Everyone Should Learn This Basic Shader Graph (Auto Tiling) - Unity Shader Graph Tutorial
Summary
TLDRIn this tutorial, the creator thanks their Patreon supporters and introduces a beginner-friendly Shader Graph tutorial for Unity. They demonstrate how to create a Shader Graph that automatically tiles textures when objects are scaled, enhancing workflow efficiency. The tutorial covers creating a lit Shader Graph, adding inputs for texture and object scale, and adjusting tiling through a multiplier. It also briefly touches on emission properties for textures. The creator encourages viewers to experiment with Shader Graphs and hints at future content exploring more advanced shader techniques.
Takeaways
- 🎉 The video begins with a shout out to recent Patreon supporters, appreciating their contribution and motivation for content creation.
- 🛠️ The tutorial focuses on creating a Shader Graph in Unity, despite initial hesitation due to the complexity of Shader Graph tutorials.
- 🔧 The goal is to demonstrate a simple yet essential Shader Graph that should ideally be a built-in Unity Shader for tiling textures across surfaces.
- 🌐 It clarifies that Shader Graph can be used with Unity's built-in render pipeline, contrary to a common misconception.
- 📦 The process involves installing Shader Graph through the package manager and starting with a new, lit Shader Graph.
- 🖼️ The tutorial aims to solve the issue of texture scaling and tiling on objects like floors and walls, enhancing visual quality.
- 🛒 An example is given on applying a texture to a plane object in Unity and adjusting its material to handle automatic tiling.
- 🔄 The importance of creating inputs for texture and object scale within the Shader Graph is emphasized for dynamic tiling effects.
- 🎨 The Shader Graph is edited to include a tiling multiplier, allowing users to adjust the scale of the texture tiling.
- ✨ Additional features like emissive textures and emission intensity are demonstrated to add glowing effects to the material.
- 🧱 The tutorial concludes with a comparison of tiling on different object types like floors and walls, noting the need for separate Shader adjustments.
Q & A
What is the main topic of the video?
-The main topic of the video is creating a Shader graph in Unity that allows for automatic tiling of textures on objects like floors and walls when they are scaled.
Why does the creator feel that a Shader for tiling should be a built-in Unity feature?
-The creator feels that a Shader for tiling should be a built-in Unity feature because it's a common requirement to have textures tile seamlessly when objects are scaled, and it would simplify the process for users.
Can Shader Graph be used with the built-in render pipeline in Unity?
-Yes, the creator demonstrates that Shader Graph can be used with the built-in render pipeline in Unity by installing it via the package manager.
What is the purpose of the 'floor tiling' Shader graph shown in the video?
-The 'floor tiling' Shader graph is designed to automatically adjust the tiling of a texture based on the scale of the object, specifically for floor planes, ensuring that the texture scales cleanly without manual intervention.
How does the creator propose to handle tiling for walls differently from floors?
-The creator suggests creating a separate Shader for walls because the typical scale for tiling on walls (X and Y axes) is different from floors (X and Z axes), and this would allow for more control and realism in texture scaling.
What is the significance of the 'tiling multiplier' input in the Shader graph?
-The 'tiling multiplier' input allows users to adjust the size of the texture tiles without altering the Shader code, providing flexibility to scale the texture independently of object size.
How does the Shader graph handle emission to make objects glow?
-The Shader graph handles emission by using a separate texture input for emissive textures and multiplying it by an emissive color and intensity value to control the glow effect.
What is the importance of setting default values for inputs like 'tiling multiplier' and 'emissive intensity'?
-Setting default values for inputs like 'tiling multiplier' and 'emissive intensity' ensures that the Shader behaves predictably when first applied to an object and helps in maintaining a consistent look across different objects using the same Shader.
Why might the tiling effect look strange on the edges of a wall object?
-The tiling effect might look strange on the edges of a wall object because the Shader is designed to work correctly only on the primary face of the wall, and the tiling logic does not account for the different scaling that occurs on side faces.
What is the creator's advice for users who are new to Shader Graph?
-The creator advises new users of Shader Graph to start with simple projects like the tiling Shader shown in the video to get comfortable with the process before moving on to more complex Shaders.
How can viewers support the creator and get one-on-one help?
-Viewers can support the creator and get one-on-one help by joining the Patreon page mentioned in the video description, where they can link their Discord account for special access.
Outlines
🎨 Shader Graph Tutorial Introduction
The speaker begins by expressing gratitude to new Patreon supporters, emphasizing their appreciation for the channel's content. They introduce the topic of the tutorial, which is the creation of a Shader Graph in Unity. The speaker clarifies that they won't be explaining Shader Graph in depth, as it can be overwhelming, but instead will demonstrate a simple, essential Shader Graph that should ideally be a standard feature in Unity. They proceed to show how to install Shader Graph through the package manager, even when using the built-in render pipeline, and set up a new project with a plane object to serve as a floor. The goal is to create a material that tiles a texture nicely when the object is scaled, which Unity does not handle by default.
