First time trying shader, following this tutorial for 2 days step by step, made it and I was inspired A LOT. THANK YOU FOR SHARING! Love how you do this tutorial in detailed!💫
For those of you years in the future wondering how to make this a transparent material (e.g. applied to a mesh shell covering your surface/object): 1) set output node blend type to Transparent and queue to Alpha Test 2) Blend RGB to "Soft Additive" (you can play with this one) 3) Blend Alpha to "Alpha Blend" (or whatever else you need) 4) in the graph, route your rain combined var to opacity mask, and feed a const float = 1 to opacity then play with vals to taste 😎
Amazing! I just got Amplify and learned a lot with this. Thanks! My small contribution: You can multiply Splotch Scale by Object Scale so the splotches are constant size when you scale the object.
I need to find the right balance I think. For example this rain tutorial took me over a weeks worth of my evenings to get done, and if I were doing a video per-week, then I wouldn't have any free time!
Aye, it's the editing mostly. It's like 20% have an idea and test it, 10% do it again but record it, 50% chopping it up + audio voiceovers + corrections, and then 20% on thumbnails, preparing twitter gifs or small mp4's to post around, descriptions, patreon files, etc etc. It can take forever when you only have about 2 hours free per night.
Hmm, fog systems might be a bit on the tricky side. I suppose you could go with a volumetric shader, but that's quite expensive depending on what you want to use it for. A lot of people will just use a plane with some transparent noisey smoke texture and a depth fade. Of course this only works if you're looking at it from above though.
@@PolyToots yeah I did manage to create the plane based fog but wasn't looking great. Unity have gradient fog article in their github URP examples but the custom shader scripts and source files were not added for that, so recently I reached out to them asked if they can provide them and they have now added all the files. here's the link: " github.com/Unity-Technologies/UniversalRenderingExamples/tree/gradient-fog/Assets/_CompletedDemos "
Hello, thank you for the tutorial! : ) I bumped into a question: I tried the recipe with ASE1.8.9, but the node "Normal From Height" always output black, whatever I input as a height value. And I can't find a page about the node in official manual, wired. Everything before this works well. Is there anything I can do to fix it? Or how can I get the normal on my own?
Oh...strange... I just ignored the black output of Normal From Height Node, and added it to the uvs. Although in the graph it shows no change, the shading result does have a distortion. Don't know why, maybe a bug.
Awesome video man, great stuff. I am having just one prob, my project is HDRP so am setting my Shader Type to [HD/Lit] but when I move around the scene the streaks are no longer fixed to the object. Any ideas?
Hmm, converting this to shadergraph (though probably URP) is on my to-do list, though I won't be starting it for at-least another week, maybe two. The only thing I can suggest is to pay special attention to shader graph's "world" and "object" modes when using things like a position node. Edit, wait, you didn't specify shader graph did you? Hmm, if you're using amplify then I'm a bit stumped. Are you using this on a skinned mesh renderer (that requires tangent uv's, and I haven't got it working yet)
Hey man, I was having the same problem (Not a skinned mesh). I eventually fixed it by removing the 'Object to World' Node entirely and directly linking the 'Vertex Position' Node X,Y and Z to both 'Append' Nodes (same links as 'Object to World' ==>> ZY & XY).
@@PolyToots Got the same problem in hdrp using Amplify too, i can send you a video if you want. I tried to recreate the shader in Hdrp, but got multiple problems like compilation errors so i kind of gave up. Also for some reason normal from height doesnt seem to work either, maybe i will try to get it working in unity shadergraph the next few days, kind of anoys me because i really would like this shader in my game. Edit Nevermind got some stuff working somehow literally after my comment xD. But the normals look pixalated.
@@PolyToots Ok spend some more time on it, one thing i would definitly change is make a second set of streaks that you add together, for now it is ok but on larger objects the streaks get repetive quite fast to a point it looks kind of bad actually. I set the normal power to 0.03, any thing above just looks to much. thanks for the awesome tutorial ;D
Thank you! Can this be used as an effect for the camera? I.e. to make it look as if the raindrops are falling onto the camera and sliding down its "lens"?
