Hey everyone! Just realised that we completely forgot to shout out Gabriel Aguiar Prod for making an awesome video that this Shader is based on 😀 Definitely check out the video and the rest of his great content, it's worth a watch! th-cam.com/video/jBmBb-je4Lg/w-d-xo.html
great, but that video is also in the description - what I'm really looking for is the link to the tutorial on how to set up the project correctly - as for me PBR graph doesn't even show up and i'm immensely confused.
@@TheDerpyDeed you will first have to install the Universal/lightweight render pipeline or the HDRP one Unity has a good video for the URP / LWRP one th-cam.com/video/m6YqTrwjpP0/w-d-xo.html and brackets has one for the HDRP one that is very good, th-cam.com/video/12gkcdLc77s/w-d-xo.html You then can install shadergraph if you haven't Brackeys should have a video of this too and normally if that is done you should be able to use the PBR graph th-cam.com/video/Ar9eIn4z6XE/w-d-xo.html
In order to do this now, Package is called Universal RP (it's visible inside Package Manager) and you can use instead of PBR, Create -> Shader -> Universal Render Pipeline -> and pick wanted graph. Of course before that, you need to set your project by creating Pipeline Asset (Forward Renderer) [Create -> Rendering -> Universal Render Pipeline -> Pipline Asset (Forward Renderer)] and go to the Edit -> Project Settings -> Graphics to choose Scriptable Render Pipeline Settings (which you just created) and also go to Quality and do the same thing for Rendering. Hope this helps! :)
I was working in my project in a normal 3D Project, and when I do this to find the PBR as you mention, my entire scene, the objects turned purple and i don't know why :cc Can you help me?
Diana, i do not remember where, but somewhere there is a button to ”Convert all materials to URP” or something like that. The normal materials will not work inleds you convert them.
if you follow this tutorial on a more recent version of unity here is the procedure : Install Universal RP -> Create your Render Pipeline After That : Create -> Shader -> Universal Render Pipeline -> Unlit Shader Graph Albedo = Base Color | Vector1 = Float
So, for those who were wondering, "How do I control the height of the waves", Here you go: Create a Vector1 and a Multiply Node. Then wire your Normal Vector node and the new Vector1 through the new multiply node and then wire that multiply into the multiply that the Normal Vector used to go into together with the Gradient noise. Voila. You can now control the Wave Height.
Thank you, you saved me so much time. Although, I do wonder why he got a 'calmer' wave height despite not using a multiply node there. Side note: did you also have trouble with the transparency? I had followed his settings, but those didn't do anything. I ended up figuring out that it was because the shader was set to 'Opaque' instead of 'Transparent' in the blackboard.
If anyone is still wondering how to scale this, the answer is Tiling and Offset node. The reason this is not working for you is that the plane consists of a set amount of vertices/triangles. So the way I resolved this was to create a new plane in blender with more subdivisions, exported it as fbx to unity and adjusted the X and Y on Tiling and Offset node. To get a general idea of how detailed your plane is I suggest to switch from shaded to wireframe mode on the top left of your scene editor. This way you will see the plane structure. I have to add that I think it is better to create ocean from multiple planes as opposed to 1 plane consisting of tens of thousands of vertices. Engine will loose the ability to render only planes at certain distance. Hope this helps.
God we need new tutorial series from you, old series are getting outdated(not to criticize your really good work), but a lot has changed since a lot of series were created like the FPS series, multiplayer scripting has a lot of in-understandable(is that a word) things in it.
Well multiplayer is actually deprecated and the new multiplayer have not yet been introduced or haven't debuted yet or at least I couldn't find any documentation on new multiplayer system except for the news that it was supposed to be ready in 2019 with google servers and all
for those who were wondering how to make it a cube (or any other mesh) without a split around the top you would have to use world space uvs, basically just get the position in world space, split it, combine it with x (or r) in the x and z (or b) in the y. then use the vector 2 output.
For anybody having problems with the transparency and who copied Brackey's Settings, go into the 'blackboard' (Editor window for the shader) and select the cog in 'PBR Master' and in the "Surface" option if it says 'Opaque' change that to 'Transparent'. This *_should_* fix the non-transparent water.
Hi, Brackeys I am here to say thank you to you, as I just completed my Final Year Project of my University. All of your videos help me out a lot especially your tower defense tutorials, which gave me something to start with since I was making a VR TD game. Keep up to what you are doing and hopefully I can get a good grade XD. A big thanks from Hong Kong!!
