When you enable screen space reflection you should select the reflection probe and disable it or delete it as it is still affecting your reflections. In an environment where the skybox is visible in your reflections, you can really see this. the way it appears unity handles reflections is; first, they draw the skybox onto the reflective objects, then they draw the reflections from the reflection probe and last they draw the screen space reflections. Because of this, if you have both a reflection probe and screen space reflections, you will notice the sky in your reflections having items from your reflection probes. and even when you don't have sky visible in your reflections, if you have the reflection probe set to update every frame, it is still doing that in the background and can affect performance. Like so people see.
some stuff i've learned over the years about material properties. metalness or metallic, should always be used as a boolean if you are trying to get realistic materials. in real life a material is either entirely metallic or entirely diffuse. (as in metallic set to zero) metallic materials do not allow light to enter the surface, this is the defining property of metals, diffuse materials allow light to enter the surface and scatter when exiting, this is used for effectively ALL materials in reality that aren't made from metal. if it were possible to create a slider for realistic metallness at one end would be metal, at the other end would be a completely translucent material like a ping pong ball. smoothness (also known as roughness) refers to microdisplacements, this is the amount of variation in the normal of the surface, in shaders this is on a microscopic level so effectively gives progressively less blurry reflections, a smooth surface reflects light at the angle of incidence of the light ray leading to perfect mirror like reflections, only metals, glass and mirrors have perfectly smooth reflections, ALL other surfaces have some kind of roughness.... you could think of smoothness/roughness as a microscopic bump or normal map that has insane resolution no matter how zoomed in you are. normal mapping refers to a technique which replaced bump maps, although bump maps are sometimes still used and can still give effective results. a normal map will effectively fake a change in angle (or more accurately, the normal) on the surface, this allows you to add detail at very little performance impact, but as stated, doesn't actually create geometry, so can look bad if used for large details. a bumpmap is a simple greyscale image which is used to similar effect. a displacement map is used to actually modify the positions of the verts to create legitimate geometry which can silhouette nicely and can look amazing, although this requires a huge amount of verts to be effective, often a large amount of verts are created by the rendered with tessellation. parallax occlusion maps are similar to bump mapping, however the shader can actually cast occluding shadows onto its own geometry for a much more effective result. this technique can also be used to occlude the "virtual geometry" created by this map. meaning for example, a cobblestone street, when viewed at an angle will occlude parts of the material that would be occluded in reality. bump mapping and normal mapping can look bad in this scenario. a parallax occlusion map can look almost as good as a tessellated displacement map, and only use a tithe of the performance. although again, since no real geometry is made, it can look odd when seen in silhouette or when meshes are intersecting nearby. albedo refers to the wavelength of light reflected (or the proportion of which wavelength is reflected) an albedo map is NOT a diffuse map, a diffuse map usually contains some basic light information whereas an albedo map CAN be used to store light information like shading but USUALLY in modern games is used to store ONLY the colour information, lighting is usually done in real time these days so it usually removes the need to bake lighting into textures. lightmaps are usually used to save performance when a static scene or object needs to be lit without needing to use dynamic lighting for everything, this isn't a requirement anymore but its still super useful for increasing performance. lightmaps take the place of baked lighting in diffuse maps and are usually multiplied with the albedo map. they allow greatly detailed lighting without needing to update anything. allowing scenes to look amazing with effectively zero performance impact. emission maps tell the material which areas should glow and what colour they should glow. environment maps are a cheap alternative to realtime reflections, a HDRi can be used as an environment map, and indeed used to be the only way to get texture based reflections without needing to use shader based realtime reflections like screen space reflections... a light probe is another application of this same method, a light probe will generate environment maps when baked, instead of the old method (which can still be useful) of creating an image and using it throughout the area of the level it matches with. in fact the older method of creating a reflection map can be incredibly performant when used on things where accuracy is less important, like a characters eyes. interestingly the only difference between an environment map and an emission map is that the environment map is tracked differently and follows camera / worldspace to create the illusion of reflections. i know this seems ranty but i kinda had fun writing it, hope this sheds some light on some of those parameters.
Wow great tutorials think I'll finally learn unity instead of flailing around guessing like I have with other softwares. I enjoy your style of explaining and videos.
I've been away for a few weeks. So when I got back the first thing I did was marathoned 6 of your videos :)! All amazing produced and helpful. Thanks so much.