Hey dude. Great tutorial as always. I've a question: What node in Shader Graph is corresponded to the "Vertex Position" node. I used "Position" with "Object" space. But when I transform it from object to world position it doesn't do what it does for you. I get drops that are projected on the object, but not on it's faces. What do I miss? Here's a screenshot: imgur.com/SgOrqpU
@@PolyToots Well I couldn't progress much and decided to go with UV space instead of tri-planar as I only need this effect for a car window. However, I kinda find a work around for Amplify's "ID" output of Voronoi node in Shader Graph. I doubt it's exactly the same as having an "ID" output; but I'll try to explain :D To my understanding, you wanted to use ID output as a UV mask for the sploches which is derived from the Voronoi. This way, once we change a parameter for the Voronoi the change also would affect the UV mask as it's been driven from the same Voronoi. I, instead, created a seperate simple UV mask for the gradient. This was okey; but the gap (seam) between two cycles of gradient was too obvious. So, I distorted the UV mask and that in turn distorted the gradient as well. This way, the gradient was still there and because it was distorted the gap between gradient cycles was much less obvious. It's a very simple and primitive solution; but it worked for me :D Here's a screen shot of my Shader Graph editor: imgur.com/Mn0gF4d Thanks for asking by the way. I really like your tutorials. Keep up the good work! :)
yeah that's fair, triplanar can also present issues when using skinned meshes. So if you have the option to use UV space, do it! Much simpler. Nice info for the ID output, I really appreciate that!
@@PolyToots Late response to this one but may help others trying to convert to shader graph - the vertex position can be swapped for a Position node in shader graph (Input > Geometry > Position) and you can specify you want World Space on the node. This means you don't actually even need to convert to world space after, just use the node as is in world space and split the output as per the rest of your shader. Hope this helps.
Hey man, I'm pretty sure you could make a "sweaty anything" with the lessons taught in this video, or is there something specific missing that you had in mind?
@@joaquinfraustoalfarorocco8177 Ah right, that would be one expensive bottle to render for games. Depending on the level of accuracy I wonder if you could get away with using particle systems for that last effect. So you still have a "base" like in the shader for this tutorial, but you also have different sized "water droplet" particle meshes that are running down your bottle.
Unfortunately, the a material generated from your shader on patreon just shows pink. Looked at the shader itself and unity says there's 2 "floating point division by zero" errors. I tried bringing the included mask image into it but that didn't do anything. Shame. Know how to fix this?
I do mention that this was made in the legacy/built-in pipeline, so if you're using URP or HDRP then yes it will immediately show up pink. It's an older tutorial, all newer tutorials are now using URP. Porting most shaders is usually relatively easy, you just have to open the shader in the editor, and change its type to be compatible with your current rendering pipeline (if it de-hooks any nodes, just plug them back in) If you're using URP, I've just done this on a new upload for this shader: www.patreon.com/posts/39309726
First time trying shader, following this tutorial for 2 days step by step, made it and I was inspired A LOT. THANK YOU FOR SHARING! Love how you do this tutorial in detailed!💫
Youre such a legend, i actually feel like im learning stuff every video. Keep up the insanely good content, we need to get your tuts out to the world!
Dude... everything you put out is so top tier
Oh don't worry I'm sure I'll disappoint you one of these days!
For those of you years in the future wondering how to make this a transparent material (e.g. applied to a mesh shell covering your surface/object):
1) set output node blend type to Transparent and queue to Alpha Test
2) Blend RGB to "Soft Additive" (you can play with this one)
3) Blend Alpha to "Alpha Blend" (or whatever else you need)
4) in the graph, route your rain combined var to opacity mask, and feed a const float = 1 to opacity
then play with vals to taste 😎
can you do a tutorial on this
my hero
Man, you make awesome stuff. Thank you so much for all the hard work you put in the videos, the quality of it and the diversity!
Super useful and well explained! I really appreciate having the different video sections blocked out along the timeline. Great work!
Yeah! Being able to add in those "chapters" helps me wipe away the tears of doing painfully long and boring tutorials.
Incredible series of tutorials you got there. Thank you for that !
Nice tutorial. Took me hours since I was using the build in shader graph, but I did managed to make decent splosh on the top!
Amazing! I just got Amplify and learned a lot with this. Thanks!
My small contribution: You can multiply Splotch Scale by Object Scale so the splotches are constant size when you scale the object.
Thank you for sharing a very detailed tutorial.