Very helpful tutorial! Will be really cool see in the future 2 things. 1. An object placed in the water move and rotate in the same direction of the water waves. 2. Place a boat and don't render the water inside it. Great work in the tutorial :)
2019 really is the godsend version of unity. 2020+ is just too much of a hassle to work with. Thank you so much for all of these tutorials you guys do!
I've been using this channel for a year now in order to improve my skills with Unity. Programming, design patterns, solutions for various problems/issues and "Best Practices" - all, and more, have vastly improved thanks to you. I don't limit myself to Brackeys, but I do find myself coming back here a lot - and have yet to find a channel or group that is more effective. Other channels can be helpful, especially if I can't find exactly what I need here... but there's no other "Learning Channel" (that I've found) that actually gets me excited with every new video - even if it's about something I can't imagine EVER using. I like learning by tutorials, especially ones of Unity and Blender - and after give or take 3 years of doing mostly that, I can pretty much extract whatever I need from a tutorial - even if it's badly made. However, a side-effect of tutorial learning (especially if you come from a teaching/education background, which I do) is that you start to figure out what makes a tutorial "good", and you get discouraged when you have to sit through a bad one. "Teaching via Tutorials" is a lot harder than any "Tutorial Student" can imagine. To have such a steady and reliable source of GREAT tutorials... is a blessing. Thank you guys, from the bottom of my heart. (The moment my games start paying-off, my first donations go to you guys and Extra Credits)
It makes more sense to connect the vertex position to the actual ripple noise. The principle is the same, but you plug the powered-up version of veronoi noise to where the gradient noise in the video would be. The rest is the same. You can affect the size of the waves by multiplying it (0.1 works for me) before applying it to the actual vertex position. The waves then look more realistic, because the ripple is always on top of a wave. Great tutorial tho!
@@haithameleuch Connect the output of the 'Power' node at 8:42 into the 'Position' port on the Master node. That way you are using the same noise for color and the same noise for the vertex deformation. Upside is, that all the ripple tops are brighter color, which makes sense from a logical standpoint. Downside is, that you don't have the uniform wave movement that Brackeys puts onto the second noise (9:40), which looks nice. You can add it to the single wave noise too tho!
Also, it's a good idea to slip in a smoothstep or divide node after multiplying a bunch of colours together, if you don't want your water to basically glow.
my initial feedback on this (and i guess your other videos) is to add key terms we may wanna look into in the description, such as the reflections, refraction.. .and things i'll go back and view it again to catch. i think it's common to keep most of the content in the video, but people like me, we always appreciate things being said in text and our brains will know exactly where to find it if we need it again (versus having to pan a video for 'where was this said we can't quite remember WHAT WAS SAid but we know it was important??') but i do appreciate the videos, so please don't take this too seriously. keep up the good work.
you also appear to have forgotten to link for the light weight render pipeline (i really have no idea what that is, but if I find it, i'll add it to these comments)
docs.unity3d.com/Packages/com.unity.render-pipelines.lightweight@6.7/manual/configuring-lwrp-for-use.html I figured out where to get the settings for LWRP, because I did not have them by default. Aha! Success. Now I can compare with brackeys settings.
@2:22 "if you don't know how to do that I'll, of course, have a link to where you can learn how in the description" -- uh huh, I've heard that one before. 😑
Also thank you for (what seems like) changing the speed to be a little slower; this tutorial feels just very slightly slower/with more pauses, and it already feels like a great help.
Hey Brackeys! I was just wondering where the link for the Lightweight Render Pipleline was, as it is not in the description as you mentioned at the start of the video. Any help would be useful. Thanks.
Had a brain-fart and completely forgot about the existence of the Voronoi graph..... Thank you for the awesome tutorial on some base cartoon water and the reminder.
Ok now i can make a shader for a tiny little plane but how about a ocean? When i scale the plane up the colider does not scale and the shader just warps awkward.
If you use your voronoi instead of gradient noise for the vertex displacement, the ripples on the plane will correspond with the ripples on the texture.
Thanks a lot for the tutorial! But I tried to make foam for this water using the "Force Field" tutorial and it looks strange. It seems that the point offset and the "Force Field" are not working correctly together.
