It's so awesome to see you using the lerp and inverseLerp functions after watching your talks! I was understanding it was you were putting the nodes on the screen! You're an awesome teacher Freya!
I tried making this on Godot’s visual shader tool for fun, all can be made as well (with its load of half precision). Very instructive, partial derivatives are now fully understood! Thank you Freya.
Damn you think and work faster than i can blink haha.. Oh and maybe i am the million'th guy but thank your for the incredible shader tool. You are awesome!
The sheer speed at which you connect the nodes together, and organise the menus *astonishes* me. Ofc this is a great explanation and everything, but.. wow.
For anyone trying to follow along using the Unity Shader Graph and stuck at the section where Freya wraps the arctan2 node between 0 and 1, you can emulate this by connecting the arctan2 node -> cosine node -> Add(1) -> Divide by 2 and it will perform the same wrapping operation. Additionally, you can use a sine node to make it appear from the top. There is probably a better way to this, but this worked for me
This is what the ArcTan2 node does under the hood with that particular dropdown selected: 1f-(Mathf.Abs(Mathf.Atan2( a, b ) / Mathf.PI)). Knowing this, it should be quite straight forward to recreate it in Shader Graph.
Yey - save this video, going to be working on my gizmo tool soon, needed a circle and something that has constant line size regardless of radius, this tutorial is perfect!! Thanks once again for teaching us .-.
We use normalized vectors in shaders all the time. Define "Super expensive"... It is more expensive than doing a sum, because of the sqrt involved, but modern GPUs have special hardware for that. I guess it comes down to checking the performance of the final game, and then work from there. But please don't avoid it out of fear of a "Super expensive" operation.
@@HKragh Agreed... Not enough time to worry about stuff like that. Just do it, make a note that it might be slow, and then see how it goes as you approach having the final product. If it's slow, optimise it. If not, ignore it.
Cool. What Shader Forge / Unity versions are you using here? I am using an old version of Unity in a project just to be able to use Shader Forge still.
Hey dude, I struggled with this too and google was no help. But I figured out you can just pass the arctan2 node into a cosine node + Add(1) and then a divide by two node and it will perform the same wrapping operation. Additionally, you can use a sine node to make it appear from the top
This is what the ArcTan2 node does under the hood with that particular dropdown selected: 1f-(Mathf.Abs(Mathf.Atan2( a, b ) / Mathf.PI)). Knowing this, it should be quite straight forward to recreate it in Shader Graph.
Many people have the knowledge but you also have the ability to explain it to others. You are a brilliant mind in these times.
The craziest thing is the speed at which she connects the nodes
Yeah... I'm getting adhd vibes here
It's so awesome to see you using the lerp and inverseLerp functions after watching your talks! I was understanding it was you were putting the nodes on the screen! You're an awesome teacher Freya!
I tried making this on Godot’s visual shader tool for fun, all can be made as well (with its load of half precision).
Very instructive, partial derivatives are now fully understood! Thank you Freya.
Damn you think and work faster than i can blink haha..
Oh and maybe i am the million'th guy but thank your for the incredible shader tool. You are awesome!
The sheer speed at which you connect the nodes together, and organise the menus *astonishes* me.
Ofc this is a great explanation and everything, but.. wow.
Cool to see another use of partial derivatives!
For anyone trying to follow along using the Unity Shader Graph and stuck at the section where Freya wraps the arctan2 node between 0 and 1, you can emulate this by connecting the arctan2 node -> cosine node -> Add(1) -> Divide by 2 and it will perform the same wrapping operation. Additionally, you can use a sine node to make it appear from the top. There is probably a better way to this, but this worked for me
This is what the ArcTan2 node does under the hood with that particular dropdown selected: 1f-(Mathf.Abs(Mathf.Atan2( a, b ) / Mathf.PI)). Knowing this, it should be quite straight forward to recreate it in Shader Graph.
life saver.
Yey - save this video, going to be working on my gizmo tool soon, needed a circle and something that has constant line size regardless of radius, this tutorial is perfect!!
Thanks once again for teaching us .-.
i come back to this video every 2-3 months
knowing these things = feelsgoodman.jpg
More of these please.
I can't figure out how to install Shader Forge, does it still work for the newest version of Unity?
"I want to one minus this one to make it a glowy ring, and not a glowy non ring" xD
Isn't vector length super expensive for a shader operation?
We use normalized vectors in shaders all the time. Define "Super expensive"... It is more expensive than doing a sum, because of the sqrt involved, but modern GPUs have special hardware for that. I guess it comes down to checking the performance of the final game, and then work from there. But please don't avoid it out of fear of a "Super expensive" operation.
@@HKragh
Agreed... Not enough time to worry about stuff like that. Just do it, make a note that it might be slow, and then see how it goes as you approach having the final product. If it's slow, optimise it. If not, ignore it.
Cool. What Shader Forge / Unity versions are you using here? I am using an old version of Unity in a project just to be able to use Shader Forge still.
7:48 yayyyy LERP my friend LERP
I've couldn't figure out how can I wrap arctan2. There isn't an option for it in shade graph, so I tried remapping but didn't work.
Hey dude, I struggled with this too and google was no help. But I figured out you can just pass the arctan2 node into a cosine node + Add(1) and then a divide by two node and it will perform the same wrapping operation. Additionally, you can use a sine node to make it appear from the top
@@rhysnewell Thank you dude!
This is what the ArcTan2 node does under the hood with that particular dropdown selected: 1f-(Mathf.Abs(Mathf.Atan2( a, b ) / Mathf.PI)). Knowing this, it should be quite straight forward to recreate it in Shader Graph.
It it possible to learn this magic? No seriously, I never thought of using partial derivatives like that.
I.. hardly understand what she's saying, i don't understand ;-;
Did Your Shader Forge work with URP project ?
really helpful shader, thanks a lot
i got the „one minus” part 😅
This is top stuff :)
You make it looks so easy
nice bicycle btw
Awesome!!!
So Good!
❤❤❤
#WeAreSaladsPlastic
WTF was going on? :D
i wish there was open source unity
My girlfriend is super jealous and thats a lie