🛠️ Setting Up the Shader Graph
The tutorial continues with the creation of a new Shader Graph aimed at achieving texture tiling that scales with the object. The speaker explains the process of setting up the Shader Graph using the built-in render pipeline and how to select the correct Shader type. They also discuss the importance of differentiating between Shaders for floors and walls due to the different tiling scales required. The focus then shifts to creating inputs for the Shader Graph, starting with a texture, and the speaker demonstrates how to apply this texture to the plane in the scene view. They also mention the alignment of the main camera for a better view and proceed to edit the Shader Graph to include the texture input.
🔍 Scaling Textures with Object Size
The speaker delves into the technical aspects of the Shader Graph, explaining the need to calculate the tiling of the texture based on the object's scale. They guide through adding a texture input node and demonstrate how to retrieve the object's scale within the Shader Graph. The process of calculating the tiling from the object's scale is detailed, including the use of nodes for tiling and offset, and the creation of a Vector2 for the tiling values. The speaker then connects the texture sample to the Shader Graph and shows how to adjust the tiling in the material's inspector, allowing for dynamic resizing of the texture pattern.
🌟 Adding Emission and Color Controls
The tutorial moves on to adding emission to the Shader, allowing the material to glow. The speaker duplicates the existing texture setup for the emission and introduces the concept of base and emissive colors. They explain how to multiply these colors with the texture to achieve the desired visual effect and mention the potential need for an emissive intensity control. The process involves adding more nodes to the Shader Graph to handle these new inputs, and the speaker ensures that the Shader Graph updates correctly to reflect these changes. They also address a temporary issue with the Shader Graph preview and resolve it by setting default values for certain inputs.
🧱 Applying the Shader to 3D Objects
The speaker explores the application of the Shader Graph to 3D objects, specifically a cube used as a wall. They discuss the challenges of resizing and rotating objects in Unity and how the Shader Graph behaves when applied to different faces of a 3D object. The tutorial highlights the need to create a separate Shader for walls to handle the different scaling requirements compared to floors. The speaker duplicates the floor tiling Shader and modifies it for wall tiling, demonstrating how to adjust the scaling inputs for the Y-axis instead of the Z-axis. They also show how to create materials for walls and apply the Shader Graph to achieve the desired tiling effect.
🔗 Wrapping Up and Future Tutorials
In the concluding part, the speaker summarizes the tutorial and expresses hope that it has demystified Shader Graph for the viewers. They mention the possibility of creating more advanced Shader Graph tutorials in the future, depending on viewer feedback. The speaker also encourages viewers to like, comment, and subscribe, highlighting the channel's progress towards 2000 subscribers. They remind viewers of the Patreon page and the benefits it offers, including a special Discord channel for patrons, and offer one-on-one help. The tutorial ends with a promise to see the viewers in the next video.
Mindmap
Keywords
💡Shader graph
💡Patreon
💡Unity
💡Tiling
💡Texture
💡Material
💡Render pipeline
💡UV mapping
💡Emissive texture
💡Tiling multiplier
💡Prototyping
Highlights
Introduction to creating a Shader graph for Unity's built-in render pipeline.
Explanation of why Shader graph tutorials can be overwhelming.
Goal to create a Shader graph that tiles textures automatically with object scaling.
How to install Shader graph in Unity's package manager.
Creating a new Shader graph and selecting the 'Lit' graph type.
Importance of understanding the difference between floor and wall tiling.
Setting up a new material and applying a texture to a plane in the scene.
Problem of texture scaling and the need for automatic tiling.
Creating a Shader graph to handle automatic tiling based on object scale.
Explanation of Shader graph inputs and the need for a texture input.
Using the 'Object' node to get the scale of the object in the Shader graph.
Creating a tiling multiplier input to adjust the size of the texture tiles.
Connecting the texture sample to the base color in the Shader graph.
Adding emission to the Shader graph to make objects glow.
Using a separate Shader for floors and walls due to different tiling needs.
Creating a wall Shader that tiles based on the Y scale instead of X and Z.
Demonstration of how the Shader graph works on different objects like planes and cubes.
Addressing the limitations and potential improvements for the Shader graph.
Encouragement for viewers to try Shader graph with a simple project for better understanding.
Invitation for viewers to support the channel through Patreon and Discord.
