![Daniel Ilett](/img/default-banner.jpg)
- Видео 82
- Просмотров 1 455 327
Daniel Ilett
Великобритания
Добавлен 4 ноя 2011
I’m Daniel, and I make games.
On this channel, I make game development and shader tutorials, focusing on Unity, especially Shader Graph and the Universal Render Pipeline.
Whether you’re looking for general effects like Holograms, Dissolving Objects and Outlines, or effects from games such as Pokémon, Minecraft or Portal, there’s lots of variety!
It doesn’t matter if you’re just starting out with shaders and game development, or if you’re experienced and you’re looking for more ideas for your games - I’ve made videos for complete beginners and more advanced users.
If you want to supercharge your games with shaders, join me on this journey by subscribing!
On this channel, I make game development and shader tutorials, focusing on Unity, especially Shader Graph and the Universal Render Pipeline.
Whether you’re looking for general effects like Holograms, Dissolving Objects and Outlines, or effects from games such as Pokémon, Minecraft or Portal, there’s lots of variety!
It doesn’t matter if you’re just starting out with shaders and game development, or if you’re experienced and you’re looking for more ideas for your games - I’ve made videos for complete beginners and more advanced users.
If you want to supercharge your games with shaders, join me on this journey by subscribing!
Retro Shaders Pro for Unity URP: Launch Trailer
Retro Shaders Pro is a premium shader pack for Unity URP which turns your game into a PSX-style throwback! Step back into the olden days of gaming and add affine texture warping, imprecise vertex snapping, and CRT-style screen artifacts to your Unity games.
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50% off until August 18th!
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✨ Get Retro Shaders Pro on the Unity Asset Store: assetstore.unity.com/packages/vfx/shaders/retro-shaders-pro-for-urp-287937?aid=1101lfDLn
✨ Get Retro Shaders Pro on itch.io: danielilett.itch.io/psx-shaders-pro-for-unity-urp
----------
50% off until August 18th!
----------
✨ Get Retro Shaders Pro on the Unity Asset Store: assetstore.unity.com/packages/vfx/shaders/retro-shaders-pro-for-urp-287937?aid=1101lfDLn
✨ Get Retro Shaders Pro on itch.io: danielilett.itch.io/psx-shaders-pro-for-unity-urp
Просмотров: 24
Видео
Unity Shader Graph Basics (Part 10 - Custom Functions)
Просмотров 1,5 тыс.21 день назад
Unity only provides a Main Light Direction node for custom lighting. If we want more fine-tuned control and support for color and additional lights, we'll need to delve into the world of ✨custom HLSL code✨. With Shader Graph's Custom Function node, we unlock plenty of new opportunities! I'm using Unity 2022.3.0f1, although these steps should look similar in previous and subsequent Unity version...
Unity Shader Graph Basics (Part 9 - Scene Intersections 2)
Просмотров 2,3 тыс.2 месяца назад
In this tutorial, we'll continue to use scene intersections to create shader effects. In this part, the shaders get a lot more complicated, and we'll start to see lots of nodes and techniques working together to create increasingly complex effects. I'm using Unity 2022.3.0f1, although these steps should look similar in previous and subsequent Unity versions. 👇 Download the project on GitHub: gi...
Unity Shader Graph Basics (Part 8 - Scene Intersections 1)
Просмотров 3,1 тыс.2 месяца назад
Many shader effects rely on detecting the intersection between the mesh being rendered and other objects in the scene. In this tutorial, I break down exactly how to detect those intersections and use the technique to create a basic ambient occlusion effect in screen-space. I'm using Unity 2022.3.0f1, although these steps should look similar in previous and subsequent Unity versions. 👇 Download ...
Unity Shader Graph Basics (Part 7 - Custom Lighting)
Просмотров 3,9 тыс.2 месяца назад
Although the Unlit shader type doesn't automatically add lighting to objects, we can implement our own lighting however we want. In this tutorial, learn how to add a Fresnel highlight to the edges of objects and create a basic cel-shaded effect which implements and augments diffuse lighting. I'm using Unity 2022.3.0f1, although these steps should look similar in previous and subsequent Unity ve...
