว

    Unreal panner node -> unity shader graph node???

  • @SlayerDUDE1993
    @SlayerDUDE1993 4 ปีที่แล้ว

    sorry guys i'm dumbo so I have to ask what's the difference between blend vs lerp and negate vs one minus? thanks)

  • @monkeyrobotsinc.9875
    @monkeyrobotsinc.9875 4 ปีที่แล้ว +8

    NOT ENUFF EXAMPLES. THIS IS BAD.....

  • @giuseppemilana6220
    @giuseppemilana6220 3 ปีที่แล้ว

    you are awsome!

  • @beaverjoe9171
    @beaverjoe9171 4 ปีที่แล้ว

    Super Thank!

  • @aedanhenderson
    @aedanhenderson 3 ปีที่แล้ว

    The Daniel Kraft of Unity

  • @LinhNguyen-mv8tt
    @LinhNguyen-mv8tt 5 ปีที่แล้ว

    awesome! thanks you.

  • @pavka0
    @pavka0 5 ปีที่แล้ว

    HI! How can I achieve a repeating rectangle effect with Rectangle Node? I cant understand it from Unity documentation. Thanks!

  • @sadeepweerasinghe
    @sadeepweerasinghe 4 ปีที่แล้ว

    thanks

  • @adriano1528
    @adriano1528 ปีที่แล้ว

    Thank you SO MUCH!!! FANTASTIC! And very useful! Just one thing: sorry, but to have that music all the time in the background is just unbearable, so annoying. The same chords repeated over and over and over and over and over and over and over and over and over and over, OMG, it's soooo obsessive, and also too strong. Please consider not to put any music next time. Thanks again!!!

  • @Amar-lv1yw
    @Amar-lv1yw 3 ปีที่แล้ว +1

    Sorry but there is almost ni explanation just naming the nodes and saying "Yeah input something and get output"

  • @timothyrasmussen1540
    @timothyrasmussen1540 5 ปีที่แล้ว

    How do you sketch inside shader graph? :O What is the shortcut? :O

  • @manuelglez9347
    @manuelglez9347 5 ปีที่แล้ว

    Freaking awesome!

  • @TheKustomphaq
    @TheKustomphaq 5 ปีที่แล้ว +1

    wow.... best video i see in ages, well and quick explained! porn for my eyes.

  • @thiagommdp
    @thiagommdp 5 ปีที่แล้ว

    thanks bro!!!

  • @auaoo3415
    @auaoo3415 5 ปีที่แล้ว

    great,thank you

  • @Exrawx
    @Exrawx 5 ปีที่แล้ว

    TY!

  • @ledapigeon
    @ledapigeon 4 ปีที่แล้ว

    thank bro

  • @Lost1nTranslation
    @Lost1nTranslation 5 ปีที่แล้ว

    Thank youuuuuuuu!

  • @hiendangthai9778
    @hiendangthai9778 2 ปีที่แล้ว

    You're angel

  • @thomastum6992
    @thomastum6992 5 ปีที่แล้ว

    This is the bread guys