As my thinking it should be like that y0=(y+1)^4-(y+1)^2 Which "y" means original vertex position, and "y0" means new vertex position handled by bend strength (divide 100). So higher position (y) will result in a stronger offset (y0)--just like reality. (Sorry for my worse english...)
@@mudit_mathur Moso31 is correct. He multiplied the (y+1) node by itself once, creating (y+1)^2, then he multiplied that by itself, creating (y+1)^4. The final function of y0=(y+1)^4-(y+1)^2 is exactly what he created, but I can see where you looking at the cubic version has more of a wavy appearance. You're looking at the overall graph, but in reality, the horizontal axis represents the incoming y-coordinate and the vertical axis represents the outgoing amount of displacement. Realistically, only the part of the graph in the top-right quadrant will matter here. Keep in mind the output of this function is a multiplier for the direction vector that affects the x- and z-coordinates. The difference between this vs. using (y+1)^3 is just that it turns upwards a little faster, which doesn't really appear to make a huge difference. Given how sharp it is, it makes sense why he divided his bend strength by 100. Overall, from what I can tell, a simple linear function would have a similar effect if you're looking for a simpler version. Try looking at the graph of y=(x/100+1)^4-(x/100+1)^2 at the same time as y=0.022x, and you'll see that the functions mostly match through x=4. I won't pretend to know if this (x+1)^4-(x+1)^2 is a more studied standard to be a little bit more accurate, but it doesn't look greatly different from a line. Edit: If you're looking for why it waves, the time parameter is what is doing that.
Shader graph tutorials are SUPER useful. Thank you. Just a thing : can we hope to get more tutorials geared towards 2D/Sprite shader graphs? This is more of my thing, and, game making being only a hobby for me, I don't think I'll be able to get the skills to go 3D before at least a few years. Plus, 2D is still used a lot by the indie scene. So throwing us "2D guys" a bone would be very appreciated. :)
thank you so much for this video. My asset didnt work with URP and the trees and bushes wont move at all. and your video saved my day and my game!! God bless you!! ^^
So, is there any reason you are showing this but it is not available by default in the engine? Why HDRP wind is not properl working? Why SpeedTree is not working with HDRP?
How heavy is this? Especially as compared to both Unity terrain trees and Custom Tree Importer trees, both of which will sway in the wind. I'm trying to figure out what is achievable on a mobile platform.
If I have more than 1 mesh using the material it doesn't work. Instead of distorting the meshes it actually moves them. (The problem appears only if I use more than 1 mesh with the same material) (I am using a Blender mesh (so it has the axes flipped), so my shader has 2 values flipped (I use the Z (Blue) instead of the Y (Green), otherwise it wouldn't work also with only 1 mesh)
for those of you with the same problem, and that are new to shader graph, @ 1:09 right next to the word pbr master, click the setting cog button and change your surface from opaque to transparent. It doesn't say this in the video, but I found it in another video by mistake.
I tried converting my existing project into URP. It had some SpeedTree trees in it. Now the barks are pink (which is not the big issue) and the leaves are invisible, but their shadows are present. Any way I can make the leaves visible in URP?
You need to go to Edit > Render Pipeline > Universal Render Pipeline > Upgrade Selected Materials to UniversalRP Materials while selecting the tree or you can just upgrade all the materials in the project.
@@Underarmour81 I don't know if I need to have Speedtree for that but that's exactly what I did. That converted all other materials into simpler URP shader with flat lighting while converting the bark to pink (can be manually restored) and making the leaves invisible (couldn't restore this one).
@@sharif47 Late reply, but unfortunately TreeCreator is deprecated, and therefore, trees created with the tool are not supported anymore. Maybe there's a work around that I'm not aware of, but as far as I know, you can't upgrade TreeCreator trees. Unity is also not planning to provide any solution, at least not yet.
@@themaskyyt But SpeedTree is still supported with Unity, right? What tool is currrently being used with SpeedTree? And why aren't they providing any tool for updating to URP/HDRP? It's not like SpeedTree is some random third party company. Unity has been constantly promoting their products (not sure if they're still doing it now).
any tips on how i can achieve translucency with shadergraph? i tried so much already...i found that you can enable it in the hdrp for transparent objects and assign a diffusion profile..but despite that it does not work... any hints? anyone got this working? its such a common effect but noon eis talking about it
Anyone know how to add vertical and side to side displacement to this instead of just in one direction (i.e. what is controlled by the Bend Strength input)?
A shader is made for graphical purposes only so not really. You still could get the value in output by writing the values in a texture and reading through code but that's clearly not the goal of a shader.