@@annonymsurfer3189 , thanks, but I don't need it anymore, I found it myself. When you create a new project you can choose 2D, 3D, 3D with extras and somethin like "lightweight PL" I think, and if you choose that lightweight PL, then you have that PBR graph and things like that ;d (Uhhhh, I am so bad at english... xd)
Hello Brackeys ! Do you have any idea how to apply physic to that ? So the duke would "swim" on the water and move with it, instead of being static ? Thank you again for that !
Thanks for your leasons, Brackeys! A Question: How can i make the Duckling to float over the water? Ive tried BakeMesh, Mesh Collider, vertex points, with no success.
For this to work now you need to go the package manager and add a package called universal RP which is in the registry then go to the project panel and create which will be in the rendering section make sure it’s the “pipeline asset forward” then make your shader graph which will be in shader > universal render pipeline once you made those and a material go to edit > project settings > graphics and put scriptable pipeline settings as the one you just made now all your stuff that you made before will change purple don’t worry you can fix this by going into edit > render pipeline > universal render pipeline and chose upgrade (your choice of upgrades (their self explanatory)) materials to universal RP materials once you do that everything should fix unless your using default pro builder materials with that you can just set them to none then re apply them also with blender you just have to reload the blender file ps. If you find the colors are wrong for blender objects like say you have multiple objects as one take the color materials you want and apply them to the wrong ones EDIT: so this doesn’t show the alpha as a default so what you have to do is right click on the fragment node then click make new node and alpha will be at the top and also the vector 1 will be called float actually never mind I can’t get the alpha to work
Omg thank you so much for making this! I needed this so badly for my own game! :) I am using cartoon style for my game, and I had no idea how to make a cartoon water or water in general. Thanks again! ^ ^
Nice tutorial, but IMO the graphs can deserve their own category and be "released" faster rather than waiting for a graph every sunday. Can you show us the new input system on a controller interacting with menus and sub menus?
Brakeys could you make a tutorial about how to make a simple but complete multiplayer game and deploy it to the internet? U had made some beauty tut in the past but in this time it is time to MULTIPLAYER GAMES and this is missing in the internet including the unity it self. In advance i thank you for your work.
using URP, upon clicking the Surface and choosing Transparent, the review window shows no glitches but when I apply the material to the water, the pic looks crazy, it's like all colors full saturated are flooding in.
Why is it called a Vector1 rather than a float/double/real/decimal? I get that a float is isomorphic to a tuple of floats of length one, but that's a convoluted way of thinking about it, no? Or am I missing something?
For consistency? When someone says float, it could be related to anything. But when you say Vector1, it's implied to the audience that it's a transform value.
Would you like to show how to optimize shaders with the use of one texture utilizing the channels r,g,b. One texture that can be reused in different ways. So far there are no direct videos about this topic. Because it falls under studio knowledge, similair as a splat map and reuse all the channels to store vertex colors equals where to texture blend and store baked shadows.
@@DavidsUternal I just figured it out. I had to download the Universal Render Pipeline from packages. Then connect that up in Project Settings >> Graphics. (You may have to right lick in the Project tab to create a new Universal Render Pipeline Asset, thats what you will drag and drop in the Graphics panel) Now it should work.
Now how would I make things interact with the water... like make a boat move like a boat through the water and get affected by the waves idk how to do anything much in unity so i need as much help as I can get
If you want to be able to control the overall displacement of the water, put the output of the Gradiant Noise node into a Contrast node and create a Vector1 to control it. ;)
So I built the water shader following the video, however, when I scale up the plane (45 x 45 for ocean) it looks pretty crappy. I tried to adjust the given WaveSize and WaveSpeed variables for 30min now and it doesn't work. Does anyone have a clue how to change the shader graph so it also works for bigger planes?
Could you make a water shader video about depth, in which water's color darkens as the ground moves more away from surface and color of water becomes transparent near shores (or near the player)?
Hey i have a quick question/problem. I am new to programming and making games and stuff and now im trying to use unity with visual studio. I installed both now, but when i try to write a script in Visual Studio there are basically no classes. So for example if i want to do INPUT.anything (that code). It doesnt do anything and Input doesnt mean anything. Any fixes for this or am I just doing something completely wrong.
Hey everyone! Just realised that we completely forgot to shout out Gabriel Aguiar Prod for making an awesome video that this Shader is based on 😀 Definitely check out the video and the rest of his great content, it's worth a watch! th-cam.com/video/jBmBb-je4Lg/w-d-xo.html
Thanks for the shout out and for being amazing, as always.
