I couldn't figure out how we did uv mapping in Unity, I used URP for the shader. All steps worked for URP too but when i add position node select tangent and connect it with tiling it does not work, it looks totally black.
Hello! Awesome tutorial man THANKS! I followed it and it works almost perfect! The only issue i'mm havind is that the lines fades in the distance and it don't look very well and I don't know why this happens. Any help would be REALLY appreciated.
Multiply rectangle node with new color node and add that multiply with last multiply node, than just set out of add node to albedo and emission. That worked for me!
Why I can't use the shader graph in the built-in rp? I know that the URP is for low graphics and mobiles. And the HDRP is for high graphic games. But my game has medium graphic for PC's. So I can't use HDRP or URP but still I want to use shader graph. Please help me. And thanks for the great tutorials you are making.
Fantastic video, really enjoyed it! very well explained. I am applying the shader on ARKit scanned meshes, I am having the issue where the texture stretches on one axis, Since the mesh is procedurally generated, I don't have control over it's uv mapping, How should I go about this, I noticed that in the position not when I switch to tangent space from world space, I see nothing, just a solid color all over the mesh with the color I set for the grid.
+1 for sharing the one in Blender UV mapping. HDR for glow. The "Reset" option in the Inspector. etc. It took me ages to find those out. This video is gold.
9:20 Actually there's a workaround for that Just attach the output of time to 'y' of vector2 If you want it to move in the opposite direction then attach the output of time to a new one minus node and then output of one minus to y of vector2
Hi, now I'm using unity 2021 version, when I try to connect position (tangent) it turns all black and cannot achieve the result... Someone please help me
I've attached the shader to a cube, but when I try to scale the cube in runtime, only the boundaries change, and the rendered material remains in its original size. Any idea how to scale the material as well? It scales just fine in the Editor when adjusting the scale values.
@@mithil1711 Yes you have, the easiest way to do this is to start from the LWRP / URP presets from unity when you create your project, but that's it, you need the bloom effect to make it glow.
You can disconnect the connect between the "Multiply" node and the "Base Color" node. Then create a new "Color" property and connect it's output to the "Base Color" node. From here, you can set the color that you desire for the background in the inspector. If you want to be able to change the opacity of the background you need to set the "Surface Type" in the Graph Inspector to "Transparent". You can then adjust the "Alpha" value to your desired opacity/transparency.
Couldn't you set the shader to 'cull' any colour below a certain value, so setting it to remove all black from the material, making the grid transparent?
You can't multiply a color with black. But you can multiply with white, so duplicate all the nodes but with this duplicate use an one minus to invert the black and white around, then multiply a color on top. Combine this by using an add node with the original nodes.
Cool thanks! Do you know if there is a way to have the shader auto tile considering the scaling of the transform? I couldn't figure out how to do it for all 6 sides so far.
This is great. I could have used this a few months back. I actually have an identical result but I used a texture with alpha that I fed into the emission. Well, cool stuff man.
I so wanted this video yesterday and it came in recommendation today but It's so cool how uv mapping can solve the problem, I literally made whole level by duplication a single object on which the texture was not stretched and it was too frustrating
How to remove the black background so that it is transparent and only the grid is visible?
Any ideas for a tangent uv mapping workaround for HDRP? This is pretty frustrating...
Hello I have a question for the colour change, how can I make the grid colour change after a certain time?
You can expose the color property then control the color via the material using a script.
@@UGuruz hey thanks for the info
How can I set up different color instead of black background? Nice tutorial by the way!
I couldn't figure out how we did uv mapping in Unity, I used URP for the shader. All steps worked for URP too but when i add position node select tangent and connect it with tiling it does not work, it looks totally black.
Parallax Occlusion Mapping Node !... I mean it would be nice if you covered it !
Synthwave style game
I've been trying to figure out what to call this style, this is perfect. Thanks
the tutorial was very good. thank you
You are welcome!
I am using URP unlit shader graph. It does not have albedo input, I am referring to 1:27 in video. How can I set albedo in this case?
It must have a base color node on the fragment, also try using lit shader graph
Hello! Awesome tutorial man THANKS! I followed it and it works almost perfect! The only issue i'mm havind is that the lines fades in the distance and it don't look very well and I don't know why this happens. Any help would be REALLY appreciated.
Can you share any screenshot on my discord server ?
Hi UGuruz, I can't figure out how to give the black part some color. Could you give me a quick tip?
Hey! You figured out how to do it?
Multiply rectangle node with new color node and add
that multiply with last multiply node,
than just set out of add node to albedo and emission. That worked for me!
Why I can't use the shader graph in the built-in rp?
I know that the URP is for low graphics and mobiles. And the HDRP is for high graphic games.
But my game has medium graphic for PC's. So I can't use HDRP or URP but still I want to use shader graph.
Please help me.
And thanks for the great tutorials you are making.
I don't know. Ask Unity. Btw you can use URP for medium graphics as well.
Great tutorial as always!
Thank you!
Thanks
Fantastic video, really enjoyed it! very well explained. I am applying the shader on ARKit scanned meshes, I am having the issue where the texture stretches on one axis, Since the mesh is procedurally generated, I don't have control over it's uv mapping, How should I go about this, I noticed that in the position not when I switch to tangent space from world space, I see nothing, just a solid color all over the mesh with the color I set for the grid.
Awesome effect! I will definitely try to implement it on future projects
Thanks
great tutorial, thanks!!!
Thank you!
Welcome!
Very Good Lessons!
Thanks you so much.
Go water shader
Sure
And how to add the grid to real texture?
