Drawing lines in shaders can be useful for procedural materials, dynamic UI or HUD elements, or interactive visual effects. In this video, I show how to draw them in Unity's URP Shader Graph using 2D signed distance fields, or SDFs. I also derive the SDF formula and explain the math behind it.
⏲️ Timestamps: 0:00 Intro 0:15 The SDF formula 2:47 Drawing a line 3:39 Procedural clock face 4:12 Drawing a polyline 4:50 Rainbow SDF visualization 5:16 Wrap up and credits
Drawing a Line Segment in the URP Shader Graph with 2D SDFs! ✔️ 2021.1 | Unity Game Dev TutorialNed Makes Games2021-06-09 | ✔️ Tested in 2020.3 ➕ 2021.1
Drawing lines in shaders can be useful for procedural materials, dynamic UI or HUD elements, or interactive visual effects. In this video, I show how to draw them in Unity's URP Shader Graph using 2D signed distance fields, or SDFs. I also derive the SDF formula and explain the math behind it.
⏲️ Timestamps: 0:00 Intro 0:15 The SDF formula 2:47 Drawing a line 3:39 Procedural clock face 4:12 Drawing a polyline 4:50 Rainbow SDF visualization 5:16 Wrap up and credits
#GameDev #IndieDev #UnityMapping Our Way to PBR | Writing Unity URP Code Shaders Tutorial [4/9] ✔️ 2021.3Ned Makes Games2023-04-10 | ✔️ Tutorial tested in 2020.3 and 2021.3
Have you ever wondered how lighting and shadows work in Unity? Or, do you want to write your own shaders for the Universal Render Pipeline, but without Shader Graph? Either because you need some special feature or just prefer writing code, this tutorial has you covered.
This is the fourth part in a series about writing HLSL shaders for URP. In this video, we take a look at PBR, or physically based rendering, and implement a variety of effects aiming to simulate different materials. By the end, we will support metals, glasses, glowing objects, plastics, and more!
Have you ever wondered how lighting and shadows work in Unity? Or, do you want to write your own shaders for the Universal Render Pipeline, but without Shader Graph? Either because you need some special feature or just prefer writing code, this tutorial has you covered.This is the fourth part in a series about writing HLSL shaders for URP.
In this video, we take a look at PBR, or physically based rendering, and implement a variety of effects aiming to simulate different materials. By the end, we will support metals, glasses, glowing objects, plastics, and more!
👑 Join my Patreon to access tutorials early, download project files, vote on future topics, and more! Thank you so much!► patreon.com/nedmakesgames
#GameDev #IndieDev #shortsTransparent and Crystal Clear | Writing Unity URP Code Shaders Tutorial [3/9] ✔️ 2021.3Ned Makes Games2022-10-12 | ✔️ Tutorial tested in 2020.3 and 2021.3
Have you ever wondered how lighting and shadows work in Unity? Or, do you want to write your own shaders for the Universal Render Pipeline, but without Shader Graph? Either because you need some special feature or just prefer writing code, this tutorial has you covered.
In fact, this is the third part in a series about writing HLSL shaders for URP. In this video, I aim to demystify transparency! I'll showcase how to work with blended and cut out transparency. Along the way, we'll learn about custom inspectors, render queues, culling, shader features, and double sided lighting.
Have you ever wondered how lighting and shadows work in Unity? Or, do you want to write your own shaders for the Universal Render Pipeline, but without Shader Graph? Either because you need some special feature or just prefer writing code, this tutorial has you covered.
In fact, this is the third part in a series about writing HLSL shaders for URP. In this video, I aim to demystify transparency! I'll showcase how to work with blended and cut out transparency. Along the way, we'll learn about custom inspectors, render queues, culling, shader features, and double sided lighting.
#GameDev #IndieDev #UnityLet There Be Light (And Shadow) | Writing Unity URP Code Shaders Tutorial [2/9] ✔️ 2021.3Ned Makes Games2022-08-15 | ✔️ Tutorial tested in 2020.3 and 2021.3
Have you ever wondered how lighting and shadows work in Unity? Or, do you want to write your own shaders for the Universal Render Pipeline, but without Shader Graph? Either because you need some special feature or just prefer writing code, this tutorial has you covered.