Pokémon's Terastallize Effect in Shader Graph
Просмотров 4,1 тыс.3 месяца назад
The core mechanic of Pokémon Scarlet and Violet is Terastallization, a phenomenon that changes the type and appearance of the Pokémon into a crystalline figure. It's the one part of the game that actually looks visually impressive, so in this tutorial video, I'm going to recreate the effect in Shader Graph! I'm using Unity 2022.3.0f1, although these steps should look similar in previous and sub...
Dithered Transparency in Unity Shader Graph
Просмотров 6 тыс.4 месяца назад
Sometimes you want transparency, but you want the advantages of opaque rendering. That's where dithered transparency comes in: your objects appear transparent, but all the pixels are rendered opaque. Learn how games like Super Mario Odyssey implemented dithering with this tutorial! I'm using Unity 2022.3.0f1, although these steps should look similar in previous and subsequent Unity versions. 👇 ...
MGS Stealth Camo in Unity Shader Graph
Просмотров 2,4 тыс.4 месяца назад
In the Metal Gear Solid series, you can get a stealth camouflage item through a series of increasingly bewildering challenges (mash triangle, shake booty, shoot toy frogs, buy from a guy with a pet monkey in a diaper etc). It renders Snake/Raiden completely invisible to the enemy, but completely jelly-like to the player for some reason. In this tutorial, we'll recreate the translucent, refracti...
Unity Shader Graph Basics (Part 6 - Lighting Basics)
Просмотров 6 тыс.4 месяца назад
Lit shaders in Unity use physically based rendering techniques to model light as a function of an object's physical properties like smoothness, metallic, and albedo. Learn how to create Lit graphs in Part 6 of this tutorial series! I'm using Unity 2022.3.0f1, although these steps should look similar in previous and subsequent Unity versions. 👇 Download the project on GitHub: github.com/daniel-i...
Unity Shader Graph Basics (Part 5 - Vertex Shaders)
Просмотров 10 тыс.5 месяцев назад
Vertex shaders can be used to modify or animate the shape of the mesh. In this tutorial, I explain what vertex shaders do and then we use Shader Graph to create a wave animation on a normally flat plane mesh. I'm using Unity 2022.3.0f1, although these steps should look similar in previous and subsequent Unity versions. 👇 Download the project on GitHub: github.com/daniel-ilett/shader-graph-basic...
Making Effects with Godot Visual Shaders
Просмотров 15 тыс.5 месяцев назад
Making Effects with Godot Visual Shaders
Unity Shader Graph Basics (Part 4 - The Depth Buffer)
Просмотров 13 тыс.7 месяцев назад
Unity Shader Graph Basics (Part 4 - The Depth Buffer)
Unity Shader Graph Basics (Part 3 - Transparency and Alpha)
Просмотров 19 тыс.7 месяцев назад
Unity Shader Graph Basics (Part 3 - Transparency and Alpha)
Unity Shader Graph Basics (Part 2 - Textures and UVs)
Просмотров 19 тыс.8 месяцев назад
Unity Shader Graph Basics (Part 2 - Textures and UVs)
Unity Shader Graph Basics (Part 1 - Your First Shader)
Просмотров 40 тыс.10 месяцев назад
Unity Shader Graph Basics (Part 1 - Your First Shader)
What Unity's Pricing Changes Mean For This Channel
Просмотров 1,6 тыс.10 месяцев назад
What Unity's Pricing Changes Mean For This Channel
Voronoi-based Lava in Unity Shader Graph
Просмотров 7 тыс.Год назад
Voronoi-based Lava in Unity Shader Graph
Gaussian Blur Post Process in Unity 2021 URP
Просмотров 14 тыс.Год назад
Gaussian Blur Post Process in Unity 2021 URP
Outline Post Process in Unity Shader Graph (URP)
Просмотров 41 тыс.Год назад
Outline Post Process in Unity Shader Graph (URP)
Energy Shield Hologram in Unity Shader Graph
