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Creating Realistic Materials in Unity 2019.3! - HDRP Tutorial
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- čas přidán 15. 08. 2024
- HDRP in Unity take advantage of pipeline features such as Hair, Decal and Lit Shader! In this video, we'll use the Lit Shader to create realistic materials with Unity 2019.3!
Make sure to check out this link for more on Layered Lit Shaders: on.unity.com/2...
And check this out for more on Photogrammetry! on.unity.com/2...
Let us know in the comment section if you are already using HDRP, or if you plan to get started now!
For more HDRP videos, make sure to follow this playlist: on.unity.com/2...
*Poll time!*
Did you come here from our CZcams Stories revealing today's video?
Reply *Yes* or *No* 👀
nope
no
nol
Unity nope sorry
Where is the wind support for HDRP trees?
Would really appreciate some updated official Unity HDRP tutorials. It's very unintuitive for past and new unity users
Make sure to follow our playlist on CZcams for more HDRP related tutorials! =)
on.unity.com/2zbYohQ
YES to more HDRP content!
sykoo WOOO i love your videos well done on getting a job at unity :)
Great tutorial! 👍 The HDRP is awesome! Looking forward to dive in to the hair/fur shader! 🤓🧡
Detail Maps so far have proven to be the most unpredictable and unnecessarily complicated thing ive ever had to deal with inside of Unity. Not just because of the the complex steps you have to go through every single time you wanna make one of these things (separating and copy pasting maps, removing them out of channels to slap them back into the channel of a different texture and so on) but also because they don't end up looking anything like the secondary normal map details of the built in render pipeline, at least not for me. Simply having a slot for a single normal map like the old way of doing this is so much more preferred for me.
Please let us assign 4 separate files for Metallic Occlusion Detail Smoothness and a button to generate a Mask Map.
wow...I never thought of that but it actually makes a lot of sense. I don't think this will be a thing for quite some time but cool idea!
This has already been done before via 3rd party scripts. There are mask map creators for Unity, quite a few of them actually, although it would be nice to just set them in the shader and have the material do all of the conversion for us, a nondestructive way so that we retain the original maps also.
Great little tutorial guys. A really solid presenter also, he was great.
Right?? It felt soooo refreshing to not hear "go ahead and" every two seconds like it bizarrely happens with tutorials about some other tools
Would be nice to also have an interior lighting tutorial. This is something i rarely see an official guide from unity.
Interior is easy really, Esecially with the new Physical camera. Getting the subtleties of exterior lighting is deceivingly tough,
Great, more HDRP tutorials. I switched to HDRP 3 days ago and found very limited tutorials. You guys must heard my prayers.
Btw, the terrain in HDRP needs some love, how do I paint grass and flowers and details?
Use the new tools. fownload from the package manager. There is a video about it, The UX needs huge improvement but the terrain tool has become a full scale geological simulation.
@@keelfly Thank you. 谢谢
I love the way this guy says Smoothness
That's kinda lit doe
Thanks a lot for this video. Very informative 👍
Looks great, I’m wondering how it is in term of performance, but generally I’ll experiment with it. Cool stuff :)
Performance? Run...seriously...run.
I've went through the trouble to downgrade to 2018 because of how 2019.3 was running.
Had problems with: Fbxes with multiple animations - random editor errors - raycasting - performance - no cutout standard shader - crap looking vegetation - older shaders not working.
Stay away from 2019 for now.
Amazing performance. Has improved greatly since the early days and can be optimized quite a bit. Most people sayign its bad they are trying to use the new system in the way they did in the past. That does not work. Performance is excellent giving over 70fps in a busy scene with millions of polygons and no LOD.
@@keelfly Performance is great xD? Performance has went DOWN. Same project in 2018.4 smoothly delivers 90 frames. 2019.2 / 2019.3 not only increased compilation time by approx ~40% and reduced frame rate in editor by ~25%, but we also only get 70 frames in build. And this ain't even HDRP, was URP.
And how can we even discus performance if stability is non-existent? FBX with multiple animations crash the editor, raycasts sometimes ain't hitting shiet if you have a high refresh rate, editor throw random errors on opening an empty project, and plenty more I discovered in only 3 weeks. I'm full of it - I'm updating to 2019.4 if there will ever be one perhaps.
@@Onidourou Previous renderer renders faster? Sure it does. But NOT with the same features. ;)
Disable all the features the standard renderer does not support, and you will get the same if not better.
ALSO , it is ridiculous to expect exactly the same performance from a renderer that is 1 year old compared to a full fledged amazingly optimized old renderer, but as I said, HDRP delivers.
Just switch off all the previously non existent features and you are good to go,. Regarding the crashes you mention, I do have others, not related to HDRP though, definitely not the crashes you mention.
How is a multiple animation crash related to HDRP? :D
Also another level of cluelessness demonstrated by you, yes, there will be a .4 LTS version. That is how both 18.x and 19.x were meant to be.
@@keelfly It's related to the 2019.3 HDRP - errors and crashes are therefore related to ANYTHING in that version, including HDRP.
So instead of working on new fancy features they should probably fix it.
40 fps in htc vive with gtx 1080 on empty scene, Thanks hdrp !
in editor?
@@OneManArmy3D 50fps in build. Switch to default render give 600-700fps
Could have some other hardware bottlenecking your system. A computer isn't just your graphics card after all.
@@MCtomgie i7 8700, 16 gb ram 3200mhz, project on nvme ssd ( samsung 970evo).
@@gazooc God save hdrp
Hair?