In fact, this is the second part in a series about writing HLSL shaders for URP. In this video, I will show how to add lighting to a shader. This includes a simple explanation of shadow mapping - how objects cast and receive shadows in URP - as well as an introduction to keywords and shader variants - an important concept when writing shaders!
Would you like to start writing shaders but don’t know where to start? Or, have you encountered a limitation of URP’s Shader Graph you need to overcome? In this tutorial series, I’ll walk you through writing a fully featured, general purpose shader for Unity’s Universal Render Pipeline — exclusively in code. Don't know HLSL or ShaderLab? No problem.
✔️ Tutorial tested in 2020.3 and 2021.3 🚨 Edits: If you create your project from a template, ensure "Depth Priming Mode" is set to "Disabled" in your URP settings asset. To find this asset, open Project Settings, navigate to Graphics, and select the renderer asset at the top of the window.
Would you like to start writing shaders but don’t know where to start? Or, have you encountered a limitation of URP’s Shader Graph you need to overcome? In this tutorial series, I’ll walk you through writing a fully featured, general purpose shader for Unity’s Universal Render Pipeline — exclusively in code. Don't know HLSL or ShaderLab? No problem.
⏲️ Timestamps: 0:00 Intro 0:53 Ad 1:26 Tutorial scope 2:58 Project set up 4:50 ShaderLab 7:02 Intro to HLSL 8:52 The Graphics Pipeline 9:34 The Input Assembler 11:09 The Vertex Stage 12:40 Spaces 15:45 The Rasterizer 16:04 The Fragment Stage 15:52 Hello World 18:54 Properties in ShaderLab 21:34 Properties in HLSL 22:31 Texture Properties 23:46 Macros 25:16 Sampling a Texture 26:35 What Are UVs 27:12 UVs in the Vertex Function 29:06 Interpolation 30:22 Hello Textures 31:26 Wrap up and credits
Would you like to start writing shaders but don’t know where to start? Or, have you encountered a limitation of URP’s Shader Graph you need to overcome? In this tutorial series, I’ll walk you through writing a fully featured, general purpose shader for Unity’s Universal Render Pipeline — exclusively in code. Don't know HLSL or ShaderLab? No problem.
#GameDev #IndieDev #UnityMastering Tessellation Shaders in Unity! Easy LoD, Curved Triangles, Height Maps | Game Dev TutorialNed Makes Games2021-12-01 | ✔️ Tutorial tested in Unity URP 2020.3, 2021.3
Hi! Tessellation shaders are advanced shaders which can subdivide triangles in a mesh, creating new vertices. You can move these around for a variety of cool effects! This tutorial aims to give you a deep understanding of tessellation shaders in Unity by first explaining how to write your own and then showcasing several algorithms which use them. Some effects include advance culling, dynamic level of detail, curved triangles, smoothed silhouettes, height map rendering, and procedural meshes.
Tessellation shaders are advanced shaders which can subdivide triangles in a mesh, creating new vertices which can be moved around for a variety of cool effects! This tutorial aims to give you a deep understanding of tessellation shaders in Unity by first explaining how to write your own and then showcasing several effects using them. These include advanced culling, dynamic level of detail, curved triangles, smoothed silhouettes, height map rendering, and procedural meshes.
#GameDev #IndieDev #UnityCreating a Foliage Shader in Unity URP! Grass, Trees, Flowers, Hedges and More | Game Dev TutorialNed Makes Games2021-10-15 | 🚀 Download Core to create games for FREE at bit.ly/Core-NedMakesGames
✔️ Tutorial tested in Unity URP 2020.3 & 2021.3
Plants, foliage and vegetation are really challenging to get right! It requires a custom made shader to tackle issues like translucency and wind. In this tutorial, I show how to create a foliage shader in the Unity URP (Universal Render Pipeline) Shader Graph. It supports all light types, shadows, and baked lighting, and includes several strategies for translucency, like separate normals for diffuse lighting and subsurface scattering. I also implement programmable wind animation and show a simple method to reconstruct normals. For grass billboards and tree leaf cards, I also demonstrate how to create double sided materials with normal map support.