Brackeys you should make a tutorial on making spherical terrain, like with Kerbal Space Program, because I want to build an exploration game somewhat like it and it all revolves around make spherical planets with terrain, specifically randomly generated terrain for ran planets. I've learned so much from you. Thanks.
The video doesn’t talk about box projection, which is incredibly useful for indoor environments like the scene in the tutorial. The default projection mode for the cubemaps assumes that everything is an infinite distance away. This is ideal for skyboxes and outdoor environments but not for indoor environments, because then the reflections are only appear to be lined up at the location of the reflection probe. Box projection projects the cubemap to the bounding volume of the reflection probe. This way the perspective of the reflection can adjust to the position of the player. When using box projection you will probably want to remove all objects from the reflection probe that are not a part of the wall, floor or ceiling (otherwise they will come out projected flat, since the cubemap is ultimately just a 2D image with no depth). Ultimately cubemaps and reflection probes aren’t a perfect reflection solution like ray-tracing, and they have severe limitations where screen space reflections might be more suitable, but they are incredibly performant when baked.
Brackeys could you do a video on making “real FPS controller” which means you see the arms and legs and your view shakes when you walk! I love your videos and I really want to see this. I have attempted doing this and it didn’t work the way I did it. I’m sure this is very useful to a lot of people too!
I thought of a solution for this, Maybe you could go in blender and make some walking and running animations and when you code in your movements, connect your animations to the same key
Just get UFPS from the store. If you want to do it yourself, get a character and remove the head (or assign a material specifically to the head and cut it out). Bind the camera to the head bone via springs and you can get some nice camera shake that's customizable. This however is pretty basic and you'll need to do a lot of stuff to get a nice result, so I'd recommend just getting ufps unless you're doing this to learn how it works.
Malbers Animations Hi there Malbers, I am a huge fan of your Horse Animset Pro (well, who is not ?? :p ) And you inspired me to make awesome Unity Assets. :) I did released 2 Assets and there response was awesome.. :) Now I have left my job and I am working full-time on this thing only. Thanks bro for this inspiration! Best Hamzah Walled City Infotech
i feel like you left out a good feature of reflection probs that i use often, which is the box projection option which sometimes in square rooms gives a more realistic reflection.
Great video as always :) . Can you do a video/small series on ways to optimize a tower defense game, and for example build some ideas upon the How to make a Tower Defense Game series?
Could you please do at later point H1Z1 type of Inventory System cause it seems so complicated and clean at same time.. you really explain things very well and I hope you could do this one day ;) PS love your channel
Great video, Brackeys, as always! Is it always the case that one should use either SSR or reflection probes but not both at the same time? Would using both add reflections to objects twice (making them unrealistically bright)?
Could you please do tutorial on weapon switching with 2 or 3 weapons and some simple weapon switching animations. I’m sure this is very useful to a lot of people too.
Pretty interesting! I wonder if there is a way to set the settings to something like rendering the static object OnAwake but the dynamic objects in realtime. If there is a way to do this it might be a way to get both, best performance and best reflection.
This video is awesome! I have a question though, and its completely off topic. I'm working on a game and would like my player to have access to a cell phone, GPS, etc. Can you make or is there a tutorial put there on how to create such an object? I.E. coding, and UI and the works?
Are you just talking about rain particle effects? Use particle collision if you want to do something with that and then have a little splash particle effect occurring when your particles collide with a surface.
How about making lightmap tutorial ? There were a loooong discussions on many forums about possibility of creating lightmap based on lights with specific layer, so you can have your lightmaps baked according to light setup. Lightmapper has been changed but I think it is still a topic worth mentioning. P.S. just don't stop :)
Ragdolls are easy, just look up character joints, ragdolls are just a bunch of character joints put together in the shape of a human, you'll just need to experiment to get it right.
Hey Brackeys, I think your doing a great job. I just was wondering if you could make a tutorial on how to make a shop to customize a prefab. Say I earned currency somehow then I purchased a different color for my player cube. How would I go about applying that across multiple scenes?
