Video není dostupné.
Omlouváme se.
3 Shaders EVERY 2D Dev should know about
Vložit
- čas přidán 15. 08. 2024
- Show your Support & Get Exclusive Benefits on Patreon (Including Access to this tutorial Source Files + Code) - / sasquatchbgames
Join our Discord Community! - / discord
--
In this Unity tutorial, we'll use shadergraph to create 3 different shaders that you can add to your gamedev toolbelt. If you're new to shadergraph this will teach you a good amount of the common nodes you'll need to know about!
Hope you enjoy!
--
Timestamps:
00:00 - Intro
00:46 - Creating lighting using shaders
04:00 - Create repeating texture patterns
05:56 - Creating a Damage Effect (Sprite Flash) Shader
07:28 - Coding the hit effect (Coroutines)
08:54 - Coding the hit effect (Tweening)
---
DoTween Link:
assetstore.uni...
---
In need of more Unity Assets? Using our affiliate link is a great way to support us. We get a small cut that helps keep us up and running: assetstore.uni...
---
Looking for some awesome Gamedev merch? - sasquatchbgame...
---
Link to Download the FREE 2D Asset Pack:
veilofmaia.com...
Who We Are-------------------------------------
If you're new to our channel, we're Brandon & Nikki from Sasquatch B Studios. We sold our house to start our game studio, and work full time on building our business and making our game, Samurado.
Don't forget to Subscribe for NEW game dev videos every Monday & Thursday!
Wishlist Samurado!
store.steampow...
Follow us on Twitter for regular updates!
/ sasquatchbgames
#unitytutorial #unity2d #unity3d
Excellent. I like the use of the tween library. Those tools are so useful for almost everything.
Thank you for your tutorials!
Thanks !! Very technical !
DoVirtual.Float is also super clean for tweening floats :) when you start a tween it returns a ref so that you can easily kill it or check if already active etc
Thank you for all you do for the community!
Omg i was looking for a cool hit effect for my game in the last couple days. Your video helped a lot thank you!
I like the darkness shader, looks pretty nice with the power node.
Thank you~, hope more shader tutorial!
Great video, thanks 🙂
Complex shaders also come with overhead.
Very good tutorial! Thanks for posting
Great tutorial but what version of unity do u use cuz i use the 2019 version and have to make workarounds for things like shaders. ty in advance
cool thanks for the vid
Thank you for your tutorial 😍
very good tutorial thank you
I love your videos, thank you so much for this excellent work :))
This is even helpful as a Godot dev. Thanks 👍
Nice instructions, thanks
Thanks
Hello there! Thank you for the Video but I have a question. You did this in 2D SRP? Im currently working in a 3D project. Does it work the same way? King regards.
Do you know of any shaders that adds a glow to UI objects? I need to add glow or bloom to specific UI objects, and it seems like URP just adds bloom to everything in camera. Thanks in advance.
Bloom is a postprocessing effect, so it's going to hit everything beyond rendered by the camera. If you want Bloom on the UI there are 3 options I can think of:
1. Use the unity bloom effect with HDR colors. If you set a really high threshold for the bloom effect and a matching HDR intensity for the UI elements materials only the UI will get hit by the bloom
2. Render the UI with a separate camera that has bloom enabled and composite it onto the main scene.
3. Fake the bloom. You can use glow sprites, or write custom shaders for your UI elements that use SDFs to fake a glow falloff. This may or may not be a feasible option depending on the visual style of your ui
@@morgansmolder7891 Thanks for the tips. I was doing #3 already, but it's very cumbersome. But I'll give those other two a try.
@sasquatchbgames i love shaders;) problem is that they are heavy for mobile games i think...is there a solution for it?
Unity is already using shaders to render all your stuff (mobile or otherwise), so it would be more accurate to say "expensive shaders are bad for mobile".
What you can and can't get away with is going to depend on the complexity of your game and the quality of device you are trying to target. Today's mid to high end phones are actually quite powerful, so if you're making a 2d game you probably won't have problems including some basic postprocessing.
If you are running into performance issues, it's worth noting that the unity pps stack is bloated and kind of slow. There are more performant implementations of bloom and color correction you can find online or through the asset store.
You can also design the look of your game in such a way that you can disable some of the shader effects and it still is playable. Then just deliver it with multiple graphics options to make sure it runs well on all devices
@@morgansmolder7891 thanks…. I guess i still need to disable post processing… i really do not understand how in 21 centr there is so massive fps drop because of URP
As someone that is brand new to shaders, none of this made any sense to me and you breezed through it way too quickly. It's probably quite useful for people that have a more advanced understanding of shaders. The topic is actually quite difficult to find concrete material on so a slower more explanatory/simpler video on shaders might go down really well.
I'd say half a second invulnerability and no tweening.
101
First