⏲️ Timestamps: 0:00 Intro 0:26 Core ad 1:58 Tutorial info 3:35 Project set up 6:41 Two sided rendering 9:27 Shape normals 15:54 Translucent lighting 21:12 Data maps 25:23 Wind 34:14 Normal reconstruction 40:25 Examples 41:23 Wrap up and credits
#GameDev #IndieDev #UnityCreating a Foliage Shader in Unity URP! Grass, Trees, Flowers #Shorts Preview | Game Dev TutorialNed Makes Games2021-10-15 | ✨ Watch the full tutorial! ✨ ► youtu.be/x4ufs1OzPIw
Do you have a material that doesn't look quite right in Unity's URP lit shader graph? Or would you like to experiment with stylized art styles with the convenience of the shader graph? In this tutorial, I show how to implement custom lighting, allowing you to solve both those problems. Afterwards, you could extend the graphs I show here to make a toon shader or handle difficult materials, like plant foliage, hair, skin, or fabric.
#Shorts #Gamedev #UnityCustom Lighting in Unity URP Shader Graph! Ready for Toony Lights! ✔️ 2021.1 | Game Dev TutorialNed Makes Games2021-08-31 | ✔️ Tested in 2020.3 & 2021.1
Do you have a material that doesn't look quite right in Unity's URP lit shader graph? Or would you like to experiment with stylized art styles with the convenience of the shader graph? In this tutorial, I show how to implement custom lighting, allowing you to solve both those problems. Afterwards, you could extend the graphs I show here to make a toon shader or handle difficult materials, like plant foliage, hair, skin, or fabric.
#GameDev #IndieDev #UnityCustom Lighting in Unity URP Shader Graph! Ready for Toony Lights! #Shorts Preview Game Dev TutorialNed Makes Games2021-08-31 | ✨ Watch the full tutorial! ✨ ► youtu.be/GQyCPaThQnA
Do you have a material that doesn't look quite right in Unity's URP lit shader graph? Or would you like to experiment with stylized art styles with the convenience of the shader graph? In this tutorial, I show how to implement custom lighting, allowing you to solve both those problems. Afterwards, you could extend the graphs I show here to make a toon shader or handle difficult materials, like plant foliage, hair, skin, or fabric.
#Shorts #Gamedev #UnityDrawing Boxes and Rectangles in URP Shader Graph with 2D SDFs! ✔️ 2021.1 | Unity Game Dev TutorialNed Makes Games2021-06-23 | ✔️ Tested in 2020.3 ➕ 2021.1
Squares, boxes, and rounded rectangles are all common shapes you might want to draw in a shader. In this video, I show you how to do that using 2D signed distance fields, or SDFs. We'll derive the formula, recreate it in the shader graph, and then make some cool shaders to see it in action: including a mouse-controlled rectangle drawer, rainbow SDF visualizer, and procedural brick wall.
#GameDev #IndieDev #UnityDrawing Boxes and Rectangles in Shader Graph with 2D SDFs! #Shorts Preview | Unity Game Dev TutorialNed Makes Games2021-06-21 | ✨ Watch the full tutorial! ✨ ► youtu.be/WuNdmjca7eM
Squares, boxes, and rounded rectangles are all common shapes you might want to draw in a shader. In this video, I show you how to do that using 2D signed distance fields, or SDFs. We'll derive the formula, recreate it in the shader graph, and then make some cool shaders to see it in action: including a mouse-controlled rectangle drawer, rainbow SDF visualizer, and procedural brick wall.