Hey Brackeys can you plz make a tutorial on like a Cans knockdown or paper tossing game , I'd like to learn how we can throw objects like a ball with swipe gestures , or maybe any one could recommend an already existing tutorial plz
Hey I want to get started with game development with unity. I am a complete beginner and want to learn c# for unity game development. Are the c# course available on "Brackets" TH-cam channel enough for unity game development or will I have to learn c# from somewhere else too?? If "no" where shall I learn c# for unity game development since I am a complete novice. Plz guide me .....Thank you
Messing around with reflections I've noticed it's difficult to do this with transparent materials (For instance I'm trying to do reflections on transparent crystals) Do you think you could go into how to do that sometime?
Sup Brackeys. Wanted to ask your opinion on MVVM implementation in Unity. For example, using reactive extensions like UniRx. I am currently working on such a system, it involves a context provider, a scriptable object representing the Model, and an additional VM script attached to the default Unity UI components to handle the data binding automagically. The issue I am still having, is that if it's anything requiring data validation and transitions (popups, windows, lists of data, like levels in level selection screen), then another custom script is a must, that pretty much acts as a Presenter in the default MVP approach that Unity asks us to use by default. Could there be another way to handle that? I've seen people creating animation controllers to handle windows and popus - is that a good enough way? Did you use data binding yourself? Can you elaborate on the topic? Thanks.
What about there's no screen space reflections close to the camera edges (easy to notice at 12:13)? How can we say to the camera to render bit more screen space for reflections, keeping field of view for player?
Can you do a tutorial on importing 3D objects from outside sources? Not from Maya or Max, but from places like Turbosquid and such. I often find myself importing objects from there and I can never get textures to work...
When you enable screen space reflection you should select the reflection probe and disable it or delete it as it is still affecting your reflections.
In an environment where the skybox is visible in your reflections, you can really see this.
the way it appears unity handles reflections is; first, they draw the skybox onto the reflective objects, then they draw the reflections from the reflection probe and last they draw the screen space reflections. Because of this, if you have both a reflection probe and screen space reflections, you will notice the sky in your reflections having items from your reflection probes.
and even when you don't have sky visible in your reflections, if you have the reflection probe set to update every frame, it is still doing that in the background and can affect performance.
Like so people see.
Chris Johnson i am a programmer wanna team up??
some stuff i've learned over the years about material properties.
metalness or metallic, should always be used as a boolean if you are trying to get realistic materials. in real life a material is either entirely metallic or entirely diffuse. (as in metallic set to zero)
metallic materials do not allow light to enter the surface, this is the defining property of metals,
diffuse materials allow light to enter the surface and scatter when exiting, this is used for effectively ALL materials in reality that aren't made from metal. if it were possible to create a slider for realistic metallness at one end would be metal, at the other end would be a completely translucent material like a ping pong ball.
smoothness (also known as roughness) refers to microdisplacements, this is the amount of variation in the normal of the surface, in shaders this is on a microscopic level so effectively gives progressively less blurry reflections, a smooth surface reflects light at the angle of incidence of the light ray leading to perfect mirror like reflections, only metals, glass and mirrors have perfectly smooth reflections, ALL other surfaces have some kind of roughness.... you could think of smoothness/roughness as a microscopic bump or normal map that has insane resolution no matter how zoomed in you are.
normal mapping refers to a technique which replaced bump maps, although bump maps are sometimes still used and can still give effective results. a normal map will effectively fake a change in angle (or more accurately, the normal) on the surface, this allows you to add detail at very little performance impact, but as stated, doesn't actually create geometry, so can look bad if used for large details. a bumpmap is a simple greyscale image which is used to similar effect.
a displacement map is used to actually modify the positions of the verts to create legitimate geometry which can silhouette nicely and can look amazing, although this requires a huge amount of verts to be effective, often a large amount of verts are created by the rendered with tessellation.
parallax occlusion maps are similar to bump mapping, however the shader can actually cast occluding shadows onto its own geometry for a much more effective result. this technique can also be used to occlude the "virtual geometry" created by this map. meaning for example, a cobblestone street, when viewed at an angle will occlude parts of the material that would be occluded in reality. bump mapping and normal mapping can look bad in this scenario. a parallax occlusion map can look almost as good as a tessellated displacement map, and only use a tithe of the performance. although again, since no real geometry is made, it can look odd when seen in silhouette or when meshes are intersecting nearby.
