Update Guide if you are lost. Using Unity 2021.3.16f1 URP, but this should apply to everyone from 2020 onwards: //SETTING UP 1. Shadergraph needs to be installed from Package Manager 2. Creating the Shadergraph: Create > Shader Graph (note: Not Shader - if you don't see Shadergraph, go back to Step 1) > URP > Lit Shader Graph. I suppose you can your Built-in too, but results not guaranteed //CHANGES TO NOTE 0:57: PBR Material block does not exist anymore, and instead it is now split into Vertex and Fragment blocks. Nodes like 'Alpha', 'Alpha Threshold Clip', 'Emission' may be missing from your set up. If they are, just right-click on the Fragment block to add them 1:26: Changing Alpha Clip and Surface to Transparent can't be done by left clicking on the block anymore. Instead, you have to change them in the Graph Inspector modal. Can't find the Graph Inspector modal? Look at the next section //PROBLEM: CANNOT SEE GRAPH INSPECTOR MODAL In your Shadergraph panel, overlayed in a modal right next to your nodes working area, you should see 'Graph Inspector'. If you don't see it, that's because it's not toggled on. On the top right of the Shader graph panel, you should see 3 buttons - Blackboard, Graph Inspector, Main Preview. Hit Graph Inspector obviously. //PROBLEM: CANNOT SEE PROPERTY VALUES MODAL - If you do not see that left modal in the video to add properties, go back to the three buttons on the top right of the Shader graph panel and hit 'Blackboard'. Then that modal should pop up - Alternatively, just create a float node, relink it to your Shadergraph, then right-click on that node and convert to property //PROBLEM: TEXTURE IS COMING OUT SOLID BUT YOU DID EVERYTHING RIGHT - Make sure you clicked on 'Save Asset' on the top right of the ShaderGraph Editor - Make sure you go into Scene and check the properties in the material/object. I noticed once I went in to play with their values, they override future saves in the Shadergraph, so then I had to go tweak them in the Scene - Make sure the final combine node (3:28) is ADD and not Multiply - Try tweaking your tiling. The formula is: 2048/(image dimension) = tiling. For instance, Daniel used a 64x64 image, so 2048/64 = 32, which is the tiling he used. I used a 512x512 image, so 2048/512 = 4 was the tiling I used. You can verify if tiling is the problem by removing tiling node from the setup to see if the effect works - When you import in your image, the default setting (as opposed to Sprite 2D etc) is sufficient //PROBLEM: CAN'T SEE THAT SWEET GLOW - Make sure you are using URP. The built in/Core renderers do not really have this feature - Make sure Bloom is toggled on in your post processing + Your camera has Post-processing checked. Don't know what post processing Bloom is? Go find other youtube videos to learn this and leave Daniel alone so that he can do God's work in teaching us how to make awesome shaders //PROBLEM: IT'S ALL PINK! - This pink material happens when you import materials from non-URP projects (which means they have non-URP settings like Built-in) to URP projects. It's easy to fix, so Google 'Unity fix pink material' and stop bothering Daniel - A quick tip is just to switch the shader of the material into your Shadergraph. //BONUS: Try switching 'Render face' in Graph Inspector to 'Both' Hope this helps!
You probably dont need this anymore but for other people that stumble across this: Use a lit shader. Vector 1 is now called float. Use surface type transparant to get the alpha channel in the master stack. Albedo is now called base color. Alpha clipping is off by default.
Amazing tutorial, i followed it throuhg on HDRP but due to some reasons my textures are not being loaded in the shader any idea what could be the issue?
Yup, things get renamed sometimes! It's a bit annoying when that happens, but I guess when I posted this video, Shader Graph was still going through a few changes.
I'm trying to use this on a 2D image sprite, but still want to keep the colors of the sprite underneath. Is there a way to keep the effect, but make it a transparent overlay on top of my image?
Everythings works perfectly but for some reason the top face of the mesh blinks rapidly sort of like changing colors. Any idea why? If its a cube or a cylinder, the flat face on top flickers.
In later versions of Shader Graph, they changed and renamed some things. If your version doesn't have PBR Graph, then instead look for Lit Shader Graph.
This is my first day using the shader node features, just came from your basic node guide. The passing of this video seems extremely fast or I am just slow at understanding this. I'm defiantly gonna check this video out again in a couple of weeks from now so I can gain more experience in order to understand this 😅
Don't worry if you need to watch it a couple times to get the hang of it! I made my videos short and fast (especially the earlier ones) with the intention that people would stop and replay bits as many times as they need. If you've just started with Shader Graph, then it'll all click into place eventually :)
The sheder i by able create or break the visuals of the game if the use correctly the make amezing effects but if use with wrong the make wierd visual effects
So i just tried this and everything works except the fact its not see through, i mapped the alphas and put it to transparent but that didnt do anything? Any ideas?