#Shorts #Gamedev #UnityAll Blend Modes! Looking at the Shader Graph Blend Mode Filters ✔️ 2021.1 | Unity Game Dev TutorialNed Makes Games2021-06-16 | ✔️ Tested in 2020.3 ➕ 2021.1
Unity's shader graph blend node has twenty-two modes! Each combines two colors using a different formula. In this video, I look at the math behind each mode and see how it affects a couple of sample images.
#GameDev #IndieDev #UnityAll Blend Modes! Looking at the Shader Graph Blend Filters #Shorts Preview | Unity Game Dev TutorialNed Makes Games2021-06-14 | ✨ Watch the full tutorial! ✨ ► youtu.be/d9NKqeNtobc
Unity's shader graph blend node has twenty-two modes! Each combines two colors using a different formula. In this video, I look at the math behind each mode and see how it affects a couple of sample images.
#Shorts #Gamedev #UnityDrawing a Line Segment in the URP Shader Graph with SDFs! #Shorts Preview | Unity Game Dev TutorialNed Makes Games2021-06-07 | ✨ Watch the full tutorial! ✨ ► youtu.be/D_Zq6q1gnvw
Drawing lines in shaders can be useful for procedural materials, dynamic UI or HUD elements, or interactive visual effects. In this video, I show how to draw them in Unity's URP Shader Graph using 2D signed distance fields, or SDFs. I also derive the SDF formula and explain the math behind it.
#Shorts #Gamedev #UnityTime and Animation in Shaders! URP Shader Graph and HLSL! ✔️ 2021.1 | Unity Game Dev TutorialNed Makes Games2021-06-02 | ✔️ Tested in 2020.3 ➕ 2020.1
Getting the current time in shaders is easier that it seems at first! Unity provides a shader graph node and many HLSL variables for your every need, but what exactly do they contain? When does the time counter begin? Is it affected by time scaling? I look into the URP source to find out. Time allows you to animate in shaders, which is super powerful! I showcase two animating shaders: one which loops, and one which starts at a specified time.
#GameDev #IndieDev #UnityTime and Animation in Shaders! URP Shader Graph and HLSL! #Shorts Preview | Unity Game Dev TutorialNed Makes Games2021-05-31 | ✨ Watch the full tutorial! ✨ ► youtu.be/XWbdZxADieU
Getting the current time in shaders is easier that it seems at first! Unity provides a shader graph node and many HLSL variables for your every need, but what exactly do they contain? When does the time counter begin? Is it affected by time scaling? I look into the URP source to find out. Time allows you to animate in shaders, which is super powerful! I showcase two animating shaders: one which loops, and one which starts at a specified time.
#Shorts #Gamedev #UnityBasics of Mipmaps in Unity Part 2! Shaders, Bias, and Texture2DLOD! ✔️ 2021.1 | Game Dev TutorialNed Makes Games2021-05-26 | ✔️ Works in 2020.3 ➕ 2021.1
Mipmaps are scaled down versions of textures Unity generates which look and perform better when the texture shrinks on the screen. In this video, I wrap up this series on mipmaps by investigating how the renderer chooses which mip level to use and how you can influence this with SampleTexture2DLOD and mipmap biases. I also show how to sample textures outside of the fragment shader stage.
⏲️ Timestamps: 0:00 Intro 0:55 Using GetTextureLOD 3:06 Reimplementing the mipmap choice algorithm 5:04 Mipmap bias 6:11 Sampling textures in the vertex stage 7:03 Wrap up and credits
#GameDev #IndieDev #UnityMipmaps in Unity Part 2! Shaders, Bias, and Texture2DLOD! #Shorts Preview | Game Dev TutorialNed Makes Games2021-05-24 | ✨ Watch the full tutorial! ✨ ► youtu.be/2G0Sime3OH0
Mipmaps are scaled down versions of textures Unity generates which look and perform better when the texture shrinks on the screen. In this video, I wrap up this series on mipmaps by investigating how the renderer chooses which mip level to use and how you can influence this with SampleTexture2DLOD and mipmap biases. I also show how to sample textures outside of the fragment shader stage.
