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The tutorial is awesome but you speed up the video too much, in some parts you change values so fast that I didn't even notice and had to go back over and over again to find out what I missed, besides that thank you ^^
This has to be one of the most detailed and best tutorials on grass at all. I have already the asset and I don't know if it's mentioned in the video (haven't seen it yet), but the only thing that would be nice to add is light support (at least it's not included with the asset) because this way you can use it in the night.
If you are getting the error "Direction' not completely initialized" for the shadow part of the video, make sure you have "active targets" for Fragment node, under the Graph Inspector set to Universal not Built-in. In fact, it is probably safe to make sure all your node's active target is set to Universal.
I express my gratitude to you. Through your video apps get a rich interface. Can you tell me how to make a fisheye or magnifying glass shader - a circular distortion moves across the picture and another option - on the camera across the entire screen. You are amazing and very smart!
It would be interesting to probably shift the Wind Texture depending on the Wind Zone component on the Stage. Or simply write the value from the Wind on the Stage into the shader.
This must be one of your best videos yet! I was wondering can this be applied to 2D? I used your other grass shader video for my top down game and it worked fine. Can i use this for 2D sprites as well?
@@BinaryLunar I found that using the LOD2 Grass Mesh (16 triangles instead of 300) really improved performance and allowed me to fill out my scene. I made the blades super thick by reducing occlusion and it created a nice toon-like field - I opted out of the dynamic wind waves but who knows may use that later. Your tutorial really helped - 100% success.
This is a great tutorial! I am a bit confused on the choice of using Emission instead of Base Color as your color output. This choice prevents you from receiving shadows automatically, and makes the grass "glow" in dark scenarios. Is there a reason you chose Emission? I am really curious.
So is there actually a better way approach the texture color sampling of terrains? It feels very hacky and quite inperformant to have a 2nd camera render the terrain and having to mess around with shadows. Unreal has a virtual texture streaming approach for this, which doesn't seam to be possible in unity yet so how do we do this?
Hello, can you make the size of the land larger than the 50 meters in the video, for example? I ask why when I increase the size the colors are not projected well and of course I also change the colors in the texture of the terrain
bro making this grass by watching your video and really really liked it I think it's the best. now can you tell me if I want to add this grass to my other project do I have to do these steps again. what is the process of saving this and using it on other projects by just adding a prefab or asset? please answer i need to know this...
great tutorial bro🔥, but for some reason i cant add the text file by the source in the custom function node. Idk whats the problem because i file ends with txt
How would you go about making the grass prefabs into billboards? I managed to create a quad and apply the grass .psd to it to use as a prefab. Also, I added nodes to the shader to make the prefab always face the camera. But that`s where my problems start. I used the transform from the billboard group where before there were object positions, which already made it work with the wind and sway, but the colors are all wrong... I just want the grass to have the exactly same color as the ground beneath it =/
Is it possbile for me to use this for Unity 2020.3.40f1? I've purchased one of the main example to export it as package, it doesn't seem to be working :(
I am trying to use this in HDRP and first of all, connecting the colors of the grass into the emission does not seem to work so I plugged that into the base color. Second, making the grass change color according to the undergrouund/biome does also not seem to work. For this I have not found a fix yet.
apart from what you did, I connected lerp to the emmision node and connected that to emmision. Created a float for intensity and weight, setting them appropriately I got shadows without using a custom function
It looks so good. Thank you as always. I plan to try this method however my project is on version 2022.3.0f1. Would it create any issues in terms of version incompatibility?
for gpu instancing to work you must disable dynamic batching and srp batcher in pipeline, if you have srp batcher on and your shader is compatible with it, it will automatically use the srp barcher you can see that in debug, also you can see which batcher is good for you in unity documentation
Please help! When I import Unity GitHub code, it shows a bunch of Error say: "Function 'TransformWorldToShadowCoord(float3)' is not declared." and many more.... (;′⌒`). Also we would love to see if you make a interactive grass tutorial video ( •̀ ω •́ )
🔥50% Sale on Unity Assets Store: assetstore.unity.com/?aid=1011lkafR
📝 Our new online multiplayer course: www.udemy.com/course/the-ultimate-2d-3d-shader-graph-vfx-unity-course/?referralCode=AA34C472F6CB6B86DE75
🌎 Let us know what you think about this video, also feel free to chat with us on our Discord server: discord.com/invite/b6bXKSV
❤ Support us on Patreon www.patreon.com/BinaryLunar and gain access to all our tutorial projects.
The tutorial is awesome but you speed up the video too much, in some parts you change values so fast that I didn't even notice and had to go back over and over again to find out what I missed, besides that thank you ^^
This has to be one of the most detailed and best tutorials on grass at all. I have already the asset and I don't know if it's mentioned in the video (haven't seen it yet), but the only thing that would be nice to add is light support (at least it's not included with the asset) because this way you can use it in the night.
Kind of you, we will consider your suggestion ^^
came for sharder graph tutorial. got a windows xp background tutorial
Result seems awesome! Cant wait to follow the tutorial, tysm
Thanks!
If you are getting the error "Direction' not completely initialized" for the shadow part of the video, make sure you have "active targets" for Fragment node, under the Graph Inspector set to Universal not Built-in. In fact, it is probably safe to make sure all your node's active target is set to Universal.
😊❤ thanks for this amazing tutorial
You are most welcome🙏
Subbed ♥ Youre my fav unity shader graph youtuber now youve helped me alot
My pleasure to help
This looks amazing! Really comprehensive tutorial! Could you share how did you make the trees also?
The trees are paid asset, link in description.
But might create tutorial for that.
