Комментарии:
How do I set min and max height as I see those values are not available in the shader graph
ОтветитьHow can we make this work on a sphere
ОтветитьThanks man... saved my lot of time
Ответитьi luv u bro
Ответитьhow do you create/use the textures for the water/grass
ОтветитьYou should update this, it's very useful!
ОтветитьThank you bro, learned a lot about shader graphs
ОтветитьThank you for the tutorial!!! You did a great job.
ОтветитьYou are an absolute LEGEND for making this! Thank you soooo much!
ОтветитьI can't use the (faloff) version, please help
ОтветитьI was looking to do the same thing but didn't know where to start, sucks that the shadergraph doesn't support color and float arrays and no way to iterate on arrays either. I didn't completely understand the part where you used UVs to determine the blend of the textures, could you explain that in more detail. Thanks for the video!!!
ОтветитьIf someone is wondering, why the MapPreview looks different shaded compared to the Playmode: The heightMap is the same, but the Mesh has a different absolute height, so the URP Shader is coloring the mesh with way more water.
ОтветитьFor everybody working with Unity 2022: The Shader is renamed from "PBR" to "Lit" and instead of "Albedo" you will face "Base Color".
ОтветитьThis video is completely misleading, this is on a MESH not a Unity TERRAIN.
So sick of clickbait.
This is EXACTLY what i've been looking for! Literally in the same situation as you. Thanks! Would you consider elaborating on this series a little more?
ОтветитьI made this shader, But its applying the changes on the x axis instead of the y axis. Anyone know why and how I can change this?
Ответитьwhen i do it it just my mesh just turn into solid color, does any one know why?
ОтветитьFirst thanks for help. When i'm trying to roam on my world with my character it falls down can u help me with this?
ОтветитьI LOVE YOU!!!! YOU JUST SAVED MY FUCKING LIFE
ОтветитьEdit > Render pipeline > Universal Render Pipeline > Upgrade materials to use URP , save your self 40min no need to create another shader
Ответитьcan you show how to add normal maps?
ОтветитьThanks for this tutorial man. It kinda sucked when watching tutorial and writing my first shader in CG only to realize that URP only supports shader graph or hlsl. I wish surface shaders were available in urp too the way Sebastian set things up was very nice and organized
ОтветитьExactly what I was looking for! Thank you soooo much!
Also really nicely explained and easy to follow. Great job!
this is A MESH, not a terrain
ОтветитьBeen looking for a video like this for a while. Really appreciate it.
ОтветитьAwesome! Your video dealth with my exact situation. Months ago I used Sebastians tutorials to create my own Mesh Generator. I tweaked this thing so much and created my own hard coded shaders for it, it was coming along great! I ran into a problem when I was looking at using a hybrid splat texture system of my own making and I just couldn't get it working. I decided to switch to URP and shader graph since I was doing more shader programming than anything else.
Switching to URP broke everything. I was so digusted I switched to Unreal for 12 hours, lol. I just couldn't do it though, I had to come back, I have too much work completed on this project already.
You are a God send for someone like me who never used shader graphs before. Its actually hilarious that you created this video due to having the same exact issue as me!
Thank you very much! You are awesome!
Thanks you so much !
ОтветитьThank You very much
ОтветитьTHANK YOU SO MUCHHHHHHHHH
ОтветитьGreat tutorial, thank you for this!
Ответитьall of this branching seems no good. I noticed in Sebastian's shader code he is not using any conditional statements. Why didn't you just implement his shader code as a graph?
ОтветитьBtw, how did you make a pathfinding on generated terrain chunks?
ОтветитьThanks man, much appreciated!
Ответитьwhat happens when you turn on
fog?
Hi Game Slob! I was on Lague's tutorial, most of it was working great for me except that I cant save my mesh with its material into a prefab, so I can export the terrain to a different project. Is this possible to do, or do I need the entire project? Thanks and cheeers!
Ответитьthank you for making this!
ОтветитьI see no Unity Terrain, just a mesh which can't be used with terrain features :/
ОтветитьHi Snubber,
thanks for sharing that with tyhe community. On top of what you said about UVs, your solution also give more freedom to use procedural textures. So keep it up with good stuff like this.
Cheers!!
MY GOD ! Thank you so much I was looking for this for two days !!!
ОтветитьFirst video and you solved a problem that has been vexing me for about a week. You are a life saver and you deserve lots of subs and likes. Well done.
ОтветитьI have been looking for such kind of solution for hours having reached Lague's Landscape Generator episode 16. I accidentally found a thread on forum.Unity where you posted this solution. Thanks a lot - now I may study your work without messing up with shader HLSL language.
ОтветитьReally awesome !
ОтветитьThank you very much
ОтветитьThank you !
ОтветитьThank you for this introduction to shaders! It's amazing, I was looking for this exact same fix for Sebastian's awesome Terrain generator scripts! :)
ОтветитьReally nicely done. You did a great job of showing howto use the shader system.
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