Just multiply or add the grid texture with real texture in shader graph..
@@UGuruz oh, thx you
Hair master node tutorial would be great!!! ;)
GENIAL!!!!
Thanks
if possbile plz endable subtitle you speak to quick for me if you have eng sub i will read from that thx
I think you can enable auto generated english subtitles.
@@UGuruz this clip can't enable auto your other clip can
Upload More video Sir Plzzzz.
Sure
+1 for sharing the one in Blender UV mapping. HDR for glow. The "Reset" option in the Inspector. etc.
It took me ages to find those out. This video is gold.
and do you know how it goes with URP?
9:20
Actually there's a workaround for that
Just attach the output of time to 'y' of vector2
If you want it to move in the opposite direction then attach the output of time to a new one minus node and then output of one minus to y of vector2
Thanks for the info.
Hi, now I'm using unity 2021 version, when I try to connect position (tangent) it turns all black and cannot achieve the result... Someone please help me
I've attached the shader to a cube, but when I try to scale the cube in runtime, only the boundaries change, and the rendered material remains in its original size. Any idea how to scale the material as well? It scales just fine in the Editor when adjusting the scale values.
Thanks for the tutorial! How to make it so that there is a transition between blue and pink colors?
I did it but it isn't glowing
Have you enabled HDR mode in LWRP asset settings ?
@@UGuruz as u showed in video I did
But I think I have to add post processing components to camera
@@mithil1711 Yes you have, the easiest way to do this is to start from the LWRP / URP presets from unity when you create your project, but that's it, you need the bloom effect to make it glow.
@@ImInfenix it isn't working
@@mithil1711 did you setup the post processing properly? Camera has hdr allowed?
Thanks for the tutorial. I have seen Tron over 600 times.
Nice tutorial but how to change the colour of the black part
Thank you very much for sharing this with us. It's exactly the thing I was looking for a while. Keep up the good work 💪
Thank you so much
how to back background
of the mesh pls??
You can disconnect the connect between the "Multiply" node and the "Base Color" node. Then create a new "Color" property and connect it's output to the "Base Color" node. From here, you can set the color that you desire for the background in the inspector. If you want to be able to change the opacity of the background you need to set the "Surface Type" in the Graph Inspector to "Transparent". You can then adjust the "Alpha" value to your desired opacity/transparency.
hey what's LWRP?
The uv mapping isnt working for me. I'm clicking cube projection but when I import to unity and add the mesh its always 4 squares on it
Exact same issue. Every face has 4 squares no matter the size of it.
Found the issue. His method doesnt work with a single cube. You need a bunch of objects of various sizes in your blender scene like him.
This video is a gold mine of tips and tricks - thanks so much!
You're so welcome!
Looking at the project files that are on your pateron. If I get those, I can just open up Unity and have all of this complete for me, right?
I'd like your tuturials can you make please a tuturial for automatic saving the player progress like money or level or something else in Unity
Use Playerprefs to save coin or state
Cool... Is this optimized on mobile devices.?
I guess yes.
how can I make the black parts transparent?
You can do that by using the grid line as an opacity texture.
7:33 Oddly... The point light is not affecting the grid lines. Do they need to be UV Unwrapped first?
No, may be your grid line are already too bright or your point light is lesser bright.
i made everythink like on video but i have only purple texture
this means that your shader have an error. often its just a typo in the code. compile errors for shaders are not displayed as c# errors.
I think you are from "INDIA"
Yes
bro they tell me "the current render pipeline isn't compatible with this master node" or something like that + pink texture
Update to URP
Couldn't you set the shader to 'cull' any colour below a certain value, so setting it to remove all black from the material, making the grid transparent?
You can by applying another minus one one the shader before to put color on it and setting it to alpha channel, it should work
bro how can i replace black with other colors
Hey! You figured out how to do it?
@@mateomancera4897 no bro
You can't multiply a color with black. But you can multiply with white, so duplicate all the nodes but with this duplicate use an one minus to invert the black and white around, then multiply a color on top. Combine this by using an add node with the original nodes.
Cool thanks! Do you know if there is a way to have the shader auto tile considering the scaling of the transform? I couldn't figure out how to do it for all 6 sides so far.
This is great. I could have used this a few months back. I actually have an identical result but I used a texture with alpha that I fed into the emission. Well, cool stuff man.
Thanks
I so wanted this video yesterday and it came in recommendation today but It's so cool how uv mapping can solve the problem, I literally made whole level by duplication a single object on which the texture was not stretched and it was too frustrating
Oh man this is exactly what i was looking for, thanks!
Glad I could help!
@@UGuruz hey i want to increase the speed of the offset
Any way i can do that?
Nvm i found the multiply node
Is there any projection methods like tri-planner?
Yes there is a triplaner node in shader graph.
Please do a series on Lightweight Render pipeline.
Sure. I am working on it.
nice +1 sub
Thanks :)
Wow, thank you
Nice tutorial bro
Thanks
It's the best! The Best!
Great tutorial man, thanks and congratulations!!
bhai 1 help kr do plzz HDRP m grass use krna bta do bs m kuch b kr lu meri grass pink hi ati h pta ni q help plzz bro
Use 2019.3. Grass is now supported.
PS. No, its not supported. But you can still use grass in HDRP. Check my video about it.
@@UGuruz ok brother nd thnks for reply 😀😀😀😀😀
Niceee
Thanks
HI, I have Try this shader for android device 4 Gb ram, but the frame Rate reaches to 17-20 fps.
LOL! this is not free at all.... WHY
A little hard to understand without subtitles.
That indian accent is just irritating to be honest.