albedo refers to the wavelength of light reflected (or the proportion of which wavelength is reflected) an albedo map is NOT a diffuse map, a diffuse map usually contains some basic light information whereas an albedo map CAN be used to store light information like shading but USUALLY in modern games is used to store ONLY the colour information, lighting is usually done in real time these days so it usually removes the need to bake lighting into textures.
lightmaps are usually used to save performance when a static scene or object needs to be lit without needing to use dynamic lighting for everything, this isn't a requirement anymore but its still super useful for increasing performance. lightmaps take the place of baked lighting in diffuse maps and are usually multiplied with the albedo map. they allow greatly detailed lighting without needing to update anything. allowing scenes to look amazing with effectively zero performance impact.
emission maps tell the material which areas should glow and what colour they should glow.
environment maps are a cheap alternative to realtime reflections, a HDRi can be used as an environment map, and indeed used to be the only way to get texture based reflections without needing to use shader based realtime reflections like screen space reflections... a light probe is another application of this same method, a light probe will generate environment maps when baked, instead of the old method (which can still be useful) of creating an image and using it throughout the area of the level it matches with. in fact the older method of creating a reflection map can be incredibly performant when used on things where accuracy is less important, like a characters eyes. interestingly the only difference between an environment map and an emission map is that the environment map is tracked differently and follows camera / worldspace to create the illusion of reflections.
i know this seems ranty but i kinda had fun writing it, hope this sheds some light on some of those parameters.
wow
Um wow
How to download corridor
@@tentrot4420 uh?
@@dixie_rekd9601 ^^
I love how you are always smiling in every video! You look genuinely happy and that's fantastic.
Wow great tutorials think I'll finally learn unity instead of flailing around guessing like I have with other softwares. I enjoy your style of explaining and videos.
he explained so much about light probe so clearly, it makes me cry
Casual flexing with some Unity gear. 😂 I need their hoodie so bad!
On point with these comments lately. You give me no choice but to favourite each one ;)
Haha I know right? I saw that you favorited the first one, so you fueled me up. ^_^
All in all though, keep up the good work my man!
Brackeys didn't favorite mine
I need me some too
Brackeys can u make a video on how to create car paint
This is what i really needed! Thanks!
Becoming a fan real fast. Please make a video about making clothes and making them move according to the character's movements.
This is the best channel on youtube of unity lessons you are a legend man
Dude, you are a straight up Legend. Just keep being awesome, yeah?
How to download corridor
I've been away for a few weeks. So when I got back the first thing I did was marathoned 6 of your videos :)! All amazing produced and helpful. Thanks so much.
I just can't stop thanking you for this tutorial. I was just looking for this! Thank you very much!
that deffered option in camera settings really made it more accurate. all settings need to be on. thanks
You did a great job explaining this topic.
Nice video! Can you please make a tutorial on animated textures/materials (a TV for example)? That'd be neat!
Please!
just make a render texture that watches an animation for the tv part, or use a video player component.
Great job, never seen something so in depth...
Thank you very much for all of these wonderful tutorials you made on the channel!!!
You save me for another day of headache.
your tutorials are soooo helpfull !!!!!!
top #1 coder and unity game maker
Brackeys you should make a tutorial on making spherical terrain, like with Kerbal Space Program, because I want to build an exploration game somewhat like it and it all revolves around make spherical planets with terrain, specifically randomly generated terrain for ran planets. I've learned so much from you. Thanks.
The video doesn’t talk about box projection, which is incredibly useful for indoor environments like the scene in the tutorial.
The default projection mode for the cubemaps assumes that everything is an infinite distance away. This is ideal for skyboxes and outdoor environments but not for indoor environments, because then the reflections are only appear to be lined up at the location of the reflection probe.
Box projection projects the cubemap to the bounding volume of the reflection probe. This way the perspective of the reflection can adjust to the position of the player.
When using box projection you will probably want to remove all objects from the reflection probe that are not a part of the wall, floor or ceiling (otherwise they will come out projected flat, since the cubemap is ultimately just a 2D image with no depth).
Ultimately cubemaps and reflection probes aren’t a perfect reflection solution like ray-tracing, and they have severe limitations where screen space reflections might be more suitable, but they are incredibly performant when baked.
Du är kung! Alltid inspirerande att få lite tips och tricks.
I watched AD to support you.
amazing tutorial, can't wait to implement this in my game!
