Unity Shader Graph Basics (Part 3 - Transparency and Alpha)
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- เผยแพร่เมื่อ 17 ก.ย. 2024
- Transparent rendering works differently to the opaque rendering techniques we have seen so far. Learn about alpha-blended transparency, alpha clipping, and dithered transparency in Part 3 of this tutorial series!
I'm using Unity 2022.3.0f1, although these steps should look similar in previous and subsequent Unity versions.
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I love the fact that you explained the dithering technique!!
You have great teaching skills. Please keep this series continuing.
Ive been working through the UnityLearn section on shaders for a couple of days now, and gave up and decided to hit youtube.
After 3 videos clocking in at around 10 minutes each, I already understand a lot more about shader graph than I did trying to follow Unity's site.
The Unity site walks you through creating some pretty neat shaders, but after you're done you have no idea why you used the nodes you did, what nodes you would want for any particular effect.
Just paint by numbers and follow along.
I appreciate them putting the material up there , but with out explaining the components to people your not teaching them how to use shader graph, your teaching them how to copy what you've done in shader graph.
Personally I was looking to understand shaders a little better, not just how to implement a particular effect.
So this kind of content is exactly what I was looking for to get a foundation to build on. So long story short, thanks for taking the time to do this series.
I think both styles are useful! I'd definitely say that getting the fundamentals down first (i.e., what these videos are doing) is important, because then you have the tools to understand yourself *why* the nodes in the Unity Learn videos go well together. It's definitely something I worked out slowly over time by making lots of shaders. Glad I could help!
Really concise and to the point.
Very easy to understand and useful video.
like this serie a lot, keep it up !
For this to work, one must set the material's 'Surface Type' from 'Opaque' to 'Transparent' as well. It took me some time to figure that out. At least for HDRP.
Yes, you're right - I don't use HDRP as much so I forget it's sometimes quite different to URP. The same would be true in URP if you tick the Allow Material Override option in the Graph Settings! It's a bit strange the material doesn't default to the graph's default settings, though.
@@danielilett
Yeah, it seems odd that that's not the default. One would think that we want the shader to take over, since that's kinda the point of using a shader in the first place.
Could you please re-do this one I think i understood what you said but there was no way to follow along and do it with you on the alpha clipping parts.
keep making these!!!!!!!! : D
I have an issue with my textures looking washed compared to a standard shader.
5:17 when i plug the A(1) to Alpha(1) it's not worked then i change it to R(1) to Alpha(1) its worked. 🤨
Thanks for the video btw i'm a beginner i did something wrong probably. ^^
Just had this issue too! It comes from having 0 alpha for the Base Color. As soon as I added the alpha back it worked fine.
BRO thank you . @danielilett pin this comment
no i also got the same thing happen to me. i cant understand why
cool
hi could you show me how to make a puddle shader
There is no transparent choice when using 2d shaders. how can i do this?
Also this did not work at all what you showed