There's a few possible reasons - at about 1:24, I use the cog menu on the Master node to change the surface to Transparent. Or, at 3:34, I output part of the graph to the Master's Alpha pin. You might have missed one of those steps, or alternatively, your Hologram Scanlines texture isn't set (by default, Unity will just use an opaque white texture, so you won't see any transparency). Do any of those steps solve the problem?
@@danielilett that cog menu step is probably the one i missed rip i downloaded the project files to see what i was doing wrong didn't check the cog menu
@@danielilett thank you for answering me and also sorry for wasting your time, i was also here from the dani video and so i missed a lot of things you nedded to do to set all up properly, now it all works, good job
Yeah, PBR has been renamed to Lit in newer Shader Graph versions. There are a few other changes to the UI (particularly the graph outputs) but most of the information is still relevant :)
Which version of Shader Graph are you using? If you can pinpoint where it starts to turn pink then I should be able to point you in the right direction :)
Update Guide if you are lost. Using Unity 2021.3.16f1 URP, but this should apply to everyone from 2020 onwards:
//SETTING UP
1. Shadergraph needs to be installed from Package Manager
2. Creating the Shadergraph: Create > Shader Graph (note: Not Shader - if you don't see Shadergraph, go back to Step 1) > URP > Lit Shader Graph. I suppose you can your Built-in too, but results not guaranteed
//CHANGES TO NOTE
0:57: PBR Material block does not exist anymore, and instead it is now split into Vertex and Fragment blocks. Nodes like 'Alpha', 'Alpha Threshold Clip', 'Emission' may be missing from your set up. If they are, just right-click on the Fragment block to add them
1:26: Changing Alpha Clip and Surface to Transparent can't be done by left clicking on the block anymore. Instead, you have to change them in the Graph Inspector modal. Can't find the Graph Inspector modal? Look at the next section
//PROBLEM: CANNOT SEE GRAPH INSPECTOR MODAL
In your Shadergraph panel, overlayed in a modal right next to your nodes working area, you should see 'Graph Inspector'. If you don't see it, that's because it's not toggled on. On the top right of the Shader graph panel, you should see 3 buttons - Blackboard, Graph Inspector, Main Preview. Hit Graph Inspector obviously.
//PROBLEM: CANNOT SEE PROPERTY VALUES MODAL
- If you do not see that left modal in the video to add properties, go back to the three buttons on the top right of the Shader graph panel and hit 'Blackboard'. Then that modal should pop up
- Alternatively, just create a float node, relink it to your Shadergraph, then right-click on that node and convert to property
//PROBLEM: TEXTURE IS COMING OUT SOLID BUT YOU DID EVERYTHING RIGHT
- Make sure you clicked on 'Save Asset' on the top right of the ShaderGraph Editor
- Make sure you go into Scene and check the properties in the material/object. I noticed once I went in to play with their values, they override future saves in the Shadergraph, so then I had to go tweak them in the Scene
- Make sure the final combine node (3:28) is ADD and not Multiply
- Try tweaking your tiling. The formula is: 2048/(image dimension) = tiling. For instance, Daniel used a 64x64 image, so 2048/64 = 32, which is the tiling he used. I used a 512x512 image, so 2048/512 = 4 was the tiling I used. You can verify if tiling is the problem by removing tiling node from the setup to see if the effect works
- When you import in your image, the default setting (as opposed to Sprite 2D etc) is sufficient
//PROBLEM: CAN'T SEE THAT SWEET GLOW
- Make sure you are using URP. The built in/Core renderers do not really have this feature
- Make sure Bloom is toggled on in your post processing + Your camera has Post-processing checked. Don't know what post processing Bloom is? Go find other youtube videos to learn this and leave Daniel alone so that he can do God's work in teaching us how to make awesome shaders
//PROBLEM: IT'S ALL PINK!
- This pink material happens when you import materials from non-URP projects (which means they have non-URP settings like Built-in) to URP projects. It's easy to fix, so Google 'Unity fix pink material' and stop bothering Daniel
- A quick tip is just to switch the shader of the material into your Shadergraph.
//BONUS: Try switching 'Render face' in Graph Inspector to 'Both'
Hope this helps!
Thanks for the guide! A few things have changed since I made this video so this is a very good overview of things you'll need to look out for.
Can you do an updated version of this? PBR shader graph is removed from unity now and apparently replaced with a lit shader graph
its the same, just called differently
You probably dont need this anymore but for other people that stumble across this:
Use a lit shader.
Vector 1 is now called float.
Use surface type transparant to get the alpha channel in the master stack.
Albedo is now called base color.
Alpha clipping is off by default.
I absolutely love how this effect looks! Thank you!