Damn that was useful! Can't believe how just a simple post processing effect can do that much difference haha I'm downloading this right now !
Love you man. The best teacher
I think all youtubers need a person like Infinity PBR
Brackeys could you do a video on making “real FPS controller” which means you see the arms and legs and your view shakes when you walk! I love your videos and I really want to see this. I have attempted doing this and it didn’t work the way I did it. I’m sure this is very useful to a lot of people too!
Look into 3rd person camera controller on Unity asset store. Provides the options you seek :) Happy developing!
I thought of a solution for this, Maybe you could go in blender and make some walking and running animations and when you code in your movements, connect your animations to the same key
Just get UFPS from the store. If you want to do it yourself, get a character and remove the head (or assign a material specifically to the head and cut it out). Bind the camera to the head bone via springs and you can get some nice camera shake that's customizable. This however is pretty basic and you'll need to do a lot of stuff to get a nice result, so I'd recommend just getting ufps unless you're doing this to learn how it works.
Good tut brackeys.👍
I actually was very excited about this tutorial.. I thought it was about reflections like method reflections😣, anyway great tutorial as always.
Malbers Animations Hi there Malbers, I am a huge fan of your Horse Animset Pro (well, who is not ?? :p )
And you inspired me to make awesome Unity Assets. :)
I did released 2 Assets and there response was awesome.. :)
Now I have left my job and I am working full-time on this thing only.
Thanks bro for this inspiration!
Best
Hamzah
Walled City Infotech
Best tut so far. Keep them coming :)
Hi Brackeys !
very helpful to me
thanks
This helped me despite im not a programmer
Excellent informative tutorial, Sir! Any chance this process would be beneficial in a nature scenery? If not, would you mind making a tutorial for it?
i feel like you left out a good feature of reflection probs that i use often, which is the box projection option which sometimes in square rooms gives a more realistic reflection.
Show us how to make a simple cutscene please! Your the only one that I trust to give the proper information
awesome video! Can you please make a video on batching?
Dude could you do a video about blood, or liquid in general? How they should really be on the ground and on?
Great video as always :) . Can you do a video/small series on ways to optimize a tower defense game, and for example build some ideas upon the How to make a Tower Defense Game series?
this is amazing!!! i relay appericate
Great job, thank you
plz make tutorials on wheel collider covering every thing like suspension system and wheel friction curve
Thx bro helps a lot
This is a great video! :) Thanks
Thank you man. You are the best!!!!!!
I Need That Unity Hat!
Do you think that it would be possible to do a driving game tutorial? Just an idea! Love ur vids!
Could you please do at later point H1Z1 type of Inventory System cause it seems so complicated and clean at same time.. you really explain things very well and I hope you could do this one day ;)
PS love your channel
Great video, Brackeys, as always! Is it always the case that one should use either SSR or reflection probes but not both at the same time? Would using both add reflections to objects twice (making them unrealistically bright)?
Great hat trick Brackeys! :)
Could you please do tutorial on weapon switching with 2 or 3 weapons and some simple weapon switching animations.
I’m sure this is very useful to a lot of people too.
Brackeys the magician 😂
How to download corridor
Pretty interesting! I wonder if there is a way to set the settings to something like rendering the static object OnAwake but the dynamic objects in realtime. If there is a way to do this it might be a way to get both, best performance and best reflection.
Amazing and can you pls make save tutorial; that if we play a game and get out our data’s that we played or gat lives up and the game saves???
Super helpful
This video is awesome! I have a question though, and its completely off topic. I'm working on a game and would like my player to have access to a cell phone, GPS, etc. Can you make or is there a tutorial put there on how to create such an object? I.E. coding, and UI and the works?
Can you do a tutorial on rain? I would really appreciate it! Thanks and keep up the great work :D
Are you just talking about rain particle effects? Use particle collision if you want to do something with that and then have a little splash particle effect occurring when your particles collide with a surface.
Pretty sure there are some good tutorials on TH-cam for that already...
Just download rain and lighting free asset
Please do one on light probes thanks!
How about making lightmap tutorial ? There were a loooong discussions on many forums about possibility of creating lightmap based on lights with specific layer, so you can have your lightmaps baked according to light setup. Lightmapper has been changed but I think it is still a topic worth mentioning. P.S. just don't stop :)
Nice video brackeys! Can you create a tutorial for saving game
You are doing great things can you do a gasoline image and it decreases during flying or driving?