Keep up the great content!
Clouds plz clouds I want ...clouda
great, but that video is also in the description - what I'm really looking for is the link to the tutorial on how to set up the project correctly - as for me PBR graph doesn't even show up and i'm immensely confused.
@@TheDerpyDeed you will first have to install the Universal/lightweight render pipeline or the HDRP one
Unity has a good video for the URP / LWRP one
th-cam.com/video/m6YqTrwjpP0/w-d-xo.html
and brackets has one for the HDRP one that is very good,
th-cam.com/video/12gkcdLc77s/w-d-xo.html
You then can install shadergraph if you haven't
Brackeys should have a video of this too and normally if that is done you should be able to use the PBR graph
th-cam.com/video/Ar9eIn4z6XE/w-d-xo.html
@@maistrogaming7911 same lmao 1 year later, have you done it yet?
In order to do this now, Package is called Universal RP (it's visible inside Package Manager) and you can use instead of PBR, Create -> Shader -> Universal Render Pipeline -> and pick wanted graph. Of course before that, you need to set your project by creating Pipeline Asset (Forward Renderer) [Create -> Rendering -> Universal Render Pipeline -> Pipline Asset (Forward Renderer)] and go to the Edit -> Project Settings -> Graphics to choose Scriptable Render Pipeline Settings (which you just created) and also go to Quality and do the same thing for Rendering. Hope this helps! :)
Good thing i did not try doing this before you posted this comment. Thanks bro, you are a legend.
thank you so much, i was looking for this whole time
I was working in my project in a normal 3D Project, and when I do this to find the PBR as you mention, my entire scene, the objects turned purple and i don't know why :cc Can you help me?
Diana, i do not remember where, but somewhere there is a button to ”Convert all materials to URP” or something like that. The normal materials will not work inleds you convert them.
@@Ankis_ I will try tnk u
if you follow this tutorial on a more recent version of unity here is the procedure :
Install Universal RP -> Create your Render Pipeline
After That :
Create -> Shader -> Universal Render Pipeline -> Unlit Shader Graph
Albedo = Base Color | Vector1 = Float
I LOVE YOU!!!!
thanks bro
but used lit shader graph
thaaaaaanks
You just saved me a headache!!!!!!!!!!!
My man straight up wore the wet t-shirt through the entire video 😂
Oh hi Dani btw i like ur vids
Dani legend calls it the one take wonder
Oh, get ready, he is going to use this video on a weekly vlog to expand his game into the ocean xD
@@NinjaSpotted hmmm🤔🤔 3d water on a 2d game nah its not gonna happen lol
LOVE UR CHANNEL DUDE!
So, for those who were wondering, "How do I control the height of the waves", Here you go:
Create a Vector1 and a Multiply Node. Then wire your Normal Vector node and the new Vector1 through the new multiply node and then wire that multiply into the multiply that the Normal Vector used to go into together with the Gradient noise. Voila. You can now control the Wave Height.
Thank you, you saved me so much time. Although, I do wonder why he got a 'calmer' wave height despite not using a multiply node there.
Side note: did you also have trouble with the transparency? I had followed his settings, but those didn't do anything. I ended up figuring out that it was because the shader was set to 'Opaque' instead of 'Transparent' in the blackboard.
God I tried to put it in a power node, so stupid xD
Thanks :D
My god never thought I would be able to fix that, my water was going crazy. Thank you 11 months later for your comment.
thanks dude! i was worried i didn't follow along on a step!
You have saved me! Thanks a ton, I have been trying to figure this out all day!
Thanks for teaching me how to use unity and C#. Appreciate it
teaching me*
No, you're doing the learning, Brackeys is just doing the teaching.
Yea i want3d to correct it but my phone died
If anyone is still wondering how to scale this, the answer is Tiling and Offset node. The reason this is not working for you is that the plane consists of a set amount of vertices/triangles. So the way I resolved this was to create a new plane in blender with more subdivisions, exported it as fbx to unity and adjusted the X and Y on Tiling and Offset node. To get a general idea of how detailed your plane is I suggest to switch from shaded to wireframe mode on the top left of your scene editor. This way you will see the plane structure. I have to add that I think it is better to create ocean from multiple planes as opposed to 1 plane consisting of tens of thousands of vertices. Engine will loose the ability to render only planes at certain distance. Hope this helps.