#Shorts #Gamedev #UnityBasics of Partial Derivative Shader Funcs in Unity! DDX, DDY, FWidth ✔️ 2021.1 | Game Dev TutorialNed Makes Games2021-05-19 | ✔️ Works in 2020.3 ➕ 2021.1
To continue investigating mipmaps, I want to introduce the partial derivative shader functions in Unity URP! These functions, DDX, DDY, and FWidth, seem magical! You can pass any variable to them, and they'll give you the amount it changes over one screen pixel. Let's see how they work, how they relate to mipmaps, and how to use them for interesting effects!
👑 Join my Patreon to watch the full tutorial now, download project files, vote on future topics, and more! Thank you so much! ► patreon.com/nedmakesgames
To continue investigating mipmaps, I want to introduce the partial derivative shader functions in Unity URP! These functions, DDX, DDY, and FWidth, seem magical! You can pass any variable to them, and they'll give you the amount it changes over one screen pixel. Let's see how they work, how they relate to mipmaps, and how to use them for interesting effects!
#Shorts #Gamedev #UnityBasics of Mipmaps in Unity Part 1! Import Settings and Custom Mipmaps! ✔️ 2021.1 | Game Dev TutorialNed Makes Games2021-05-12 | ✔️ Works in 2020.3 ➕ 2021.1
Mipmaps are scaled down versions of textures Unity generates and draws when a texture takes up a small area on the screen. This saves memory and looks better to boot! In this video, I go over Unity's mipmap generation settings and show how to create custom mipmaps. I also quickly demonstrate a cool trick Nintendo used to make Mario Sunshine's water!
#GameDev #IndieDev #UnityBasics of Mipmaps in Unity! Import Settings and Custom Mipmaps! #Shorts Teaser | Game Dev TutorialNed Makes Games2021-05-10 | ✨ Watch the full tutorial! ✨ ► youtu.be/Vq5T4hu8NWM
Mipmaps are scaled down versions of textures Unity generates and draws when a texture takes up a small area on the screen. This saves memory and looks better to boot! In this video, I go over Unity's mipmap generation settings and show how to create custom mipmaps. I also quickly demonstrate a cool trick Nintendo used to make Mario Sunshine's water!
#Shorts #Gamedev #UnityBasics of White Noise! Random Numbers for Shaders and ProcGen in Unity ✔️ 2021.1 | Game Dev TutorialNed Makes Games2021-05-05 | ✔️ Works in 2020.3 ➕ 2020.1
Noise, in graphics programming, is a function that produces pseudorandom numbers based purely on its input. Usually, it follows some pattern, but white noise has no pattern! This makes it perfect to generate random offsets, normals, or colors for a variety of shader effects. It's also useful in procedural generation, to make sure the world persists over playthroughs. In this video, I explain how white noise works and show some of its practical uses.
⏲️ Timestamps: 0:00 Intro 0:15 Noise 1:05 Breaking it down 2:30 Using it in Unity 3:25 Salt and pepper 3:48 Sparkle shader 4:12 Random deformation shader 4:34 Procedural generation 5:00 Wrap up and credits
#GameDev #IndieDev #UnityWhite Noise! Random Numbers for Shaders and ProcGen in Unity #Shorts Tutorial Teaser | Game DevNed Makes Games2021-05-03 | ✨ Watch the full tutorial! ✨ ► youtu.be/nohGiVNWhJE
Noise, in graphics programming, is a function that produces pseudorandom numbers based purely on its input. Usually, it follows some pattern, but white noise has no pattern! This makes it perfect to generate random offsets, normals, or colors for a variety of shader effects. It's also useful in procedural generation, to make sure the world persists over playthroughs. In this video, I explain how white noise works and show some of its practical uses.
#Shorts #Gamedev #UnityMouse Pointer in Screen and World Space! Mouse Picking in Unity! ✔️ 2021.1 | Game Dev TutorialNed Makes Games2021-04-28 | ✔️ Works in 2020.3 ➕ 2020.1
The mouse pointer is essential to almost all PC games. In this video, I show how to get it's position and work with it in screen, viewport, and world space, as well as how cameras affect these spaces. I also explore two ways to implement mouse picking, or how to tell if the pointer is over an object in the world.