Awesome tutorial, thanks. Just what I needed. I prefer longer tutorials so no need to apologise. 👍
I need to find the right balance I think. For example this rain tutorial took me over a weeks worth of my evenings to get done, and if I were doing a video per-week, then I wouldn't have any free time!
@@PolyToots yikes.
Aye, it's the editing mostly. It's like 20% have an idea and test it, 10% do it again but record it, 50% chopping it up + audio voiceovers + corrections, and then 20% on thumbnails, preparing twitter gifs or small mp4's to post around, descriptions, patreon files, etc etc. It can take forever when you only have about 2 hours free per night.
This tutorial are just perfect, I'm having a good time watching it. Thank you!
Glad you enjoy it!
WOW, just WOW! You have skills man!
Great tutorial! I pretty much learned everything I know about shaders from you. New Subscriber
Oh no! I recommend also learning from much smarter people. Thanks for the sub!
Thanks!
A tutorial about snow/sand deformation would be neat in the shader forge. Thank you for all the great work!
Super useful, thanks
Cool!!Thank u so much!
Legend indeed! As a russian speaker i can tell you that you're pronouncing Voronoy correctly
Thanks for the video, super useful channel mate. Youre a real one. What is the song name btw?
i am using urp and having pink material problem and make a toturial on how to add textures with this shader on objects (meshes)
how to change black texture
can you make gradient height fog shader tutorial as the default fog in URP is really bad.
Hmm, fog systems might be a bit on the tricky side. I suppose you could go with a volumetric shader, but that's quite expensive depending on what you want to use it for. A lot of people will just use a plane with some transparent noisey smoke texture and a depth fade. Of course this only works if you're looking at it from above though.
@@PolyToots yeah I did manage to create the plane based fog but wasn't looking great. Unity have gradient fog article in their github URP examples but the custom shader scripts and source files were not added for that, so recently I reached out to them asked if they can provide them and they have now added all the files. here's the link: " github.com/Unity-Technologies/UniversalRenderingExamples/tree/gradient-fog/Assets/_CompletedDemos "
Hello, thank you for the tutorial! : ) I bumped into a question:
I tried the recipe with ASE1.8.9, but the node "Normal From Height" always output black, whatever I input as a height value. And I can't find a page about the node in official manual, wired.
Everything before this works well. Is there anything I can do to fix it? Or how can I get the normal on my own?
Oh...strange...
I just ignored the black output of Normal From Height Node, and added it to the uvs. Although in the graph it shows no change, the shading result does have a distortion. Don't know why, maybe a bug.
Awesome video man, great stuff. I am having just one prob, my project is HDRP so am setting my Shader Type to [HD/Lit] but when I move around the scene the streaks are no longer fixed to the object. Any ideas?
Hmm, converting this to shadergraph (though probably URP) is on my to-do list, though I won't be starting it for at-least another week, maybe two. The only thing I can suggest is to pay special attention to shader graph's "world" and "object" modes when using things like a position node.
Edit, wait, you didn't specify shader graph did you? Hmm, if you're using amplify then I'm a bit stumped. Are you using this on a skinned mesh renderer (that requires tangent uv's, and I haven't got it working yet)
Hey man, I was having the same problem (Not a skinned mesh). I eventually fixed it by removing the 'Object to World' Node entirely and directly linking the 'Vertex Position' Node X,Y and Z to both 'Append' Nodes (same links as 'Object to World' ==>> ZY & XY).
@@PolyToots Got the same problem in hdrp using Amplify too, i can send you a video if you want. I tried to recreate the shader in Hdrp, but got multiple problems like compilation errors so i kind of gave up. Also for some reason normal from height doesnt seem to work either, maybe i will try to get it working in unity shadergraph the next few days, kind of anoys me because i really would like this shader in my game.
Edit Nevermind got some stuff working somehow literally after my comment xD. But the normals look pixalated.
@@davids3282 Yeah the normal to height node is pretty brutal, it will produce jaggy artefacts if the normal power is high. I set mine low.
@@PolyToots Ok spend some more time on it, one thing i would definitly change is make a second set of streaks that you add together, for now it is ok but on larger objects the streaks get repetive quite fast to a point it looks kind of bad actually.
