Creating Realistic Materials in Unity 2019.3! - HDRP Tutorial

  Рет қаралды 69,648

Unity

Unity

Күн бұрын

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/2Kz3KXb
And check this out for more on Photogrammetry! on.unity.com/2KnHlf6
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/2zbYohQ

Пікірлер: 133
@unity
@unity 4 жыл бұрын
*Poll time!* Did you come here from our KZfaq Stories revealing today's video? Reply *Yes* or *No* 👀
@kenorta56
@kenorta56 4 жыл бұрын
nope
@dylanrobinson3832
@dylanrobinson3832 4 жыл бұрын
no
@fadop3156
@fadop3156 4 жыл бұрын
nol
@abejonkergouw5270
@abejonkergouw5270 4 жыл бұрын
Unity nope sorry
@user-dfarkjw3h
@user-dfarkjw3h 4 жыл бұрын
Where is the wind support for HDRP trees?
@Govi627
@Govi627 4 жыл бұрын
Would really appreciate some updated official Unity HDRP tutorials. It's very unintuitive for past and new unity users
@sykoo
@sykoo 4 жыл бұрын
YES to more HDRP content!
@kenorta56
@kenorta56 4 жыл бұрын
sykoo WOOO i love your videos well done on getting a job at unity :)
@unity
@unity 4 жыл бұрын
Make sure to follow our playlist on KZfaq for more HDRP related tutorials! =) on.unity.com/2zbYohQ
@Oxmond
@Oxmond 4 жыл бұрын
Great tutorial! 👍 The HDRP is awesome! Looking forward to dive in to the hair/fur shader! 🤓🧡
@loneshadow-studio
@loneshadow-studio 3 жыл бұрын
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.
@UGuruz
@UGuruz 4 жыл бұрын
Thanks a lot for this video. Very informative 👍
@simoncodrington
@simoncodrington 3 жыл бұрын
Great little tutorial guys. A really solid presenter also, he was great.
@DodaGarcia
@DodaGarcia 3 жыл бұрын
Right?? It felt soooo refreshing to not hear "go ahead and" every two seconds like it bizarrely happens with tutorials about some other tools
@m-simpson
@m-simpson 4 жыл бұрын
Please let us assign 4 separate files for Metallic Occlusion Detail Smoothness and a button to generate a Mask Map.
@blendtecrocks08
@blendtecrocks08 4 жыл бұрын
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!
@loneshadow-studio
@loneshadow-studio 3 жыл бұрын
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.
@JumpCatStudio102
@JumpCatStudio102 4 жыл бұрын
Would be nice to also have an interior lighting tutorial. This is something i rarely see an official guide from unity.
@keelfly
@keelfly 4 жыл бұрын
Interior is easy really, Esecially with the new Physical camera. Getting the subtleties of exterior lighting is deceivingly tough,
@zig8925
@zig8925 4 жыл бұрын
That's kinda lit doe
@Oziji
@Oziji Жыл бұрын
I love the way this guy says Smoothness
@DetectiveBlackCat
@DetectiveBlackCat 4 жыл бұрын
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?
@keelfly
@keelfly 4 жыл бұрын
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.
@DetectiveBlackCat
@DetectiveBlackCat 4 жыл бұрын
@@keelfly Thank you. 谢谢
@herp_derpingson
@herp_derpingson 4 жыл бұрын
Please add a setting to increase the light bounces in the Subsurface scattering shader.
@MEGA_TREE
@MEGA_TREE 3 жыл бұрын
very good tutorial
@SuperTitank
@SuperTitank 3 жыл бұрын
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 !
@walaoRIKi
@walaoRIKi 4 жыл бұрын
Looks promising, but curious about the performance compare to normal pipeline
@SuperSeriousArena
@SuperSeriousArena 4 жыл бұрын
Maybe I should use these for the Graviturf show!
@UpsideDownTutorials
@UpsideDownTutorials 4 жыл бұрын
Looks great, I’m wondering how it is in term of performance, but generally I’ll experiment with it. Cool stuff :)
@Onidourou
@Onidourou 4 жыл бұрын
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.
@keelfly
@keelfly 4 жыл бұрын
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.
@Onidourou
@Onidourou 4 жыл бұрын
@@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.
@keelfly
@keelfly 4 жыл бұрын
​@@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.
@Onidourou
@Onidourou 4 жыл бұрын
@@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.
@gazooc
@gazooc 4 жыл бұрын
40 fps in htc vive with gtx 1080 on empty scene, Thanks hdrp !
@OneManArmy3D
@OneManArmy3D 4 жыл бұрын
in editor?
@gazooc
@gazooc 4 жыл бұрын
@@OneManArmy3D 50fps in build. Switch to default render give 600-700fps
@MCtomgie
@MCtomgie 4 жыл бұрын
Could have some other hardware bottlenecking your system. A computer isn't just your graphics card after all.
@gazooc
@gazooc 4 жыл бұрын