⏲️ Timestamps: 0:00 Intro 0:11 Screen position 0:46 Viewport position 1:26 World position 2:54 Mouse over messages 3:31 Mouse over raycasts 4:01 Wrap up and credits
#GameDev #IndieDev #UnityMouse Pointer in Screen and World Space #Shorts Tutorial Teaser! Mouse Picking in Unity! | Game DevNed Makes Games2021-04-26 | ✨ Watch the full tutorial here ✨ ► youtu.be/J9oK_lIUV74
The mouse pointer is essential to almost all PC games. In this video, I show how to get it's position and work with it in screen, viewport, and world space, as well as how cameras affect these spaces. I also explore two ways to implement mouse picking, or how to tell if the pointer is over an object in the world.
#Shorts #Gamedev #UnityThe Basics of Dot Product in Unity URP. Vectors, Angles, and Lighting! ✔️ 2021.1 | Game Dev TutorialNed Makes Games2021-04-21 | ✔️ Works in 2020.3 ➕ 2021.1
The Dot Product is a useful vector function which has many uses in shaders and gameplay programming. You can use it to calculate lighting, know when a projectile has reached it's apex, or calculate when a creature sees an object. In this video, I'll show you how to use it in various ways!
#GameDev #IndieDev #UnityBlend Two Camera Views with a Render Texture in Unity URP! ✔️ 2021.1 | Game Dev TutorialNed Makes Games2021-04-14 | ✔️ Works in 2020.3 ➕ 2021.1
A cool technique to know is how to blend two cameras' outputs. In this video, I show how using a render texture and a renderer feature. One camera renders to the texture, then the feature runs a post process shader to blend that with the screen. Finally, a C# script initializes the blending effect.
⏲️ Timestamps: 0:00 Intro 0:27 Setup 1:18 Creating the cameras 2:28 The renderer feature 3:21 The shader 5:40 Final scripts 6:44 Final thoughts 7:15 Wrap up and credits
#GameDev #IndieDev #UnityThe Basics of SmoothStep, a Useful Shader Function in Unity URP ✔️ 2020.3 | Game Dev TutorialNed Makes Games2021-04-07 | ✔️ Works in 2020.3
SmoothStep is a very useful function, very often appearing in shaders. In this video, I explain how it works and go over how you can use it. Then, I show a few ways to incorporate it into your project!
#GameDev #IndieDev #UnityCreate a Sand Dune Shader Graph in Unity URP! No Textures Needed! ✔️ 2020.3 | Game Dev TutorialNed Makes Games2021-04-01 | ✔️ Works in 2020.3
In this video, I show how to create a sand dune material using Unity Universal Render Pipeline (URP) Shader Graph! There's no textures required - instead I use various functions to construct the needed shapes. The finished graph includes color, shines, and a normal map. In fact, I go over a way to create a smooth normal map from a generated height map.
#GameDev #IndieDev #UnitySparkling Grass Lawn in Shader Graph! Unity URP Procedural Material ✔️ 2020.3 | Game Dev TutorialNed Makes Games2021-03-24 | ✔️ Works in 2020.3
In this video, I make a sparkling grass lawn shader entirely in the Unity URP shader graph! There's no textures required - it's a procedural material and highly customizable by just editing material properties. I showcase how to make this grass using sine waves and Voronoi noise.
#GameDev #IndieDev #UnityAdding Shadow Casting to Grass Baked with Compute Shaders ✔️ 2020.3 | Unity URP Game Dev TutorialNed Makes Games2021-03-17 | ✔️ Works in 2020.2 ➕ 2020.3
Grass is one of those things that's deceptively difficult to implement. I've taken a stab at it in this series of videos, showing how to generate grass blades using a compute shader, and animate it using the vertex function of a graphics shader. In this video, I modify previous scripts to add shadow casting to the grass blades, as well as show a trick to lighten shadows without global illumination.
