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... - Věda a technologie
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! 😀
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
I'm here for more content like this. Thank you!
Good to know! Thanks for the support!
Thank you! Apple basically assumes you know how to use a node based shader already.
Glad I could help fill in some gaps!
Excellent! Thanks for sharing and please keep more tutorials like this coming 👍
Thanks will do!
This is awesome!!!! THANK YOU SO SHARING!!!!! I'll definitely be making something to share
Great! Glad it’s helpful!
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?
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.
Very helpful, thanks for sharing!!
great channel!
thanks for the feedback!
Awesome! Thanks for sharing, it's incredibly valuable. Will you make a video about the blur effect?
Great tutorial, thank you for sharing. May I ask if there is any way to make shader have animation? Thanks :)
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
You have mad skills !!!
Thanks! 🥹
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?
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?
@@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...
That said, I'm also exploring how to make things "Glow" and I can't seem to find that either x.x
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.
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.