Another great video, thank you. I actually got inspired and made my own parallax function in about 20 lines that performs better than the built in method :)
On any recent hardware from the past few years a if, else shouldn't really have much of a performance impact. However if you did need to threshold out different values and have different colors you can also do something like this "return( float3(1,0,0) + float3(0,0,1) - float3 (1,0,0)) * step(color, 0.2);" This returns Red or Blue based on if the mask/texture called color, where the 0.2 value in the step determines the transition point between those two colors. So you can also use just pure math to do a lot of these color blends as well, if and else statements just might be a bit more simplistic/easier to grasp at first and just initially setup something than works, and then you can always do a pass trying to optimize things if needed.
@@renderbucket yes recently hardware are very powerful . I do shader for mobile/consoles and sometimes for specific Chinese gpu , ands is a shame we can’t use more simplified code, at least arm have tools for unroll,auto branch , cache and if lerp, but at the end always have to gave up the cool stuff 😭
@@fran.fndz.techart yeah that's touugh. People don't realize how impressive mobile games can be when they look really good. Eye candy is one thing, but making something look great with limited power is an art form of its own.
This is not C++, this is HLSL (High Level Shader Language). For doing Loops or Raymarching HLSL is probably the best/easiest approach for such things. If you are interested in HLSL there's a playlist here that starts from the very basics of it. th-cam.com/video/lsXB1PQdGx0/w-d-xo.html
HLSL and GLSL are a bit like C, or probably quite a lot like C but without a lot of the complexity. They're both great, fun, creative languages, should be easy to learn HLSL with a little effort.
Another great video, thank you. I actually got inspired and made my own parallax function in about 20 lines that performs better than the built in method :)
Amazing!
More HLSL! Show us how to make 3d fractals
and/or it would be lovely to see some differential growth tutorial in ue5
@@gogobut924 Fractals can grow man. Plants are fractals. But I imagine it will be really hard to make a tutorial like this.
I show how to make some fractals (Mandelbrot Formula) in this new video.
th-cam.com/video/ve7P6X8nOUU/w-d-xo.html
Really great and useful stuff, please do a HLSL series.
HLSL Series Here,
th-cam.com/play/PLoHLpVCC9RmMMmW5eP1aAyJrTjxd46rx_.html
Nice ! Please make more HLSL vids )
Amazing tutorial ! I don't know code so I was wondering is this material possible made without HLSL ?
how would you go about slowing down the movement of the animation?
Transform CAMERA VECTOR from world to tangent space to get the same effect on all sides of the cube!!!!
AMAZING
Very nice but that if else inside a unrolled for ….kill optimization
On any recent hardware from the past few years a if, else shouldn't really have much of a performance impact. However if you did need to threshold out different values and have different colors you can also do something like this
"return( float3(1,0,0) + float3(0,0,1) - float3 (1,0,0)) * step(color, 0.2);"
This returns Red or Blue based on if the mask/texture called color, where the 0.2 value in the step determines the transition point between those two colors.
So you can also use just pure math to do a lot of these color blends as well, if and else statements just might be a bit more simplistic/easier to grasp at first and just initially setup something than works, and then you can always do a pass trying to optimize things if needed.
@@renderbucket yes recently hardware are very powerful . I do shader for mobile/consoles and sometimes for specific Chinese gpu , ands is a shame we can’t use more simplified code, at least arm have tools for unroll,auto branch
, cache and if lerp, but at the end always have to gave up the cool stuff 😭
@@fran.fndz.techart yeah that's touugh. People don't realize how impressive mobile games can be when they look really good. Eye candy is one thing, but making something look great with limited power is an art form of its own.
You can tell me without c++ You making? Or I can make this without c++
This is not C++, this is HLSL (High Level Shader Language). For doing Loops or Raymarching HLSL is probably the best/easiest approach for such things.
If you are interested in HLSL there's a playlist here that starts from the very basics of it.
th-cam.com/video/lsXB1PQdGx0/w-d-xo.html
@@renderbucket Thanks dude! You awesome 👍
HLSL and GLSL are a bit like C, or probably quite a lot like C but without a lot of the complexity. They're both great, fun, creative languages, should be easy to learn HLSL with a little effort.
@@stunthumb yeah. I am watching you right.
I am liked c#. Its easy for understanding & good programming language
@@stunthumb Thank you so much for your kind words. I wish you GOOD LUCK