I set the normal power to 0.03, any thing above just looks to much.
thanks for the awesome tutorial ;D
Thank you! Can this be used as an effect for the camera? I.e. to make it look as if the raindrops are falling onto the camera and sliding down its "lens"?
and how to apply this on texture
How i add the textures fot the car after “last bits”?
Did you ever figure this out?
@@3DAntonio47 nope
Hey, Thank you for the vid. Is there any way I can implement this with the shader graph?
does it works with hdrp?
Hey dude. Great tutorial as always. I've a question: What node in Shader Graph is corresponded to the "Vertex Position" node. I used "Position" with "Object" space. But when I transform it from object to world position it doesn't do what it does for you. I get drops that are projected on the object, but not on it's faces. What do I miss?
Here's a screenshot: imgur.com/SgOrqpU
Hmm, it should just be the local object position yeah, not sure what the differences under the hood would be. Have you made any progress?
@@PolyToots Well I couldn't progress much and decided to go with UV space instead of tri-planar as I only need this effect for a car window.
However, I kinda find a work around for Amplify's "ID" output of Voronoi node in Shader Graph. I doubt it's exactly the same as having an "ID" output; but I'll try to explain :D
To my understanding, you wanted to use ID output as a UV mask for the sploches which is derived from the Voronoi. This way, once we change a parameter for the Voronoi the change also would affect the UV mask as it's been driven from the same Voronoi. I, instead, created a seperate simple UV mask for the gradient. This was okey; but the gap (seam) between two cycles of gradient was too obvious. So, I distorted the UV mask and that in turn distorted the gradient as well. This way, the gradient was still there and because it was distorted the gap between gradient cycles was much less obvious.
It's a very simple and primitive solution; but it worked for me :D
Here's a screen shot of my Shader Graph editor: imgur.com/Mn0gF4d
Thanks for asking by the way. I really like your tutorials. Keep up the good work! :)
yeah that's fair, triplanar can also present issues when using skinned meshes. So if you have the option to use UV space, do it! Much simpler.
Nice info for the ID output, I really appreciate that!
@@PolyToots Late response to this one but may help others trying to convert to shader graph - the vertex position can be swapped for a Position node in shader graph (Input > Geometry > Position) and you can specify you want World Space on the node. This means you don't actually even need to convert to world space after, just use the node as is in world space and split the output as per the rest of your shader. Hope this helps.
Познавательно, спасибо!
You can also use the node Panner to pan textures ;) Edit: nevermind!
Gotcha!
shadergraph ver, please...
Late response, but someone has done this tutorial in shadergraph: th-cam.com/video/EIjpKlgsWLM/w-d-xo.html
By a some reason normal from height gives me just black.
could you please make a sweaty soda bottle shader?? your videos are amazing! just suscribed!
Hey man, I'm pretty sure you could make a "sweaty anything" with the lessons taught in this video, or is there something specific missing that you had in mind?
The thing is that i need the water drops to be tridimensional, i'm sorry i didn't explain myself 😅
@@joaquinfraustoalfarorocco8177 Ah right, that would be one expensive bottle to render for games. Depending on the level of accuracy I wonder if you could get away with using particle systems for that last effect. So you still have a "base" like in the shader for this tutorial, but you also have different sized "water droplet" particle meshes that are running down your bottle.
how to change texture this is
Unfortunately, the a material generated from your shader on patreon just shows pink. Looked at the shader itself and unity says there's 2 "floating point division by zero" errors. I tried bringing the included mask image into it but that didn't do anything. Shame. Know how to fix this?
I do mention that this was made in the legacy/built-in pipeline, so if you're using URP or HDRP then yes it will immediately show up pink. It's an older tutorial, all newer tutorials are now using URP. Porting most shaders is usually relatively easy, you just have to open the shader in the editor, and change its type to be compatible with your current rendering pipeline (if it de-hooks any nodes, just plug them back in)
If you're using URP, I've just done this on a new upload for this shader:
www.patreon.com/posts/39309726
Can you please make video for how to make mud effects in muddy land like forza horizon 4 on car in unity please
Can this be used in godot sir?
I would assume not, but if godot has a node based shader editor you could try to recreate this tutorial in that.
This song's gonna get stuck inside your head
it was long but i did it
Champion.
Bruh, generating noise is SOO expensive, smh.