Thank you! :)
You're a king
God we need new tutorial series from you, old series are getting outdated(not to criticize your really good work), but a lot has changed since a lot of series were created like the FPS series, multiplayer scripting has a lot of in-understandable(is that a word) things in it.
Well multiplayer is actually deprecated and the new multiplayer have not yet been introduced or haven't debuted yet or at least I couldn't find any documentation on new multiplayer system except for the news that it was supposed to be ready in 2019 with google servers and all
@@dreamescence okay
@Joseph Logic yeah! Everything here makes me stronger in this field ;)
The problem is with his current schedule new full tutorial series would essentially kill the channel for months.
Agree. He used to make cool tutorials every week in the past but now it's 1-2 tutorials half a year
for those who were wondering how to make it a cube (or any other mesh) without a split around the top you would have to use world space uvs, basically just get the position in world space, split it, combine it with x (or r) in the x and z (or b) in the y. then use the vector 2 output.
i don´t get it. not working for me :((( but I need it!!! can you post a screenshot?
For anybody having problems with the transparency and who copied Brackey's Settings, go into the 'blackboard' (Editor window for the shader) and select the cog in 'PBR Master' and in the "Surface" option if it says 'Opaque' change that to 'Transparent'. This *_should_* fix the non-transparent water.
Concise, clear, funny. Easy to understand for italians too. in one word : PERFECT
Hi, Brackeys I am here to say thank you to you, as I just completed my Final Year Project of my University. All of your videos help me out a lot especially your tower defense tutorials, which gave me something to start with since I was making a VR TD game. Keep up to what you are doing and hopefully I can get a good grade XD.
A big thanks from Hong Kong!!
have you published your game yet? Your game sounds fun
Very helpful tutorial! Will be really cool see in the future 2 things.
1. An object placed in the water move and rotate in the same direction of the water waves.
2. Place a boat and don't render the water inside it.
Great work in the tutorial :)
I think you are talking about a real simulation fluid with a volume.
Brackeys got wet for us. I call this dedication.
👏👏👏👏
Delete this nephew
No
Nice
@@VVIZART_STUDIOS24 15$ for 500kb? Brackeys has a modern weapon pack which you can get for free which includes an m4a1,ak47,glock 18,awp and shotgun
2019 really is the godsend version of unity. 2020+ is just too much of a hassle to work with. Thank you so much for all of these tutorials you guys do!
I was literally planning on making a game this summer that takes place on the ocean. Thanks Brackeys.
I've been using this channel for a year now in order to improve my skills with Unity.
Programming, design patterns, solutions for various problems/issues and "Best Practices" - all, and more, have vastly improved thanks to you.
I don't limit myself to Brackeys, but I do find myself coming back here a lot - and have yet to find a channel or group that is more effective.
Other channels can be helpful, especially if I can't find exactly what I need here... but there's no other "Learning Channel" (that I've found) that actually gets me excited with every new video - even if it's about something I can't imagine EVER using.
I like learning by tutorials, especially ones of Unity and Blender - and after give or take 3 years of doing mostly that, I can pretty much extract whatever I need from a tutorial - even if it's badly made.
However, a side-effect of tutorial learning (especially if you come from a teaching/education background, which I do) is that you start to figure out what makes a tutorial "good", and you get discouraged when you have to sit through a bad one.
"Teaching via Tutorials" is a lot harder than any "Tutorial Student" can imagine.
To have such a steady and reliable source of GREAT tutorials... is a blessing.
Thank you guys, from the bottom of my heart.
(The moment my games start paying-off, my first donations go to you guys and Extra Credits)
2:11 someone make a gif of that pls
Thank you
giphy.com/gifs/1ymry9xxT4efUriYx5
Here U go
@@ReliumPlayer Thank you good sir
lajson 22 lol
@@ReliumPlayer It's private.
You have almost 1m subs for unity tutorials. This is beyong amazing for future programmers and perhaps game creators.
I just came across only to learn how to implement some example of water on my Unity environment, and now I learned how to create water! THANK YOU!
It makes more sense to connect the vertex position to the actual ripple noise. The principle is the same, but you plug the powered-up version of veronoi noise to where the gradient noise in the video would be. The rest is the same. You can affect the size of the waves by multiplying it (0.1 works for me) before applying it to the actual vertex position. The waves then look more realistic, because the ripple is always on top of a wave.