Просмотров 8 тыс.Год назад
Energy Shield Hologram in Unity Shader Graph
Six Grass Rendering Techniques in Unity
Просмотров 49 тыс.Год назад
Six Grass Rendering Techniques in Unity
Shader Showcase Wave 2 (Now Available on itch.io)
Просмотров 5 тыс.Год назад
Shader Showcase Wave 2 (Now Available on itch.io)
Halftone Effect in Unity Shader Graph and URP
Просмотров 17 тыс.2 года назад
Halftone Effect in Unity Shader Graph and URP
10 Shaders in 10 Minutes - Unity Shader Graph
Просмотров 97 тыс.2 года назад
10 Shaders in 10 Minutes - Unity Shader Graph
X-ray Stealth Vision in Unity Shader Graph and Universal Render Pipeline
Просмотров 15 тыс.2 года назад
X-ray Stealth Vision in Unity Shader Graph and Universal Render Pipeline
Creating Zelda: Breath of the Wild's Remote Bomb in Unity Shader Graph & VFX Graph
Просмотров 18 тыс.2 года назад
Creating Zelda: Breath of the Wild's Remote Bomb in Unity Shader Graph & VFX Graph
Channel Trailer - Daniel Ilett: Games | Shaders | Tutorials
Просмотров 7 тыс.2 года назад
Channel Trailer - Daniel Ilett: Games | Shaders | Tutorials
Impossible Geometry with Stencil Shaders in Unity URP
Просмотров 47 тыс.2 года назад
Impossible Geometry with Stencil Shaders in Unity URP
Recreate the PS1's Affine Texture Warping with Unity Shaders
Просмотров 32 тыс.2 года назад
Recreate the PS1's Affine Texture Warping with Unity Shaders
Would it work in HDRP?
Retro Shaders Pro is 50% off until August 18th on both platforms! ✨ Get Retro Shaders Pro on the Unity Asset Store: assetstore.unity.com/packages/vfx/shaders/retro-shaders-pro-for-urp-287937?aid=1101lfDLn ✨ Get Retro Shaders Pro on itch.io: danielilett.itch.io/psx-shaders-pro-for-unity-urp
Beautifull
Hi Daniel! I have a question. I dont know why, but, "Depth test 2:44 " only works for me if "Surface Type" is Transparent. I don't understand why it doesn't work when is opaque, like you
Very helpful when making window blinds
Hi! I really like your video and I appreciate your work! I've got a problem when I try to use the GetAdditionalLightsCount() and GetAdditionalLight , the function node says undeclared identifier for these to methods. Any solution for it? Thank you。
One thing I'm having an issue with, and could use some help for, is that when using this, Point Lights don't seem to be applied at all, and I haven't the slightest idea why.
HOPED this would work, sadly it didnt at all. My whole sprite is covered by outline, anyone knows a fix...?
There is no transparent choice when using 2d shaders. how can i do this? Also this did not work at all what you showed
do you use terrain or plane
honk
Very very nice tutorial!!!!! Love from China
Can I do this in Lit Shader Graph? The URP Sample Buffer doesn't seem like working in Lit Shader Graph :(
Hey, could you help with one scenario that I need to fix, lets say there is a house with four walls that is just one object and the player is standing in the middle while the camera is behind a wall. How can I make it so the shader would only apply to the walls only until the player is hit, because right now the hole is cutout in the front wall and the back because it is a single object so the same shader effect applies
Never mind, managed to accomplish that
The foam intersection works wonderfully and looks great! I have an issue where lerping the position of the camera from one point to the next creates a "glitchy" effect with the foam, but ones it reaches the new position, it's perfect (During game runtime. Scene view is fine) 🤔 If anyone has any pointers, I'd love to know
Very good!
before this tutorial HLSL looked way to intimidating for me, now less !