Excellent
Nice vid!
Could you create a video for creating and using a custom shader in Unity, btw Great videos, keep up the good work
Hey Brackeys ! Coul'd you make a video on Antiallising in unity ? How could we inprove this ?
Do a tutorial for ragdolls, that'd be awesome
Ragdolls are easy, just look up character joints, ragdolls are just a bunch of character joints put together in the shape of a human, you'll just need to experiment to get it right.
Great vid
Thanks!!! Awesome!! 👌
You are amazing
Hey Brackeys, I think your doing a great job. I just was wondering if you could make a tutorial on how to make a shop to customize a prefab. Say I earned currency somehow then I purchased a different color for my player cube. How would I go about applying that across multiple scenes?
Is it a good idea to use both reflection probes and SSR simultaneously or should I go with only one of them.
Is there a such thing as header files in C#? (Like in C++) Maybe make a tutorial on how to create our own "using" files
nguyen is pronounced win! haha
Great vid man, I hope this stuff still works today
Thanks for video! I wonder if its possible to use SSR only for floor reflection but not for everything?
Hey, I can't find the corridors on the asset store. Was it taken down?
YES SIR!!!
It would be awsom if you could do tutorial or live stream about Reigns/Tinder card swipe mechanism :) cheers
You really should get sponsored by Unity for making this videos.
Awesomeness. Thank you so much for this😅 if I ever make a game I'm going to put your name in the credits😃
Hey im newbie to coding, but you help me a lot thx man. Right now i want to make top down shooter, but i dont know how. Can you help me?
Awesome tutorial
Does it also work on unity free version?
What are the specs of your PC?
And what will you recommend?
Hey Brackeys can you plz make a tutorial on like a Cans knockdown or paper tossing game , I'd like to learn how we can throw objects like a ball with swipe gestures , or maybe any one could recommend an already existing tutorial plz
I'm looking for a 3d tutorial btw not 2d
Hey I want to get started with game development with unity. I am a complete beginner and want to learn c# for unity game development.
Are the c# course available on "Brackets" TH-cam channel enough for unity game development or will I have to learn c# from somewhere else too??
If "no" where shall I learn c# for unity game development since I am a complete novice.
Plz guide me .....Thank you
Messing around with reflections I've noticed it's difficult to do this with transparent materials (For instance I'm trying to do reflections on transparent crystals) Do you think you could go into how to do that sometime?
Hey just wondering, are there any game / games you are currently working on?
your tutorials are all AAA :]
thanks a lot
Sup Brackeys. Wanted to ask your opinion on MVVM implementation in Unity. For example, using reactive extensions like UniRx. I am currently working on such a system, it involves a context provider, a scriptable object representing the Model, and an additional VM script attached to the default Unity UI components to handle the data binding automagically. The issue I am still having, is that if it's anything requiring data validation and transitions (popups, windows, lists of data, like levels in level selection screen), then another custom script is a must, that pretty much acts as a Presenter in the default MVP approach that Unity asks us to use by default. Could there be another way to handle that? I've seen people creating animation controllers to handle windows and popus - is that a good enough way? Did you use data binding yourself? Can you elaborate on the topic? Thanks.
Can you do a video on saving player progress
What about there's no screen space reflections close to the camera edges (easy to notice at 12:13)? How can we say to the camera to render bit more screen space for reflections, keeping field of view for player?
Sooooo, when should we use probes and when should we use SSR?
hey brackeys what are your pc specs? looks pretty smooth!
@Brackeys hi, is it possible to disable certain objects from receiving reflection probe contribution while other objects receive it in the same scene?
Thx. Tutorial video.
Can you make tutorial about exporting animated items from blender, and adding custom mesh colliders to them? I'm struggling with this for like week.
Can you put the reflection probe on a flat surface to create regular mirror?
Can you do a tutorial on importing 3D objects from outside sources? Not from Maya or Max, but from places like Turbosquid and such. I often find myself importing objects from there and I can never get textures to work...
Best of unity :)
Could you have multiple shiny things reflecting each other? Eg.. 3 or 4 reflective balls?
Which Hardware do you have?
Because Unity is running slow on my Ryzen 1600, SSD, GTX 1070, 16GB DDR4 3200 RAM
What should I do?