Just to remember, he had 150 subs before dani^^
I'll be honest, I was super confused when I saw my subscriber count jump forward so quickly xD
@@danielilett Haha you deserve it, keep going :D
This would be great, if unity didnt remove the PBR shader, tried following along changing the lit shader stuff around, cant get my tiling working.
I'm a simple man i see great content, I insta-sub.
Keep it up!
In the newer version, the Albedo option is missing. What should I do?
This option got renamed to Base Color in newer versions!
Your tutorials are sooooo good ! Keep going you’re doing great
Loved it, made my own variation to use an albedo map with it, instant sub!
Nice! Always like to hear about people tweaking these shaders for their own use cases :D
@@danielilett Keep up the excellent work mate, its strongly appreciated, cheers! :)
I am a BIG fan of you work and channel!
Amazing tutorial, i followed it throuhg on HDRP but due to some reasons my textures are not being loaded in the shader any idea what could be the issue?
Hello from Dani, nice tutorial!
Do u need bloom post processing effect for this to properly work? Great tutorial btw.
For the emissive glowing, yep. And thanks!
I cannot add a vector1, has it been renamed or something? Edit: They are just floats
Yup, things get renamed sometimes! It's a bit annoying when that happens, but I guess when I posted this video, Shader Graph was still going through a few changes.
I'm trying to use this on a 2D image sprite, but still want to keep the colors of the sprite underneath. Is there a way to keep the effect, but make it a transparent overlay on top of my image?
Were you able to figure out how to do it? I'm also looking to do the same.
Everythings works perfectly but for some reason the top face of the mesh blinks rapidly sort of like changing colors. Any idea why? If its a cube or a cylinder, the flat face on top flickers.
I love how this teaches me so fast to create the effect :-)
hello, it's normal if I can't find pbr graph
In later versions of Shader Graph, they changed and renamed some things. If your version doesn't have PBR Graph, then instead look for Lit Shader Graph.
This is my first day using the shader node features, just came from your basic node guide. The passing of this video seems extremely fast or I am just slow at understanding this. I'm defiantly gonna check this video out again in a couple of weeks from now so I can gain more experience in order to understand this 😅
Don't worry if you need to watch it a couple times to get the hang of it! I made my videos short and fast (especially the earlier ones) with the intention that people would stop and replay bits as many times as they need. If you've just started with Shader Graph, then it'll all click into place eventually :)
The sheder i by able create or break the visuals of the game if the use correctly the make amezing effects but if use with wrong the make wierd visual effects
My final result for the 2d Texture sample just comes out black for some reason.
same
DANI RAID!
So i just tried this and everything works except the fact its not see through, i mapped the alphas and put it to transparent but that didnt do anything? Any ideas?
same problem
why isnt mine transparent
There's a few possible reasons - at about 1:24, I use the cog menu on the Master node to change the surface to Transparent. Or, at 3:34, I output part of the graph to the Master's Alpha pin. You might have missed one of those steps, or alternatively, your Hologram Scanlines texture isn't set (by default, Unity will just use an opaque white texture, so you won't see any transparency). Do any of those steps solve the problem?
@@danielilett that cog menu step is probably the one i missed rip i downloaded the project files to see what i was doing wrong didn't check the cog menu
I miss things like that in tutorials fairly often since it's a small step. Hope it's all working for you now though :)
@@danielilett Heyy, I think I might have the white texture issue, what do yo mean exactly by setting the scanlines texture? :s
I tried using this but my object jut looks pinky like if it is missing something, i have used the texture and all but nothing
Hmm, that's strange, could you give me more information about your project setup? Do you have URP installed?
@@danielilett thank you for answering me and also sorry for wasting your time, i was also here from the dani video and so i missed a lot of things you nedded to do to set all up properly, now it all works, good job
@@aledjamaica4110 Hey don't worry about it, you didn't waste my time at all! Glad you've got it set up now :)
This was great! Thanks for the tutorial! :D
Salutation de la part de Dani 😂
There is no PBR graph. Old video
Yeah, PBR has been renamed to Lit in newer Shader Graph versions. There are a few other changes to the UI (particularly the graph outputs) but most of the information is still relevant :)
Dani sent me
its just a pink blob when i finished and started
what did i do wrong?
Which version of Shader Graph are you using? If you can pinpoint where it starts to turn pink then I should be able to point you in the right direction :)
Thanks you but whenever I opened the graph it was already pink but the version is 7.3.1
@@burnttoast090What was the solution?
Remember me when you get 100k lmao ;)
*thicc.*
Too fast, but i can do that, is perfect!
I dont get it. What's the point of making a tutorial if you're not providing the texture ?
It's on the GitHub (linked in the description) along with all the source code: github.com/daniel-ilett/shaders-hologram/tree/master/Assets/Textures
Video is way too fast. I was constantly having to pause and play, rewind so I can see you repeat a step 3 times as well.
anyone else form Dani?
About two thirds of my subscribers at this point!