Thanks for the tutorial, can i do this in Built In Pipeline?
how do you know that? why don't i know? where does the infomation come from? are you god?
Make your games more retro with PSX Shaders Pro: danielilett.itch.io/psx-shaders-pro-for-unity-urp
It's because ps1 didn't support decimal numbers
Link where?
Amazing, saved for when i need it. Thank you for your work
using this shader on HighFidelity give me fps drop from 140 to 15~40, switching to balanced works perfect,
One tiny detail, this is the right parameter, with others on works. It is "InverseViewProjection" ! Thanx a lot , attached project helped to figure out
Is anyone able to get this working in v2022.3.34f1? My is broken, even when dragging and dropping from the github example. No errors or warning given in the console.
Very good video, well explained and very detailed! The only problem I see with this method is the fact that the grass is based on a mesh. It means that you need a plane or whatever other mesh to show grass on top of it and it uses a material for the grass. So it means that if I have a terrain that I want to cover with grass, I can't, unless I cover it with another mesh that follows the terrain deformation which double the number of vertices. Maybe there is another solution to this or I missed something, if that is the case, let me know a good way to do this, I would appreciate it.
How would i update the mesh to the new normals
Algorithm go brrr!
This is brilliant. Its hard to find a good teacher that explains why, as well as what to do. Kudos to you and I will carry on the series sir!
Great Channel
I am following this tutorial and these are just firreeeee 🔥🔥🔥, Sir just 2 simple questions? what will be your upaloding frequency for these tutorials and how many more parts of this series we can expect 😅?? Please do reply
Having a problem where everything is black in scene, I looked at some other comments and changed blend modes, and all leave the scene black except additive, which just shows me the scene as normal without outline, anyone got a fix?
GoodGood
Thank you! Keep producing these greats tutorials!
The code that most people still seem to base their custom lighting code on originates (to the best of my understanding) from a Unity blog post by Alex Lindman. I don't think that blog post exists anymore 😢, but the code is included on GitHub here: github.com/Unity-Technologies/ShaderGraph-Custom-Lighting/blob/master/Assets/Includes/CustomLighting.hlsl If you compare it with the version I made in this tutorial, I've missed out stuff like shadows, and I also haven't covered the Forward+ or Deferred renderers. To be honest, I haven't even mentioned the difference between the renderers yet, because Forward is the default, but I plan to cover all that stuff in future tutorials!
Good start for Forward-Rendering. Here's your like and comment for the algorithm. Are you planning to include shadows and forward+? Because that's the keyword-massacre :-D
Yes! I definitely want to expand on this in future tutorials.
@@danielilett oh sweet!
Awesome! Exactly what I needed!
Just start watching this series, glad to see this is still updating. Thanks for making these!
Thank you for excelent tutorial.
Thx, pure gold explanation.
how can you make it like this but instead of small circles, its lines, like spider-verse movie shader?
even after unity's decal shader is in URP this tutorial is useful, because they have completely dropped the ball and left yet another bug in for years... If you have a terrain with more than 4 (i.e. more than 1 render pass) terrain layers, those passes are performed on top of the decal because they don't have transparency information or whatever. Who teh hell knows. I ended up having to create a custom decal just for terrain. This decal works lit by the way, it just gets wonky when you're looking through the decal cube thing. So you really need to keep it thin so the player never looks through it. I really doubt any of this is performant, I definitely wouldn't use it for scenery, just for dynamic stuff that fades quickly. Also if there was same way to do angle fade with shadergraph like with unity's decal, it would be nice
I exactly followed your tutorial to the end and it didn't work, was so frustrated and went to a other tutorial, the same results, the URP Sample Buffer for some reason gives me black backgrounds, but then I found your project files on your description, loaded it out from the latest unity version and seems to work just fine ^_^, so that means I kinda messed up right?, I feel dumb, and yea I'm dumb xD
"direction not comoletly initialized"
What values you recomment to use in each variable to the shader look good?