Making a Fresnel Shader in Reality Composer Pro's Shader Graph

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  • čas přidán 16. 07. 2023
  • Together we'll create a fresnel shader using nodes in Reality Composer Pro's Shader Graph that you can utilize in RealityKit and visionOS.
    If you'd like to download the node graph, you can do so via Gumroad below, but you can also just follow along and compose your own node graph from the steps in the video.
    If you download, please consider contributing a tip to keep the new content coming!
    bit.ly/fresnelnodegraphfile
    If you have a basic understanding of shaders, vector math, and working with the Shader Graph in Reality Composer Pro, then you should have no problem following along.
    But if you have any questions or feedback, please let me know in the comments below, or reach out on Twitter ( / mrdeerwhale )
    If you'd like more of an introduction to Reality Composer Pro and it's shader graph please see links below to: my other video, my getting started guide, my blog tutorial for opening Reality Composer Pro and building your first shader, and a very helpful WWDC23 session.
    Links:
    Download the project files:
    bit.ly/fresnelnodegraphfile
    My other, more introductory walkthrough:
    • Recreating the Montere...
    My getting started in Reality Composer Pro Guide
    rcpguide.com/resources
    My blog tutorial for opening Reality Composer Pro and building your first shader
    bit.ly/yourfirstrcpshader
    WWDC23 Session: "Explore Materials in Reality Composer Pro" developer.apple.com/videos/pl...
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Komentáře • 26

  • @Create-The-Imaginable
    @Create-The-Imaginable Před 11 měsíci +1

    This is so awesome! I love how you explain the Vectors and also how they relate to the Camera Angle and also the Normals. This is why your videos are so valuable, no one else explains concepts like that! Please activate the "Thanks" button on your videos and I will send something your way! 😀

    • @mrdeerwhale
      @mrdeerwhale  Před 11 měsíci +1

      So glad it was helpful! And thank you, that’s super nice! Unfortunately I think I need 15-30x more subscribers until I can monetize on CZcams. But if you’re so inclined, check out the file on Gumroad and you can ‘name your own price’ there to show support. Greatly appreciate your feedback and support! bit.ly/fresnelnodegraphfile

  • @marcelfyi
    @marcelfyi Před 11 měsíci +2

    I'm here for more content like this. Thank you!

    • @mrdeerwhale
      @mrdeerwhale  Před 11 měsíci

      Good to know! Thanks for the support!

  • @TheCrewExpendable
    @TheCrewExpendable Před 11 měsíci +1

    Thank you! Apple basically assumes you know how to use a node based shader already.

    • @mrdeerwhale
      @mrdeerwhale  Před 11 měsíci

      Glad I could help fill in some gaps!

  • @matthiaszierau2905
    @matthiaszierau2905 Před 11 měsíci +2

    Excellent! Thanks for sharing and please keep more tutorials like this coming 👍

  • @BUdJohnson242
    @BUdJohnson242 Před 11 měsíci +2

    This is awesome!!!! THANK YOU SO SHARING!!!!! I'll definitely be making something to share

  • @bk5776
    @bk5776 Před 11 měsíci +2

    My dude keep these coming. You’re the only good resource I’ve been able to find on RCP shaders with examples. Think you could tackle an edge shader next?

    • @mrdeerwhale
      @mrdeerwhale  Před 11 měsíci +1

      Thanks for feedback! I’ll do some R&D on the edge shader and see what I can come up with. I know I could do it for a procedural shader on a plane that’s being displaced by a height map, but anything with UV seams… I’m not sure about in shader graph.

  • @zetenynagy5208
    @zetenynagy5208 Před 4 měsíci +1

    Very helpful, thanks for sharing!!

  • @toddlask
    @toddlask Před 11 měsíci +2

    great channel!

  • @Bigregoob
    @Bigregoob Před 6 měsíci

    Awesome! Thanks for sharing, it's incredibly valuable. Will you make a video about the blur effect?

  • @akai1228
    @akai1228 Před 11 měsíci +2

    Great tutorial, thank you for sharing. May I ask if there is any way to make shader have animation? Thanks :)

    • @mrdeerwhale
      @mrdeerwhale  Před 11 měsíci +1

      Thanks! Yes, you can use the Time node in RCP, or you can tie it to a value in code. Check out the WWDC23 session ‘Work with Reality Composer Pro content in Xcode’ where they tie the landscape to a slider. developer.apple.com/videos/play/wwdc2023/10273

  • @SiamakAshrafi
    @SiamakAshrafi Před 11 měsíci

    You have mad skills !!!

  • @user-kc3xw4rt8y
    @user-kc3xw4rt8y Před 11 měsíci

    Thanks for making these videos. Apple's documentation is non-existent for using this thing. I suspect there's not a way to mix shaders together like I can in blender, right?

    • @mrdeerwhale
      @mrdeerwhale  Před 11 měsíci

      Glad you found it helpful and filled some gaps from what’s available in the docs. To be honest, I’m not too sure how Blender’s nodes work, but you can mix any shader results in RCP by utilizing the compositing nodes (mix, additive, multiply, etc) and then drive the mix amount using some other result (or a constant value). Does that help clarify or are you asking about something else?

    • @user-kc3xw4rt8y
      @user-kc3xw4rt8y Před 11 měsíci

      @@mrdeerwhale Well, I was trying to recreate a "Frosted Glass" material I cobbled together in Blender with the help of tutorials and knowledge I no longer remember.
      I thought it would have required coming several "PBRSurface" nodes, but.... that doesn't provide a mix option, and probably makes zero sense to someone who understands shaders.
      In blender, the glass material is made by mixing together several "BSDF" nodes. Reading more about them, they appear to require ray tracing because they deal with light scattering. I suspect Reality Composer doesn't support ray tracing for performance reasons...

    • @user-kc3xw4rt8y
      @user-kc3xw4rt8y Před 11 měsíci

      That said, I'm also exploring how to make things "Glow" and I can't seem to find that either x.x

    • @mrdeerwhale
      @mrdeerwhale  Před 11 měsíci

      Yeah, I’m actually not sure if you can mix two PBR surfaces. Try it and let me know what you find! Or maybe I will haha, cuz now I’m curious. But true that I don’t think RealityView supports raytracing, I think it would have to be a more custom Metal implementation in an immersive space, which I haven’t jumped into.

    • @mrdeerwhale
      @mrdeerwhale  Před 11 měsíci

      The glow would be handled by the emissive channel on the PBR surface, although again I don’t think it won’t contribute to other materials in the scene because of a lack of raytracing.