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Nodes for Shader Graph

Discussion in 'Assets and Asset Store' started by Andrey_Graphics, Aug 2, 2018.

  1. Andrey_Graphics

    Andrey_Graphics

    Joined:
    Oct 29, 2015
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    109
    If there are still problems you can still send me an e-mail your project, I'll look.
    My mail - industrialforest@mail.ua

     
    Last edited: May 30, 2019
  2. Kamil-Sobierajski

    Kamil-Sobierajski

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    Dec 14, 2016
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    Ok. I try this on another computer. I install fresh unity 2019.1 Then I make new project witch LWRP. Then I updated Render pipeline to 5.13.0 and Shader graph to 5.13.0
    And All the errors were gone.
    Thanx for the tips!
     
  3. mediapod_uk

    mediapod_uk

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    Jun 4, 2019
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    Hi Andrey, I'm getting the same kind of errors with the 1.7 build and 5.13 LWRP and Shader graph
     

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  4. mediapod_uk

    mediapod_uk

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    Hold that - got it working in an empty project now...Will keep digging...
     
  5. Andrey_Graphics

    Andrey_Graphics

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    You do not work correctly LWRP, this is a question for unity developers and LWRP, may not be imported correctly, removed, and only then install lwrp again, try to remove HDRP, I can personally check your project if you throw it in the mail industrialforest@mail.ua
     
  6. akuei2

    akuei2

    Joined:
    Oct 17, 2018
    Posts:
    69
    Hi, just bought it today.
    But, I'm idiot for shadergraph.
    Can you add a skin_hdrp + normal_map together into a new one shader?
    Thank in advance.
     
  7. Andrey_Graphics

    Andrey_Graphics

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    akuei2 likes this.
  8. akuei2

    akuei2

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  9. juem

    juem

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    Dec 16, 2016
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    Hello Im using this node pack and I think It's nice way to start shader graph study.

    I'm working on 2019.1.5 / shader graph 5.13 / LWRP 5.13 / android platform build now and I found some odd thing here.

    first It just works fine in pc platform. but in Android at starting scene, all screen is turn black.
    Turns out the Post process stack in Main camera was causing problem. I turn off 'post process layer(script)' and it works fine.

    TurnOn.jpg TurnOff.jpg

    so In this state, I can't use post process. How do I fix this?
     

    Attached Files:

    P_Jong likes this.
  10. Andrey_Graphics

    Andrey_Graphics

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    Hello, I don't know, this is a question for Unity developers
     
  11. Bartek_Gudowski_Friend_Factory

    Bartek_Gudowski_Friend_Factory

    Joined:
    Feb 18, 2019
    Posts:
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    Hi Andrey!

    I have some question in relation to skin tone shading with LWRP (we use UMA for our Avatar system with the SRP branch).

    We are developing our base model character and are looking for a solution how to get skin tone shading that is similar to the reference as in the image below:
    View attachment 443579

    Any ideas how to get more close to this look?

    Long term we want to aim as much as possible for soft subsurface skin tones with LWRP. Any kind of real-time subsurface shading hack would be a great solution for us. This is the long term references we are aiming for:
    View attachment 443582

    Would your Shader Graph nodes support this shading? And would it be compatible with UMA?
    Would be greatful for any suggestion how to move in the direction of the reference images above?

    Many thanks!

    Bartek
     
  12. Andrey_Graphics

    Andrey_Graphics

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    Hello, I can not see your screenshots, the link does not work
     
    P_Jong likes this.
  13. Bartek_Gudowski_Friend_Factory

    Bartek_Gudowski_Friend_Factory

    Joined:
    Feb 18, 2019
    Posts:
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    Hi Andrey! (Re-posting)

    I have some question in relation to skin tone shading with LWRP (we use UMA for our Avatar system with the SRP branch).

    We are developing our base model character and are looking for a solution how to get skin tone shading that is similar to the reference as in the image below:
    ReferenceShader.png

    Any ideas how to get more close to this look?

    Long term we want to aim as much as possible for soft subsurface skin tones with LWRP. Any kind of real-time subsurface shading hack would be a great solution for us. This is the long term references we are aiming for:
    image (4).png


    Would your Shader Graph nodes support this shading? And would it be compatible with UMA?
    Would be greatful for any suggestion how to move in the direction of the reference images above?

    Many thanks!

    Bartek
     
  14. Andrey_Graphics

    Andrey_Graphics

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    I do not know what is "UMA", you can buy and if you do not like I will make a refund, (price nodes $ 5 ), so you can throw in the mail this model and I will do the material and show you the result, this node works almost the same as in shader forge and ASE but with a lot of settings, this method does not calculate every frame rays of light, so you need to bake a thickness map and adjust it in photoshop if necessary. This method will use a map of the thickness, direction of light and shadow and calculate the soft sss light in the colors you want.

