"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.
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.
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.
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.
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.
"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
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)
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.
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.
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 ++++++++++++++++++++++++++++++++++
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.
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.
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.
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
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
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)
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.
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.
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 .
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
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.
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!!!
=== 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
This is the work of a saint
"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.
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 :)
Carefully... He's a hero
Holy crap my dude, great job covering all these!
It's an honor to get a comment from you 😜 Big thanks
Yo you're the guy who made the inventory tutorial that I couldn't understand to this day. You're like... Cool. Or something.
wow you again
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.
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.
This video is perfect, thank you, you deserve way more credit for having the patience to go through this bit by bit.
This is by far the best video on Shader Graphs available on TH-cam
which is terrible, considering how many things he skipped
If this is the best there is we're all well and truly fvcked!!!
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.
This is THE greatest video on shader graph that I've seen. Very nice work. Thanks!
Thank you so much for this! Coming back to this video regularly!
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.
very well explained! I surrender, I don't want to go deeper than this.
This is pure gold. Thank you!
You are pure gold!🤪
@@DitzelGames no, you are!
I replaced my bookmark for the documentation to this pure-awesomeness. Thank you!
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.
Best Unity Shadergraph video, period! Thank you!
I was looking for a tutorial like this. Thank you so much ❤
A huge thank you for making this video. I've been trying to find something like for a while now.
"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
Thank you for your clarification, it makes sense
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)
The tangent vector is the vector of the tangent
*ah yes the floor is made of floor*
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.
Awesome! I recently started using shader graph and this video helps me a lot.
Love you broooo...might be the best TH-cam video everrrrr....waited eagerly and finally out thank you very much
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
perfekter einstieg für mich als shader newbie, danke sehr ;D
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.
Unity, hire this man!!
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 ++++++++++++++++++++++++++++++++++
Thanks for creating this video! Great work ✌️
Wow, my brain is exploding with knowledge. I'm quite sure I will reference this video a dozen more times.
Thank you! 8) It's a lot of help just to what's available and what they all do. 8)
cool description, many thanks
Great to find little nuggets of gold on this journey...thx for what you do...😁🇸🇪😁
Damn! Amazing job on covering Shader Graph in such a way! 🙌
So many thanks, from the beginner.
Thanks, very helpful video!
Learned quite a few new uses for some nodes I already though I kneew, awesome! 💪
Great tutorial! I would like more like this :) TNX!
Explaining everything? Dude you are being too nice. PLease stop XD
Wow great. Thanks for this video.
Thanks for this very helpful video
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.
Awesome video, super helpful, thx a lot!
"Normal Reconstruct Z is the most useless node"
Brilliant. Wrong, too.
You're breathtaking!
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.
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.
just what i needed
this video made me feel like Trinity downloading helicopter pilot trainining directly to my brain from within the MATRIX!!!!!!!!
Gonna cry pussy
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
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
Love it, great tutorial! Helped me a lot
THANK YOU SO MUCH FOR THIS, It was extremely helpful!
Polar coordinates is useful for creating a radial gradient.
Great job man!
You got 1 new sub.
thank for my tutorial . I love it.
Hi, pls put the timestamps in the describtion! TH-cam now splits the timeline wich makes it much easier to jump to specific chapters :)
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)
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.
Good Job ! Thanks for this :)
Really helpful video, thank you!
This is so great, thank you!
exactly what i need
You're a hero
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.
Great job man! Can you make same thing but about visual scripting?
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
im picking up some Elmer FUDD
you've earned a sub and like with this video
Thanks for the great explanation! Could you please do the same for the vfx graph :)
AWESOMEEEEEE!!!!!!!!!
Super useful!
i had no idea Bruce Lee could explain this so clearly! thank you!
Wow, great job!
Thanks
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 .
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
This is awesome, anyone knows how to use random range node?
thanks for this. The documentation for shaders really sucks
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.
there insnt a GRADIENT REMAP for texture similar to any other 3d software ?
Unreal panner node -> unity shader graph node???
sorry guys i'm dumbo so I have to ask what's the difference between blend vs lerp and negate vs one minus? thanks)
NOT ENUFF EXAMPLES. THIS IS BAD.....
you are awsome!
Super Thank!
The Daniel Kraft of Unity
awesome! thanks you.
HI! How can I achieve a repeating rectangle effect with Rectangle Node? I cant understand it from Unity documentation. Thanks!
thanks
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!!!
Sorry but there is almost ni explanation just naming the nodes and saying "Yeah input something and get output"
How do you sketch inside shader graph? :O What is the shortcut? :O
Freaking awesome!
wow.... best video i see in ages, well and quick explained! porn for my eyes.
thanks bro!!!
Brocoli
great,thank you
TY!
thank bro
Thank youuuuuuuu!
You're angel
This is the bread guys