Thank you so much this made my day
You are most welcome
Really good, but grass interacting is missing. Other then that it is perfect :)
This is really cool, thank you for sharing :)
Welcome 🙏
I express my gratitude to you. Through your video apps get a rich interface. Can you tell me how to make a fisheye or magnifying glass shader - a circular distortion moves across the picture and another option - on the camera across the entire screen. You are amazing and very smart!
It would be interesting to probably shift the Wind Texture depending on the Wind Zone component on the Stage. Or simply write the value from the Wind on the Stage into the shader.
This must be one of your best videos yet! I was wondering can this be applied to 2D? I used your other grass shader video for my top down game and it worked fine. Can i use this for 2D sprites as well?
Thanks! This designed for 3d game with 3d detailed mesh grass
@@BinaryLunar okay thanks for your reply!
Really great tutorial!
Thanks!
@@BinaryLunar I found that using the LOD2 Grass Mesh (16 triangles instead of 300) really improved performance and allowed me to fill out my scene. I made the blades super thick by reducing occlusion and it created a nice toon-like field - I opted out of the dynamic wind waves but who knows may use that later. Your tutorial really helped - 100% success.
Very nice, thanks for sharing this info 👍
This is a great tutorial! I am a bit confused on the choice of using Emission instead of Base Color as your color output. This choice prevents you from receiving shadows automatically, and makes the grass "glow" in dark scenarios. Is there a reason you chose Emission? I am really curious.
Thanks Bro
You are most welcome
Amazing tutorial!! can't wait to try it! post more tutorial!
Kind of you!
So is there actually a better way approach the texture color sampling of terrains? It feels very hacky and quite inperformant to have a 2nd camera render the terrain and having to mess around with shadows. Unreal has a virtual texture streaming approach for this, which doesn't seam to be possible in unity yet so how do we do this?
How can I set the render texture in two different terrains in two different scenes at the same time?
Anyway, thank you for the tutorial!
Could you make a tutorial on how to make stylized trees with the modeling part because there arent so many tutorial for that? btw amazing tutortial
Amazing!
What is the requiement for making this shader work for tree leaves?
Hello, can you make the size of the land larger than the 50 meters in the video, for example? I ask why when I increase the size the colors are not projected well and of course I also change the colors in the texture of the terrain
Amazing! Would love to see this done in Godot as well :)
I still didn't give Godot a shot but maybe this year I try
bro making this grass by watching your video and really really liked it I think it's the best.
now can you tell me if I want to add this grass to my other project do I have to do these steps again. what is the process of saving this and using it on other projects by just adding a prefab or asset? please answer i need to know this...
great tutorial bro🔥, but for some reason i cant add the text file by the source in the custom function node. Idk whats the problem because i file ends with txt
You should change the extension from .txt to .hlsl
Is it normal that 6.2M Verts after painting the grass?
I havent watched the video, this looks awesome, I want to know, can I generate this on a procedural map while ingame?
how is this handled in the backend? is each blade of gras (i think its 5 in the texture) an individual object?
when I try to do the wind portion, my grass just goes all over the place - it spawns way off the terrain
How would you go about making the grass prefabs into billboards? I managed to create a quad and apply the grass .psd to it to use as a prefab. Also, I added nodes to the shader to make the prefab always face the camera. But that`s where my problems start. I used the transform from the billboard group where before there were object positions, which already made it work with the wind and sway, but the colors are all wrong... I just want the grass to have the exactly same color as the ground beneath it =/
where to find the custom shadow code, seems to be behind a patreon paywall no?
Do you have any discount codes for the unity shaders course? Thanks!
Is it possbile for me to use this for Unity 2020.3.40f1? I've purchased one of the main example to export it as package, it doesn't seem to be working :(
I am trying to use this in HDRP and first of all, connecting the colors of the grass into the emission does not seem to work so I plugged that into the base color.
Second, making the grass change color according to the undergrouund/biome does also not seem to work. For this I have not found a fix yet.
apart from what you did, I connected lerp to the emmision node and connected that to emmision. Created a float for intensity and weight, setting them appropriately I got shadows without using a custom function
I wonder if this can be done with a non-HDRP project?
that was done in a URP project, not on a HDRP.
It looks so good. Thank you as always. I plan to try this method however my project is on version 2022.3.0f1. Would it create any issues in terms of version incompatibility?
I can't find the exakt switch boolean node used in the shadow part.
@@LeeSandis You dont choose boolean directly, when you declare a variable go over Keyword -> Boolean. Then it works
is this possible on a procedural terrain?
does this also work for hdrp?
how would this work in HDRP?
Hi, it is a tutorial from this in udemy?
Does this work for HDRP?
How do we add gpu instancing in it or compute for much better performance as i am getting barely any fps with the terrain grass
At the end of the video, there is how to enable the gpu instancing.
nah man that does'nt help ik about it@@BinaryLunar
for gpu instancing to work you must disable dynamic batching and srp batcher in pipeline, if you have srp batcher on and your shader is compatible with it, it will automatically use the srp barcher you can see that in debug, also you can see which batcher is good for you in unity documentation
using another camera to render terrain is not a performant way
Yes, you can save the texture to avoid rendering realtime.
@@BinaryLunar uh i didnt know that
@@BinaryLunar how can i do so?
Please help! When I import Unity GitHub code, it shows a bunch of Error say: "Function 'TransformWorldToShadowCoord(float3)' is not declared." and many more.... (;′⌒`). Also we would love to see if you make a interactive grass tutorial video ( •̀ ω •́ )
Found a solution?
It works perfectly fine even with those error...(°~°)
tomato paste
That amount of grass shouldn’t really be placed as objects, but generated with code as vertices with properties
how would that work with the other foliage? is it the same process?