#GameDev #IndieDev #UnityUnity Basics: Triangle Winding, Culling Modes & Double Sided Materials ✔️ 2020.3 | Game Dev TutorialNed Makes Games2021-03-10 | ✔️ Works in 2020.2 ➕ 2020.3
Triangle winding direction is a pillar of Unity's rendering system. Triangle points are ordered, and the way they're positioned on the screen, either clockwise or counter-clockwise, determines whether Unity will render them or not. You can change this behaviour my modifying the culling mode with a double-sided material. In this video, I explain how to do so with the default URP lit shaders, a custom code shader, and a URP shader graph.
#GameDev #IndieDev #UnityStylized Grass in Unity URP! Compute Shaders, Layered Mesh, and Clip! ✔️ 2020.3 | Game Dev TutorialNed Makes Games2021-03-03 | ✔️ Works in 2020.2 ➕ 2020.3
Grass is one of those things that almost every game needs, but is really hard to make! I hope to help with that with this series on grass. This grass renderer uses a compute shader to generate a bunch of layers over a mesh, only once in the editor. At runtime, it cuts out patterns from those layers using two overlapping noise textures. It's a classic technique that still produces good looking results!
⏲️ Timestamps: 0:00 Intro 0:48 Project setup 2:02 The compute shader 6:25 The C# scripts 8:33 The graphics shader 11:21 Cutting out shapes 13:16 Wind 14:35 Position as UV 16:05 Wrap up and credits
#GameDev #IndieDev #UnityBlade Grass! Generate and Bake a Field Mesh Using a Compute Shader ✔️ 2020.3 | Game Dev TutorialNed Makes Games2021-02-24 | ✔️ Works in 2020.2 ➕ 2020.3
Grass is one of those things most games need, but is really difficult to get right! In this video, I return to grass to try to conquer it! I lay the groundwork here, using a compute shader to generate blades of grass in a mesh, while randomizing and animating it in a graphics shader. I also try out level of detail to speed up rendering.
⏲️ Timestamps: 0:00 Intro 0:45 Project set up 1:48 Single triangle blades 7:04 The graphics shader 9:29 Blade variety 12:17 Curvature 15:40 Reducing patterns 17:39 Wind 19:38 Level of detail 20:14 Wrap up and credits
#GameDev #IndieDev #UnityLevel of Detail in Unity Using LODGroups, Dithering, and Crossfade! ✔️ 2020.3 | Game Dev TutorialNed Makes Games2021-02-17 | ✔️ Works in 2020.2 ➕ 2020.3
Level of detail, or LOD, is a technique where the system chooses different versions of a mesh to render based on how much screen space it takes up. If a mesh only takes up a small dot on the screen, no reason to render hundreds of triangles! In this video, I show how to set up LOD in Unity using LODGroup components, adjust LOD quality settings, import LOD-ready models from Blender, script a dithered crossfade shader for URP, and receive C# messages when an LOD level changes.
#GameDev #IndieDev #UnityGenerate a Mesh Asset Using Compute Shaders in the Unity Editor! ✔️ 2020.3 | Game Dev TutorialNed Makes Games2021-02-10 | ✔️ Works in 2020.2 ➕ 2020.3
Compute shaders are scripts than run on the GPU and are specialized at solving problems that can be broken into many parts. If this describes a mesh you want to generate, they can do it super fast! In this video, I'll show you how to procedurally generate a mesh in the Unity Editor - using compute shaders - and save it as a mesh asset file.
⏲️ Timestamps: 0:00 Intro 1:09 Project setup 1:41 The ScriptableObject 3:00 The inspector button 4:05 The compute shader 8:10 The dispatcher 12:35 The finished inspector 14:34 Testing 15:09 Wrap up and credits
#GameDev #IndieDev #UnityOptimized Toon Outlines! One Texture For Depth and Normals Edge Detect ✔️ 2020.3 | Game Dev TutorialNed Makes Games2021-02-03 | ✔️ Works in 2020.1 ➕ 2020.2 ➕ 2020.3
I've covered a lot of different types edge detection outlines built in Unity's Universal Render Pipeline Shader Graph. In this video, I take another look at per-object depth and normals outlines to further optimize them, obtaining depth and normals data from a single texture and decreasing texture reads. I also describe some ways to counter-act the loss of depth precision and keep quality as high as possible!