So this tutorial is already out of date... Unity, you really need to be consistent with what you put out and actually stick to things. You are all over the place with this engine. Doing this in unity 2021.3.1f1 in URP, there is no such thing as Shader>PBR Graph. So what now? Honestly there are some things Unity does great but you're really going to get absolutely devoured by UE5 if you keep up the flipflopping and split render pipelines... Please, do better. I and many other devs are rooting for you.
This channel is on FIRE lately, you guys are all killing it.
this is FIRE bro, aux battle safe bruh. play this at my FUNERAL
Key point: store whatever information into uv2, uv3, uv4, vertex color.
2:36 : For more information on how this works and other ways you can offset and bend geometry like this follow the link below.
the link below:
truuuuuuuuuuuuuuuuu
Yes, it would be good if they add it...
As my thinking it should be like that
y0=(y+1)^4-(y+1)^2
Which "y" means original vertex position, and "y0" means new vertex position handled by bend strength (divide 100).
So higher position (y) will result in a stronger offset (y0)--just like reality.
(Sorry for my worse english...)
@@moso3143 i think its (y+1)^3 - (y+1)^2 google it it will give you a wave like graph
@@mudit_mathur Moso31 is correct. He multiplied the (y+1) node by itself once, creating (y+1)^2, then he multiplied that by itself, creating (y+1)^4. The final function of y0=(y+1)^4-(y+1)^2 is exactly what he created, but I can see where you looking at the cubic version has more of a wavy appearance. You're looking at the overall graph, but in reality, the horizontal axis represents the incoming y-coordinate and the vertical axis represents the outgoing amount of displacement. Realistically, only the part of the graph in the top-right quadrant will matter here. Keep in mind the output of this function is a multiplier for the direction vector that affects the x- and z-coordinates. The difference between this vs. using (y+1)^3 is just that it turns upwards a little faster, which doesn't really appear to make a huge difference. Given how sharp it is, it makes sense why he divided his bend strength by 100.
Overall, from what I can tell, a simple linear function would have a similar effect if you're looking for a simpler version. Try looking at the graph of y=(x/100+1)^4-(x/100+1)^2 at the same time as y=0.022x, and you'll see that the functions mostly match through x=4. I won't pretend to know if this (x+1)^4-(x+1)^2 is a more studied standard to be a little bit more accurate, but it doesn't look greatly different from a line.
Edit: If you're looking for why it waves, the time parameter is what is doing that.
Love those bite size tutorials! Keep them coming!! :D
Shader graph tutorials are SUPER useful. Thank you.
Just a thing : can we hope to get more tutorials geared towards 2D/Sprite shader graphs? This is more of my thing, and, game making being only a hobby for me, I don't think I'll be able to get the skills to go 3D before at least a few years.
Plus, 2D is still used a lot by the indie scene. So throwing us "2D guys" a bone would be very appreciated. :)
thank you so much for this video. My asset didnt work with URP and the trees and bushes wont move at all. and your video saved my day and my game!! God bless you!! ^^
Do you have that shader?
@@n.pkrishnamurthy2351 it was from a asset. Fantasy forest paid one. But it moves now because of the video 😁👍
URP is awesome! just add support for SSAO.
Point light shadows would be phenomenal too.
SSAO already merged into the URP master branch , just waiting from them to release the new URP
I love your tutorials
So, is there any reason you are showing this but it is not available by default in the engine? Why HDRP wind is not properl working? Why SpeedTree is not working with HDRP?
The title says URP, but is there anything about this that won't work in HDRP?
Amazing Tutorial!!, I was just looking for something like this! Keep up the good content!
we need a windzone fixed!!
How heavy is this? Especially as compared to both Unity terrain trees and Custom Tree Importer trees, both of which will sway in the wind. I'm trying to figure out what is achievable on a mobile platform.
I'm on a URP project, but I can't find the PBR graph option when creating a new shader...
Me neither, did you find a solution?
@@Simon-hw3um Its removed. Use Lit Shader instead.
can we make this bending property to make vegetation interactive with colliders?
Looks amazing
If I have more than 1 mesh using the material it doesn't work. Instead of distorting the meshes it actually moves them. (The problem appears only if I use more than 1 mesh with the same material)
(I am using a Blender mesh (so it has the axes flipped), so my shader has 2 values flipped (I use the Z (Blue) instead of the Y (Green), otherwise it wouldn't work also with only 1 mesh)
When finaly Speed Tree will work with HDRP? I mean wind system is broken for so long...
I'm using Unity 2019.4 and there's no Shader PBR graph?
Does anybody know why this shader fragments the model's faces when I set the gradient noise scale greater than 1? The faces move at different rates.