None of those adjustment variables are available for LayeredLit Shader anymore. Shader doesnt work looks broken to me. And why cant I create a LayeredLit shader in ShaderGraph??
Hey awesome video ! I'm assuming that there's gonna be some experts at unity around here, so a quick question: I'm gonna make my first scene for the oculus quest , an interior scene with direct sun from outside, what would be the best course of action ? Texture baking my materials from 3ds Max to unity with the lighting in the bake, or just use the albedo and light evrything in Unity ? I'm concerned about the reflections, and don't really know where to start. Thanks in advance !
It's great that you are putting out more HDRP tutorials but you skipped a few steps. Showing the channel separation in a detail map is mildly interesting but where/how did you create the detail map? I've never even seen this type of map before.
It is the same as any mask map really. People use them over a decade. Ridiculously simple. Make it in Photoshop and soon Substance will be exporting that too.
you can export those maps via substance painter I know. Also if you have an archive/set up substance material you can import the archive if you download the substance plug in from the asset store (free). But generally probably better practice to export the maps
Hopefully Unity will hire a couple experts to just showcase different parts of HDRP specifically so we can get a better grasp of it. Lighting, skyboxes, materials, etc.
anyone know where the follow video is that they talk about at the end??
Oh that's why Escape from Tarkov has that effect, now I know!
very good tutorial
Is Realtime GI ever going to work in HDRP?
Please add a setting to increase the light bounces in the Subsurface scattering shader.
How to create Mask map ?
Looks promising, but curious about the performance compare to normal pipeline
Fix grass plz
Maybe I should use these for the Graviturf show!
Also look into terrain grass
Why don't you guys offer shaders that has all these features built in to shader graph so we can go in and add our effects?
It's so annoying to see all these great features on unity built in shaders (hair, cloth, tessalation) but being unable to do anything (like fade out when too close to the camera) via shader graph without figuring out all the nodes and such to implement on our own.
There should be a shader graph that isn't just "lit" but build within shader graph with all the nodes your "built in shaders" have, so we can then go in and tweak things.
If you're gonna make one size fits all cookie cutter stuff like this, you might as well call yourself unreal engine.
I hope unity also gives a free assets in a monthly basis.
Don't you guys have a moneys?
@@dfhdgsdcrthfjghktygerte nope
No way! A tutorial about assigning textures(lul?) and awesome HDRP fEaTuReS which can be easily replicable in a old version of engine if you have Shader Forge and a couple of brain cells!?
you cant make layered materials with shader forge and surely not with your braincells
@@dotcom4389 nope. AND, HDRP is so much more performant.
I guess I'm confused...is this really all that? This is going to sound harsh, but...are you guys even aware of what your competition is doing now, and is years ahead of you? With actual working features, multiplayer...all kinds of stuff? If they had C#....
You are confused, and as such possibly unable to evaluate objectively what you see.
this video is so lit
Third reaction!
Hey I was looking to start a large game development project that I believe would make a lot of money and i have a small problem. I can only afford to get the free version of unity and within this version is says that you cannot make over €100k. So what happens if I go over this amount will my work be taken down or will I stop getting revenue from my game thanks.
What it means is that once you earn that much money from your game, you have to upgrade your license.
@@thevitulus thank you will if alert you giving you a time limit to do it or will it close down your game until you upgrade thanks.
@@keelan8262 Unity doesn't magically know how much money you're making, and it doesn't affect the build at all. They don't have a magic back-door into your game to control it, other than possibly disabling in-game ads if you use their platform. If you make $100,000, just subscribe to the $150/mo Pro license. That's it. Nothing else happens. Realistically, if you make even a few thousand dollars and want to continue doing so by making games in Unity, you'll be wanting to get the pro license subscription just so you have access to the extra tools and support, so it's realistically a non-issue.
How about you cross the 'making too much money' bridge when you come to it, eh?
there is no way an itiot like you will make over 100K so no worries.
UNITY PROVIDES NO CUSTOMER SUPPORT.
I've purchased a PLUS Subscription SEAT and you've had my employee locked out for months.... without just cause. It takes MONTHS to get a customer support response. This means the services and products that were purchased and PAID for IN FULL.... were not provided as Unity promised.... and you know... it comes to the point where your services are just NOT worth the headache. If I did NOT pay for Unity.... it still wouldn't be worth it. The sad thing is... I paid American dollars to be treated in this manner.
Unity is crooked.... I learned the hard way.
That is lit 🔥
Love
please where can i get beginners tutorial on cart racing
You run a channel apparently about using the internet... figure it out instead of asking in a comment section?
@@pearz420 I have already thanks 😇 wanted to know where others also learn from but I will just settle for what I found
@@TSTechTalk interesting response
@@pearz420 thanks for your interest in my needs
@@dotcom4389 Encouraging someone to think for themselves, especially with something as obvious as using Google is not being a dick. Celebrating mediocrity is not being a good person. You are asking questions you damn well know the answers to in order to virtue-signal, and already I have typed far more in this thread than I ever planned to. It's all so tiresome with you NPCs.
2:41 this is all you need to know. thank me later.
Lol, tutorial????
i didnt see anything to learn at all
Although it might have not helped you, it possibly could have helped others.
@@MCtomgie help by what?
To choose lit shader
Someone may not have known how to access shaders before and this video told them how to. Dont hate. Chill👍👍
Almost all their tutorials target the lowest denominator of user. To be honest, if you can't figure out how to poke around a menu and play with some sliders to see what they do, you probably shouldn't be making games, just my opinion. It's not like there's any shortage of mediocre mobile games with reused assets out there.
@@pearz420 not all, just new
idk why, but that loooks so dumb