Great tutorial tho!
Thanks for the tip but i didn’t get it right. Could you please explain that in more detail :)
@@haithameleuch Connect the output of the 'Power' node at 8:42 into the 'Position' port on the Master node. That way you are using the same noise for color and the same noise for the vertex deformation.
Upside is, that all the ripple tops are brighter color, which makes sense from a logical standpoint.
Downside is, that you don't have the uniform wave movement that Brackeys puts onto the second noise (9:40), which looks nice. You can add it to the single wave noise too tho!
You could also attach the vertex displacement to the Voronoi noise to give height the ripples.
Also, it's a good idea to slip in a smoothstep or divide node after multiplying a bunch of colours together, if you don't want your water to basically glow.
2:20 where is the link for setting that??? I can't find it..
he made a video showing how t use it here: th-cam.com/video/szsWx9IQVDI/w-d-xo.html
my initial feedback on this (and i guess your other videos) is to add key terms we may wanna look into in the description, such as the reflections, refraction.. .and things i'll go back and view it again to catch. i think it's common to keep most of the content in the video, but people like me, we always appreciate things being said in text and our brains will know exactly where to find it if we need it again (versus having to pan a video for 'where was this said we can't quite remember WHAT WAS SAid but we know it was important??')
but i do appreciate the videos, so please don't take this too seriously. keep up the good work.
you also appear to have forgotten to link for the light weight render pipeline (i really have no idea what that is, but if I find it, i'll add it to these comments)
th-cam.com/video/m0ulX05hP-Q/w-d-xo.html found it here. just go to window -> package manager -> lightweight RP. click install.
docs.unity3d.com/Packages/com.unity.render-pipelines.lightweight@6.7/manual/configuring-lwrp-for-use.html I figured out where to get the settings for LWRP, because I did not have them by default. Aha! Success. Now I can compare with brackeys settings.
@2:22 "if you don't know how to do that I'll, of course, have a link to where you can learn how in the description" -- uh huh, I've heard that one before. 😑
go here he shows how to do it on this video: th-cam.com/video/szsWx9IQVDI/w-d-xo.html
@@vortexgamedev9419 are you trolling? he literally says the exact same thing in that video, and it also has no link in the description
@@silverhammermba that was 5 months ago and it had a link when i had previously watched it
@@vortexgamedev9419 aw it sais that the page is not found
Link for lightweight render pipeline in description? 2:18
Also thank you for (what seems like) changing the speed to be a little slower; this tutorial feels just very slightly slower/with more pauses, and it already feels like a great help.
What is the best way to scale this? I have a big plane that I want to make into water, but the texture is unrecognizable on it
Yes I did!
You just have to adjust the ripple density, that should work
@@Syntecoderyo ayy ty
Hey Brackeys! I was just wondering where the link for the Lightweight Render Pipleline was, as it is not in the description as you mentioned at the start of the video.
Any help would be useful.
Thanks.
*Packs my bathing shorts*
lol
Lel
Wow pls answer to me xD
K
It would be great to have you on the team you could really help us out btw love your scene making montages. discord.gg/KpHx7Fj
I love the fact that the duck is called surprise
thanks for another awesome video. As solo developer I really appreciate the help these videos offer. You guys Rock!
Had a brain-fart and completely forgot about the existence of the Voronoi graph..... Thank you for the awesome tutorial on some base cartoon water and the reminder.
This shader is scaling with transform. How to do the water tiling by transform scale?
Perfect timing - this is the week where I'm doing shader and graphics work in my game :) Thank you!
Ok now i can make a shader for a tiny little plane but how about a ocean? When i scale the plane up the colider does not scale and the shader just warps awkward.
Is there a manual about Shader graph? There are a lot of nodes, i have no idea how to use most of them.
If you use your voronoi instead of gradient noise for the vertex displacement, the ripples on the plane will correspond with the ripples on the texture.
Thanks a lot for the tutorial! But I tried to make foam for this water using the "Force Field" tutorial and it looks strange. It seems that the point offset and the "Force Field" are not working correctly together.
But how did you made the thumbnail object? 😅
Probably a simple blue box under the water plane
@@christiangassner1231 Or a cube with that shader?
r/whoooosh
@@walterwhite42068 looks like a flat color to tbh🤷🏼♂️
Photoshop
Am I only one that can't find the 2:22 link ??? You lied to us... ;-;
xD I guess he did.
