The solution for those who want more bright on objects is : use bloom and drag the last node to emission. If you drag the last node only to the base color, the fresnel effect don't will show up, you need to drag for base color and emission.
I checked twice to get the same value as you. However, it does not shine as sparsely as the ball you made. It didn't became the size of scattered particles like you made. It looks like a uniform particle.
I've follow step to step everything you have done, but in the end my sphere do not glow like this, is there a missing part? Or have you use another tool for that glow effect?
Hi, you need the "bloom" image effect in order for the glow to work. In newer versions of unity, if you select the URP Template when creating a new project, this effect is automatically there and activated. If this is the case and it is still not glowing (or very little) it could be that the Parts aren't "bright" or "glowy" enough. To change that, when selecting the color increase the intensity of the color (it's at the bottom of the little color select window) If the intensity slider isn't there, you forgot to active HDR for the color in the property inside shader graph.
Thanks. This effect is only meant to be used on objects (in this case a sphere), not to be used as a skybox. What you could theoretically do would be to scale the sphere pretty big, make it double sided and follow the player. But that wouldn't be a real skybox, only a simple workaround.
Can we use it as a skybox thinge?, for example increasing the size of the sphere and setting rendering to back-face of the sphere. So if the camera is inside the sphere then we can get a night sky.
i've followed exact same as tutorial even values are same. but the effect is too bright and cant see the color changing even if i change it. its just too white. also adjusted the intensity took it to minus value still getting same result. please help
Lit shader graph is fine, but in the video I'm using URP and not HDRP. Some functions work a bit differently between URP and HDRP, if you did every step exactly as in the video, I suspect that HDRP is the reason it doesn't work.
The solution for those who want more bright on objects is : use bloom and drag the last node to emission. If you drag the last node only to the base color, the fresnel effect don't will show up, you need to drag for base color and emission.
That's a freakin' sick effect
Works great and even without pictures. Very pleasant voice and well explained.
Thank you for the nice tutorial!
Thank you very much for your tutorial! It helps me a lot!
I checked twice to get the same value as you.
However, it does not shine as sparsely as the ball you made.
It didn't became the size of scattered particles like you made.
It looks like a uniform particle.
I know im 6 months late but if you add Bloom to your scene with Post Processing it will look the same as his
Super helpful. Thank you!
It look great but I have a question here. The noise will flickering when rotate the view. Any idea to fix the position of noise on the 3D model?
I've follow step to step everything you have done, but in the end my sphere do not glow like this, is there a missing part? Or have you use another tool for that glow effect?
Hi,
you need the "bloom" image effect in order for the glow to work. In newer versions of unity, if you select the URP Template when creating a new project, this effect is automatically there and activated.
If this is the case and it is still not glowing (or very little) it could be that the Parts aren't "bright" or "glowy" enough. To change that, when selecting the color increase the intensity of the color (it's at the bottom of the little color select window) If the intensity slider isn't there, you forgot to active HDR for the color in the property inside shader graph.
wow thats cool, i made a shader kinda like this, twinkling stars n such. looks real nice
Great video! Keep making more!
looks also in 2d great. or with a simple noise, which defines a background with two colors
great tutorial, but how would you use this shader as cubemap for skybox in hdrp environment?
Thanks. This effect is only meant to be used on objects (in this case a sphere), not to be used as a skybox. What you could theoretically do would be to scale the sphere pretty big, make it double sided and follow the player. But that wouldn't be a real skybox, only a simple workaround.
hey is it possible to give it a color other than black ?
are you coming from germany?
thanks so much for this
you're a god, soon you'll be one anyway
Can we use it as a skybox thinge?, for example increasing the size of the sphere and setting rendering to back-face of the sphere. So if the camera is inside the sphere then we can get a night sky.
Perfect!
Thank you so much for this :3
i've followed exact same as tutorial even values are same. but the effect is too bright and cant see the color changing even if i change it. its just too white. also adjusted the intensity took it to minus value still getting same result. please help
awesome bro. i love this Shader. please make tutorials on lava effect in 2d .
oh god.
can put a image in this thing?
マテリアルがピンクの状態から変わらない
can u make a download material link in the description?
太漂亮了!
Same steps , nothing works, HDRP graph shader lit, that a problem ?
Lit shader graph is fine, but in the video I'm using URP and not HDRP. Some functions work a bit differently between URP and HDRP, if you did every step exactly as in the video, I suspect that HDRP is the reason it doesn't work.
it didnt work