    My mail:

    industrialforest@mail.ua
     
  15. Bartek_Gudowski_Friend_Factory

    Bartek_Gudowski_Friend_Factory

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  16. Bartek_Gudowski_Friend_Factory

    Bartek_Gudowski_Friend_Factory

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    Feb 18, 2019
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    Hi Andrey!

    Have you experienced the normals issues not updating with the blendshapes in Unity?
    Hence how to avoid the shading shadowing around the mouth and eyes?
     
  17. Andrey_Graphics

    Andrey_Graphics

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    No, I didn't, this is what the material looks like for your model.
    On screenshot only red to be more beautiful, you can add yellow and bluish to light from the subcutaneous fat, but I did not have time to adjust the material.

     
    Last edited: Jul 2, 2019
  18. dennisrsd

    dennisrsd

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    Sep 18, 2013
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    He Andrey,

    Question. I bought the nodes and was curious If I can make the skin shader work in lwrp with point lights. I am specifically talking about the subsurface effect. It seems it's only working with a directional light.

    With kind regards,
    Dennis
     
  19. Andrey_Graphics

    Andrey_Graphics

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    Hello, the effect only works with a directional light
     
  20. dennisrsd

    dennisrsd

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    Sep 18, 2013
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    Thanks for the quick answer. Is this something that you gonna add? or is this not possible right now with unity?

    With kind regards,
    Dennis
     
  21. Andrey_Graphics

    Andrey_Graphics

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    In shader graph is impossible to do unfortunately, if you do not like something then you can make a refund. I always accept refund, preferably by mail.
     
  22. dennisrsd

    dennisrsd

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    Sep 18, 2013
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    No its fine, just wanted to know thanks.

    Kind regards,
    Dennis
     
  23. MichielVanOmmen

    MichielVanOmmen

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    Feb 12, 2019
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    1. Does this actually work with only Directional Light or with any kind and amount of lights?
    2. And what about receiving shadows? Will it only cast this fake SSS only around the area where light hits the object?

    3. And just to be safe: this SSS node for ASE still works in Unity without enabling Unity's SRP?
     
    Last edited: Sep 18, 2019
  24. CarpetShampooer

    CarpetShampooer

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    Posts:
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    Just downloaded the package yesterday
    Using a newer Unity 2019.2.4f1 with LWRP
    SSS & Paralllax mapping are the only two that compile or show, the rest are pink (63 errors)

    Readme.txt says to open the pink shader in shader graph, click save. I tried that, they all stay pink.
    Looks like it's maybe something in SSGradient? Attached pictures. Thank you!
     

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  25. CarpetShampooer

    CarpetShampooer

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    Just confirming, installed the newest Unity 2019.2.6, just downloaded the package fresh and these are the errors on the sample scene. Hope it helps
     

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  26. jason_

    jason_

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    @Andrey_Graphics
    Hi, just bought your asset yesterday,
    i got too much error, and black color head in demoscene
    please tell me which unity,lwrp,hdrp,shadergraph version do you support?
     
  27. Andrey_Graphics

    Andrey_Graphics

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    LWRP and ShaderGraph must be updated to the latest version
     
  28. Andrey_Graphics

    Andrey_Graphics

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    All release versions of Unity, shader graph, almost all versions, just refresh the Shader graph to the latest version, for example 5.7.2 does not work as Shadergraph was the problem
     
  29. jason_

    jason_

    Joined:
    Dec 31, 2013
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    @Andrey_Graphics
    Hi, i am using
    2018
    - unity 2018.4.9f1 lwrp/hdrp/shadergraph ver 4.1.0 , ver 4.10.0 (latest) + nodesforshadergraph package 2018.3.0f2 ver 1.5 = many error + no demo scene + strange head prefab with red glow in his eyelids

    2019
    - Unity 2019.2.6f1 lwrp/hdrp/shadergraph ver 6.9.0 , ver 6.9.1 (latest) + nodesforshadergraph package 2019.1.8f1 ver 1.8 = many error , only sss ball is ok + others are purple
    - Unity 2019.3.0a5 lwrp/hdrp/shadergraph ver 6.5.2 , ver 6.9.1 (latest) + nodesforshadergraph package 2019.1.8f1 ver 1.8 = many error , everything purple
     
  30. Andrey_Graphics

    Andrey_Graphics

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    have you tried opening shaders and recompiling them?
    If this does not help then send me an e-mail project with the installed package

    industrialforest@mail.ua
     
  31. jason_

    jason_

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    @Andrey_Graphics
    right now i am using:
    - Unity 2019.1.14f1 lwrp/hdrp/shadergraph ver 5.16.1 (latest) + nodesforshadergraph package 2019.1.8f1 ver 1.8 = everything load ok / no more purple both lwrp and hdrp demoscene.
    thanks
     
  32. CarpetShampooer

    CarpetShampooer

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    Ok - Updated LWRP and Shadergraph 6.9.1 through package manager, and your package version 1.8 (current). Some of the parallax shaders are no longer pink, but the SSS Skin/Monster are still pink. "Shader error in PBR Master: Undeclared Identifier" in screenshot. I've opened, saved, closed the pink shaders but no luck.
     