Here is what i found on unity website though: unity.com/lightweight-render-pipeline.
@@annonymsurfer3189 , thanks, but I don't need it anymore, I found it myself. When you create a new project you can choose 2D, 3D, 3D with extras and somethin like "lightweight PL" I think, and if you choose that lightweight PL, then you have that PBR graph and things like that ;d
(Uhhhh, I am so bad at english... xd)
@@mr_koko2070 no worries, :)
I could not find it either
he gave this link in a different force field video
Hello Brackeys !
Do you have any idea how to apply physic to that ? So the duke would "swim" on the water and move with it, instead of being static ?
Thank you again for that !
Did you come up with any solution? I was wondering the same
Thanks for your leasons, Brackeys!
A Question:
How can i make the Duckling to float over the water?
Ive tried BakeMesh, Mesh Collider, vertex points, with no success.
Try this tutorial - www.habrador.com/tutorials/unity-boat-tutorial/
For this to work now you need to go the package manager and add a package called universal RP which is in the registry then go to the project panel and create which will be in the rendering section make sure it’s the “pipeline asset forward” then make your shader graph which will be in shader > universal render pipeline once you made those and a material go to edit > project settings > graphics and put scriptable pipeline settings as the one you just made now all your stuff that you made before will change purple don’t worry you can fix this by going into edit > render pipeline > universal render pipeline and chose upgrade (your choice of upgrades (their self explanatory)) materials to universal RP materials once you do that everything should fix unless your using default pro builder materials with that you can just set them to none then re apply them also with blender you just have to reload the blender file ps. If you find the colors are wrong for blender objects like say you have multiple objects as one take the color materials you want and apply them to the wrong ones
EDIT: so this doesn’t show the alpha as a default so what you have to do is right click on the fragment node then click make new node and alpha will be at the top and also the vector 1 will be called float actually never mind I can’t get the alpha to work
my guy learn how fullstops work jesus crist.
The wet t-shirt doesn't look bad...what if your using colors instead of water? It would look really cool
Thank you Brackeys for making these
Tutorials they always give me motivation and ideas for game development!
Found the solution to the purple/pink material in newer versions of Unity. LWRP was renamed to Universal Render Pipeline.
Short and well edited, but also explained - keep up the good work! :)
Omg thank you so much for making this! I needed this so badly for my own game! :) I am using cartoon style for my game, and I had no idea how to make a cartoon water or water in general. Thanks again! ^ ^
Although if I can swim around underwater that will be great. The hardest bit about water is water physics
You guys are so talented! Great job!
Can you please tell us how to make a cartoon waterfall
Thank you for being a wizard and blessing us mortals.
I wonder how many times I had to watch this to finally get it done, gosh it was more brutal than it should XD
Thank you so much!
0:06 I genuinely felt bad for whatever reason. but also this tutorial was super helpful!
how can i use thelightweight render pipeline?
i dont have the PP art shader.
pls help
Wow, this was so fast and to the point. Amazing job!
Can you make a video for making 2D water? I haven't seen any good one :c
Great tutorial! Any chance someone knows how to scale this without it stretching, and for it to work as normal?
I have the same issue
@@matthewpulls441 Did u find the solution? I have the same problem.
@@MrHitmen90zapas Nope just stacked cubes
How do you make a custom cartoon texture on planks?
You said you'll write a link about lightweight render in the description, but I don't see it...
Here u go amigo! docs.unity3d.com/Packages/com.unity.render-pipelines.lightweight@5.10/manual/installing-lwrp-into-an-existing-project.html
You may also need this answers.unity.com/questions/1535235/shader-graph-error-the-current-render-pipeline-is.html
I really need help cause they just removed network transform child and I have no idea on how to do it now...
Nice tutorial, but IMO the graphs can deserve their own category and be "released" faster rather than waiting for a graph every sunday. Can you show us the new input system on a controller interacting with menus and sub menus?
What would I have to add to make a low Poly look of the vertex displacement
Brakeys could you make a tutorial about how to make a simple but complete multiplayer game and deploy it to the internet?
U had made some beauty tut in the past but in this time it is time to MULTIPLAYER GAMES and this is missing in the internet including the unity it self.
In advance i thank you for your work.