@@MCtomgie i7 8700, 16 gb ram 3200mhz, project on nvme ssd ( samsung 970evo).
@ralofpatel470
@ralofpatel470 4 жыл бұрын
@@gazooc God save hdrp
@blendtecrocks08
@blendtecrocks08 4 жыл бұрын
Is Realtime GI ever going to work in HDRP?
@saran9736
@saran9736 3 жыл бұрын
Oh that's why Escape from Tarkov has that effect, now I know!
@jaheim1872
@jaheim1872 4 жыл бұрын
this video is so lit
@ttott3649
@ttott3649 2 жыл бұрын
anyone know where the follow video is that they talk about at the end??
@cgcowboy
@cgcowboy 4 жыл бұрын
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.
@keelfly
@keelfly 4 жыл бұрын
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.
@blendtecrocks08
@blendtecrocks08 4 жыл бұрын
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
@pissfiss
@pissfiss 4 жыл бұрын
Also look into terrain grass
@PlutoniumVirus
@PlutoniumVirus 4 жыл бұрын
Hair?
@paranormalgamesstudios
@paranormalgamesstudios Жыл бұрын
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??
@robahouston
@robahouston 4 жыл бұрын
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.
@taimigamedev6141
@taimigamedev6141 4 жыл бұрын
Love
@ApexArtistX
@ApexArtistX 3 жыл бұрын
How to create Mask map ?
@abejonkergouw5270
@abejonkergouw5270 4 жыл бұрын
Third reaction!
@mjaada
@mjaada 4 жыл бұрын
That is lit 🔥
@keelan8262
@keelan8262 4 жыл бұрын
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.
@thevitulus
@thevitulus 4 жыл бұрын
What it means is that once you earn that much money from your game, you have to upgrade your license.
@keelan8262
@keelan8262 4 жыл бұрын
@@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.
@phirewind
@phirewind 4 жыл бұрын
@@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.
@pearz420
@pearz420 4 жыл бұрын
How about you cross the 'making too much money' bridge when you come to it, eh?
@keelfly
@keelfly 4 жыл бұрын
there is no way an itiot like you will make over 100K so no worries.
@Missing_Youtube
@Missing_Youtube 4 жыл бұрын
Fix grass plz
@TSTechTalk
@TSTechTalk 4 жыл бұрын
please where can i get beginners tutorial on cart racing
@pearz420
@pearz420 4 жыл бұрын
You run a channel apparently about using the internet... figure it out instead of asking in a comment section?
@TSTechTalk
@TSTechTalk 4 жыл бұрын
@@pearz420 I have already thanks 😇 wanted to know where others also learn from but I will just settle for what I found
@pearz420
@pearz420 4 жыл бұрын
@@TSTechTalk interesting response
@TSTechTalk
@TSTechTalk 4 жыл бұрын
@@pearz420 thanks for your interest in my needs
@pearz420
@pearz420 4 жыл бұрын
@@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.
@dfhdgsdcrthfjghktygerte
@dfhdgsdcrthfjghktygerte 4 жыл бұрын
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!?
@ShrikeGFX
@ShrikeGFX 4 жыл бұрын
you cant make layered materials with shader forge and surely not with your braincells
@keelfly
@keelfly 4 жыл бұрын
@@dotcom4389 nope. AND, HDRP is so much more performant.
@TheUncutAngel
@TheUncutAngel 3 жыл бұрын
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.
@simulify8726
@simulify8726 4 жыл бұрын
I hope unity also gives a free assets in a monthly basis.
@dfhdgsdcrthfjghktygerte
@dfhdgsdcrthfjghktygerte 4 жыл бұрын
Don't you guys have a moneys?
@simulify8726
@simulify8726 4 жыл бұрын
@@dfhdgsdcrthfjghktygerte nope
@SVAFnemesis
@SVAFnemesis 3 жыл бұрын
2:41 this is all you need to know. thank me later.
@ToadieBog
@ToadieBog 4 жыл бұрын
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#....
@keelfly
@keelfly 4 жыл бұрын
You are confused, and as such possibly unable to evaluate objectively what you see.
@kelleyintegritysafetysolut484
@kelleyintegritysafetysolut484 3 жыл бұрын
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.
@serveladik
@serveladik 4 жыл бұрын
Lol, tutorial???? i didnt see anything to learn at all
@MCtomgie
@MCtomgie 4 жыл бұрын
Although it might have not helped you, it possibly could have helped others.
@serveladik
@serveladik 4 жыл бұрын
@@MCtomgie help by what? To choose lit shader
@keelan8262
@keelan8262 4 жыл бұрын
Someone may not have known how to access shaders before and this video told them how to. Dont hate. Chill👍👍
@pearz420
@pearz420 4 жыл бұрын
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.
@serveladik
@serveladik 4 жыл бұрын
@@pearz420 not all, just new idk why, but that loooks so dumb
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