What link below is he talking about? 2:40
@1:15
my leaves do not become transparent. i've watched this at .25 x speed multiple times. a seven min video and i made it to one min. lol. any help?
for those of you with the same problem, and that are new to shader graph, @ 1:09 right next to the word pbr master, click the setting cog button and change your surface from opaque to transparent. It doesn't say this in the video, but I found it in another video by mistake.
@@johnhitek2341 Thank you
Hi! amazing tutorial, just wondering this applied to unity tree creator..
will this work if I placed the trees with the unity terrain system?
I tried converting my existing project into URP. It had some SpeedTree trees in it. Now the barks are pink (which is not the big issue) and the leaves are invisible, but their shadows are present. Any way I can make the leaves visible in URP?
You need to go to Edit > Render Pipeline > Universal Render Pipeline > Upgrade Selected Materials to UniversalRP Materials while selecting the tree or you can just upgrade all the materials in the project.
@@Underarmour81 I don't know if I need to have Speedtree for that but that's exactly what I did.
That converted all other materials into simpler URP shader with flat lighting while converting the bark to pink (can be manually restored) and making the leaves invisible (couldn't restore this one).
@@sharif47 Late reply, but unfortunately TreeCreator is deprecated, and therefore, trees created with the tool are not supported anymore. Maybe there's a work around that I'm not aware of, but as far as I know, you can't upgrade TreeCreator trees. Unity is also not planning to provide any solution, at least not yet.
@@themaskyyt But SpeedTree is still supported with Unity, right? What tool is currrently being used with SpeedTree?
And why aren't they providing any tool for updating to URP/HDRP? It's not like SpeedTree is some random third party company. Unity has been constantly promoting their products (not sure if they're still doing it now).
So helpful
Chia sẻ hay quá bạn ơi. Thanks
any tips on how i can achieve translucency with shadergraph? i tried so much already...i found that you can enable it in the hdrp for transparent objects and assign a diffusion profile..but despite that it does not work... any hints? anyone got this working? its such a common effect but noon eis talking about it
how about a cloud shader up next that helps u pick any cloud type from the scientific known types other then that i love this chanel
Anyone know how to add vertical and side to side displacement to this instead of just in one direction (i.e. what is controlled by the Bend Strength input)?
me: ok let's get into that... 7mn latter after understanding only 30% of the whole thing => let's download the shadergraph file///
cool tutorial but help me out here the new unity 2020.2 dos not have vector 1 what do i do then TY
it's FLOAT in the new version
So are the old wind zones no more?
T.y. quality upload
Top vedio
Para mim é dificil mas vou ver se faço força para entender
Is there a way to update the mesh collider from the vertex position displacements in the shader?
A shader is made for graphical purposes only so not really. You still could get the value in output by writing the values in a texture and reading through code but that's clearly not the goal of a shader.
@@ImInfenix How do games simulate interactive open water such as oceans?
@@Moonz97 by calculating the offset of the waves relative to the water surface base/flat position
and in one second everything turned into *spaghetti*
I dont know why, but my material went invisible when applied in the mesh
I have this issue as well, were you able to resolve this?
Does this work with HDRP?
Me: **Uses low poly trees**
Also me: ;-;
isn't your goal a little illogical?
be more clear with your goal (i think)
UNITY I LAAAAVEEEE YOUUU :D
Where can I start learning shader graph?
That's the same question I wanna ask. Isn't there any course or tutorial series which cover everything from basic to advance concepts.
this tutorial is bad because one time u add vertex color , our trunk doesn't work
Looking forward to manually write SRP shaders some day so we can port over our Built-in shaders without using Shader Graph :(
its magic, still i have no idea what you've just said
They can be expensive in VR
still no good tutorials on Visual graph
haha math make tree go sideways
So this tutorial is already out of date... Unity, you really need to be consistent with what you put out and actually stick to things. You are all over the place with this engine. Doing this in unity 2021.3.1f1 in URP, there is no such thing as Shader>PBR Graph. So what now? Honestly there are some things Unity does great but you're really going to get absolutely devoured by UE5 if you keep up the flipflopping and split render pipelines... Please, do better. I and many other devs are rooting for you.
I think maybe lit shader graph works?
Does it work with HDRP?
Yes . I'm creating Lit Foliage shader and everything works .
@@kociamber123 thnx
@@alanlanzoni8854 what you mean Lit Foliage shader?
insane
Adorei I Love
this shader is so heavy
Try VN instead of VC
Goood!!!
this video plays too slow
Can you stop leaving up tutorials that are horrifically out of date! It doesn't work like this now!
Learn how to make a basic wind, and proceeds to build massive node network, lol give me a break haha
speed unbelivible ... dislike
Just put it on 0.25 speed or learn how to make shaders first and then watch these videos.