You could try submitting this idea to the Brackeys Discord as well
I'd love to see a video explaining how to do chameleons that change of color. I love your videos.
really very very awesome! Bro...you are the GOD of game development.
When I make two tiles together with this shader how can I prevent the line that's is shown between two tiles ?
You ever figure this out? Would appreciate any help you could offer. Thank you.
Dude! I literally spend the last 2 hours with failing atempts of cartoonwater! Must be my lucky day
Hey brackeys , My ProBuilder and Progrid are not working in Unity 19.01
using URP, upon clicking the Surface and choosing Transparent, the review window shows no glitches but when I apply the material to the water, the pic looks crazy, it's like all colors full saturated are flooding in.
Is there an easy way to add distortion when looking through the plane?
you need Screen node to be multiplied with texture then add that to Screen Color node.
Why is it called a Vector1 rather than a float/double/real/decimal? I get that a float is isomorphic to a tuple of floats of length one, but that's a convoluted way of thinking about it, no? Or am I missing something?
For consistency? When someone says float, it could be related to anything. But when you say Vector1, it's implied to the audience that it's a transform value.
Would you like to show how to optimize shaders with the use of one texture utilizing the channels r,g,b. One texture that can be reused in different ways. So far there are no direct videos about this topic. Because it falls under studio knowledge, similair as a splat map and reuse all the channels to store vertex colors equals where to texture blend and store baked shadows.
You are a serious absolute genius. Thanks for motivating me more than I already am to create my first survival game!!
I owed you a thank you and more from a few years! :) So, thank you so much for all you did for us! :)
Gives me error “the current render pipeline is not compatible with this master node.”
Did you figure this out?
@@rutchjohnson Nope. Gave up on materials for now
@@DavidsUternal I just figured it out. I had to download the Universal Render Pipeline from packages. Then connect that up in Project Settings >> Graphics. (You may have to right lick in the Project tab to create a new Universal Render Pipeline Asset, thats what you will drag and drop in the Graphics panel) Now it should work.
@@rutchjohnson thank you so much
Now how would I make things interact with the water... like make a boat move like a boat through the water and get affected by the waves idk how to do anything much in unity so i need as much help as I can get
If you want to be able to control the overall displacement of the water, put the output of the Gradiant Noise node into a Contrast node and create a Vector1 to control it. ;)
Thank you so much...
Can you please make a video series about "Unity Scripting Tutorial "
Look at the rpg series
hridoy hasan That is such a broad thing for him to try and cover as opposed to just teaching you specific parts through game dev series
So I built the water shader following the video, however, when I scale up the plane (45 x 45 for ocean) it looks pretty crappy. I tried to adjust the given WaveSize and WaveSpeed variables for 30min now and it doesn't work. Does anyone have a clue how to change the shader graph so it also works for bigger planes?
Please Help us
I'm sick of only coming across HDRP and URP, is there any standard shaders out there?
can you make the transform based on where the light parts of your shader is, since that's how real water works?
Could you make a water shader video about depth, in which water's color darkens as the ground moves more away from surface and color of water becomes transparent near shores (or near the player)?
I just love your videos! I've learnt so much about game development
tutorials are so enjoyable to follow... plz never stop haha
He stopped 😞😖😢
But how do you scale or tile this? Scaling it messes up the waves and ripples. Tiling it the wave and ripple seams and don't match up.
Make a video on voxel terrain or making a grass material
crying shame that this channel has ended... we shall never stop mourning...
@Brackeys and it is possible to make ripple color was darker base color?
Buoyancy? For boats?
i cant find previous water tutorial he mentions... about reflection foam on edge of stuff, can someone link it to me?
Hey Brackeys can you upload a video on using probuilder and srp together
Hey i have a quick question/problem. I am new to programming and making games and stuff and now im trying to use unity with visual studio. I installed both now, but when i try to write a script in Visual Studio there are basically no classes. So for example if i want to do INPUT.anything (that code). It doesnt do anything and Input doesnt mean anything. Any fixes for this or am I just doing something completely wrong.
I think we can use that simple noise node and some other nodes to create random terrains just for creating landscape. It looks possible to me.
How would you get the duck moving with the water?
Great video, definitely a good base for simple water! How would you have objects float on top of the water and have it move with the waves?
To 2D, dont use "Power node" use "Blend node" work for me ;)
Thanks barckeys sir.