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  33. Andrey_Graphics

    Andrey_Graphics

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    i will make an update
     
  34. CarpetShampooer

    CarpetShampooer

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    Material looks fantastic!
    Only problem now is File-Build/Run generates errors after I install the package. I can hit play and it runs fine.
    This is tested with a fresh install->Update LWRP/Shaders(Compiles fine)->Install Package(PackageManager does not exist error)
     

    Attached Files:

  35. Andrey_Graphics

    Andrey_Graphics

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    Hello, delete these scripts, which are associated with errors, they do not need you anymore
     
  36. adamz

    adamz

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    @Andrey_Graphics

    Hi, I have the latest of everything installed and I get this problem. Any thoughts on how to fix it? It's for the Skin graph for LWRP. Thanks.

    Skin.jpg
     
  37. Andrey_Graphics

    Andrey_Graphics

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    Hello, which version of LWRP and which version of Unity?
     
  38. Longthan0205

    Longthan0205

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    @Andrey_Graphics

    Hi, I’m really impressed with the result you shown in the first page of the forum. I get that you used sss nodes for shallow, mid and deep, however, I don’t get what kind of node that could be used for second specular and displacement?

    Moreover, do you have any tips to get a character look detail as yours?

    Thank you for your impressive work. Make it easy to learn shader graph.
     

    Attached Files:

  39. adamz

    adamz

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    Hi, Unity 2019.3.0b4 and Universal RP 7.0.1
     
  40. Andrey_Graphics

    Andrey_Graphics

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    You need to make reflections through the node Dot and LightDirection, multiply by the map second Specular map and output in emission, this model is not mine, here is a link to Artstation, this picture was an example of this method for SSS
    https://www.artstation.com/artwork/1qdRq
    displacement is optional but there is only parallax
     
  41. Andrey_Graphics

    Andrey_Graphics

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    But this is a beta version, assets out for release versions, please wait for the release of Unity 2019.3
     
  42. Quang_Phan

    Quang_Phan

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    Dec 28, 2016
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    10
    Hello,
    Thank you for your great work! Could you make “static switch” node like in ASE for shader graph? That will helpful with me.
    Btw, I’m a seller so can I use you script to build shaders stand alone (I mean I can’t resell your asset so can I create shaders in 1 project with your scripts and copy there shader to another project without your scripts) and my shaders can work like ASE did?
     
    Last edited: Oct 30, 2019
    Lay84 likes this.
  43. Quang_Phan

    Quang_Phan

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    I guess “Static Switch” node is not a mix function, it like on/off one of 2 tree link. I mean example: if you have 2 color red and blue connected to Static Switch, there are have true/false, if true is on and false is off, and in material use this shader you can on/off to switch color red or blue.
    https://wiki.amplify.pt/index.php?title=Unity_Products:Amplify_Shader_Editor/Static_Switch
    And with your scripts can I create shader stand alone?
     
  44. Andrey_Graphics

    Andrey_Graphics

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    Hello, shaders created with the help of my asset can be sold, about the node I will add to the to-do list and possibly add to the asset later
     
    Quang_Phan likes this.
  45. Quang_Phan

    Quang_Phan

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    Dec 28, 2016
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    Thank you, hope I can see Static Switch soon!
     
  46. corjn

    corjn

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    Feb 6, 2014
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    Hey @Andrey_Graphics,

    I bought your asset and it's great !

    Just a simple question : do you plan to support light attenuation with the HDRP ? Is that even possible right now to get light informations in HDRP API?

    I'm looking for a way to make a mix between cel shading and super realistic/modern graphics.

    Thanks for your time :)
    Jonathan
     
    Last edited: Dec 20, 2019
  47. corjn

    corjn

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    Just change every "lightweight" to "universal" in LightAttenuation.hlsl
     
  48. pigglet

    pigglet

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    I'm sorry to say that, but it's totally broken in latest Unity2019.3.6f1 & HDRP7.1.8

     
  49. Andrey_Graphics

    Andrey_Graphics

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    I'm using unity 2019.3.9 and hdrp 7.3.1
    and I don't see any problems, if you have a problem with the first material, you may also need to download the URP
     
  50. pigglet

    pigglet

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    Well, I bet you will see the problems if you'll try to set up a new clean project and import the asset. There are some missed scripts and empty profile fields. Installing URP pack together with HDRP helps me to get rid of errors, but I still can't run the demoscene.
     
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