⏲️ Timestamps: 0:00 Intro 1:03 Theory 1:46 Project setup 2:42 OutlinesInclude 4:20 Outlines subgraph 8:25 Test graph 10:08 Adding to other graphs 10:39 Wrap up and credits
#GameDev #IndieDev #UnityRim Light Shader Graph in Unity URP! Moody and Atmospheric Lighting! ✔️ 2020.3 | Game Dev TutorialNed Makes Games2021-01-27 | ✔️ Works in 2020.1 ➕ 2020.2 ➕ 2020.3
Rim lighting is a shading technique that highlights the edges of a model. It's useful to add a moody atmosphere or help an object stand out from a dark background. This effect gets the main light in a custom function node to emphasize the shadowed side of a model.
#GameDev #IndieDev #UnityShader Graph and C# Interaction! Set Properties from Scripts! ✔️ 2020.3 | Unity Game Dev TutorialNed Makes Games2021-01-20 | ✔️ Works in 2020.1 ➕ 2020.2 ➕ 2020.3
Oftentimes, it's useful to set shader properties from a C# script. In this video, I show how to set property values on a shader created in the URP shader graph. In the process, I create a system that draws colored ripples wherever you click on a mesh.
#GameDev #IndieDev #UnityOutlines on One Object in Unity URP Shader Graph with Edge Detection! ✔️ 2020.3 | Game Dev TutorialNed Makes Games2021-01-13 | ✔️ Works in 2020.1 ➕ 2020.2 ➕ 2020.3 🩹 Fixes: ► At line 39 in OutlinesInclude.hlsl, the sixth entry in sobelSamplePoints should be float2(1, 0), not float2(1, 1)
Outlines are a great way to add polish and style to a variety of games! In this tutorial, I apply depth and normal outlines to single objects, allowing different outline colors. This technique also skips the post processing step, which can be a big performance boost for lightweight platforms!
⏲️ Timestamps: 0:00 Intro 1:00 Theory 2:06 Project Setup 2:53 Outlines graph 5:49 Simple outlined shader 7:19 Outlines in unlit graphs 7:30 Outlines in lit graphs 9:35 Conflict with AO 9:57 Wrap up and credits
#GameDev #IndieDev #UnityTrampled Grass! Add Simple Interaction to Unity URP Shader Graph Grass ✔️ 2020.3 | Game Dev TutorialNed Makes Games2021-01-06 | ✔️ Works in 2020.1 ➕ 2020.2 ➕ 2020.3
Grass renderers are complicated! I've explored a few different ways to handle them, and in this video, I'll add character interaction, or trampling, to my shader graph implementation. I show how to create a renderer feature to upload character positions to shaders, and then how to access that data in a shader graph.
#GameDev #IndieDev #UnityWhats New with Shader Graph in Unity 2020.2? URP Game Dev UpdateNed Makes Games2020-12-30 | Unity 2020.2 released out of beta this December, and many shader graph changes came with it! In this video, I look at the biggest changes and additions with regards to URP. Material settings, the graph inspector, redirect nodes, the master stack, and more!
⏲️ Timestamps: 0:00 Intro 0:35 Meta data changes 1:05 The master stack 2:20 The graph inspector 4:17 Property changes 5:02 Node changes 6:28 Wrap up and credits
#GameDev #IndieDev #UnityCandy Cane Procedural Material in Unity URP! Only Uses Shader Graph! ✔️ 2020.3 | Game Dev TutorialNed Makes Games2020-12-23 | ✔️ Works in 2020.1 ➕ 2020.2 ➕ 2020.3
Merry Christmas and Happy holidays! Candy canes are a fun reminder of this time of year, so I wanted to try to program a procedural material to recreate one! It only uses a shader graph - no code required! No need for painted textures either.