Transcripts
hey welcome back to the channel just
want to give a big shout out to all of
my recent patreons patrons thanks for
joining the patreon page that really
makes me feel like you'll appreciate
these videos and it motivates me to keep
making more the what I'm doing today
I've been putting off for a while and
that's a Shader graph I guess tutorial
but I'm not really going to be breaking
down Shader graph because I've seen a
lot of Shader graph tutorials and it can
become overwhelming at first so what I
want to do is show you a Shader graph
that I feel like everyone should know
how to make it's a great way for you to
get started with Shader graph um it's
also something that I feel like should
just be a built-in Unity Shader anyways
so let's jump into it so I'm going to be
using a a built-in render pipeline
project which um if you're like me you
might have thought you can't use Shader
graph with built-in pipeline but you
can't um just go into the package
manager and search Shader graph and you
can indeed install it so apparently I
already have it in here this is a
built-in render pipeline isn't it oh oh
yes it is I forgot that I was using this
to test uh a frame rate issue I was
having on a project that I was also
using Shader graph so yes Shader graph
is installed on this all right so
uh let's go ahead and get started so how
do we make a new Shader graph well first
let's talk about what our goal is going
to be so if we open up scene view here
because I don't really care about game
view so in scene view let's say I create
a uh uh plane all right let's say this
is going to be my floor and let's just
go ahead and reset its position rotation
okay so this is my floor and let's say
that I want to put a texture on it which
I guess I need one oh good I have one um
so we have a nice tiled texture here
it's a little hex floor texture and
let's just go ahead and create a new
material for
it uh let's see create material heex
floor non
tiling and um my hex floor texture is
now gone let's just come in here and I'm
going to I'm going to search my hex
floor
texture and let's just grab this on
there okay so we have this floor right
but if I resize this floor um floor um
it just scales the texture and it looks
really gross this is one of those things
I feel like Unity should just have like
built in to where you could just it
should be part of the standard Shader I
just feel like
because if you have a texture on your
shape you probably want it to tile if
you scale it and then you can do it
manually so if I like take this floor
and I scale it 10 by 10 I can then come
to the
material and change my tiling to 10 by1
and I get the same um pattern and it
scales over the thing but doing that for
like let's say I have multiple floors or
I have multiple walls that are separate
objects but they might be sharing the
same material I don't have to go create
a new material for each object because
that's what you would have to do to
manually set the tiling I also don't
want to have to do it at runtime with a
script I would like to just my material
to handle it with a Shader so let's do
that so let's create a Shader graph and
we're using the built-in render pipeline
that's where I was getting stuck before
whenever I was first trying this is I
was going to Shader graph and I was just
doing blank Shader graph but that's like
assuming urp but since we're not I'm not
using urp I'm doing built-in which
showing you these steps if you're using
urp they're going to be close enough you
can still do it and I'm going to make
this uh let's make it a lit Shader graph
why not and there it is and I'm going to
call this floor tiling one thing worth
noting the Shader I'm going to show you
and I'll probably show you both ways is
there'll be I'll use a separate Shader
for floors then I will for walls because
um the scale that you're going to be
looking at for it to tile on is going to
be different so for floors it's going to
be x and z for walls it's probably going
to be X and Y and we'll take a look here
so here we have the floor tiling Shader
I can go ahead and come over over here
to this floor and I can go to Shader
Shader graphs and we get my floor tiling
Shader you see nothing's happening
because we haven't told us to do
anything yet so if I go to the floor
tiling and I open up the Shader error
editor it likes to put it in this little
tab up here let's just go ahead and
maximize it so my friends who are coming
from visual scripting like playmaker um
one thing that might throw you for a
loop with this is you're like well where
do I start where's the beginning of my
node logic and there isn't really um
like if I just create a
node and I don't know let's just I'm
just going to pick something random okay
so this is a node and I can connect it
to anything so I can just drag it drop
it off I don't know utility logic and I
don't know I'm just putting in some
random nodes here it just there is no
start the only real finish is over here
so this is what actually happens to your
material this is what you're going to
connect um I don't really ever do
anything with vertex all we're going to
be using for this is the fragment and
we're just going to be connecting to
base color um these steps that we're
doing maybe we'll if we have time we'll
take a look at a mission to but um
basically we'll be doing the same nodes
to connect emission to have the emission
tile as well all right but first things
first what do we need to make this work
so we need some inputs so one thing that
we're going to need is we're going to
need a texture so texture 2D and I'm
just going to leave it called texture 2D
and if I save the asset and I un
maximize and we come over to the
floor let's look at it in scene view too
and you know what just for fun let's
take our main camera and let's go to
game object align with view so we can
see it down here too all right so if we
look at our floor it now wants a texture
so now we can come here and I can search
my texture there is my texture we got
one of our inputs huzzah so let's now go
back into the Shader and I'm going to
maximize this for easy editing and um
what are we going to need well we're
going to need to know the scale of the
object so I'm going to right click and
I'm going to create a node and can I
just search scale how do I normally do
this um seriously how do I normally do
this uh maybe it's not scale give me a
second so I did search scale and I think
what we want is my mouse quit working um
we do want this object um so we're going
to grab object there we go my mouse is
working again so we're going to grab
object and if I can zoom in there we go
so it gives us our position and our
scale on this object node so we want the
scale and we're just going to drag this
off and we're going to um split
this all right and so what this is now
is it's getting an input three it's
getting an input with a vector three I'm
not sure why it's outputting uh a four
for Alpha because I'm not sure where
it's going to get that fourth Channel um
but we're getting the RGB is also going
to be
XYZ all right so that's what split is
going to do so now we're going to do um
basically calculate our tiling from this
so let's just go ahead and rightclick
create node we're going to go to UV and
we're going to go to tiling and
offset all right so here we have our
tiling and offset we need to have our
tiling value so um what we could
probably do here is create a vector
2 um and yeah this would be a float so
Vector 2 float and so we can take our
this is the floor and I'm going to gohe
and save this just to make sure I'm not
losing my mind I'm going to look at the
floor and the scale is on the X and the
Z so let's maximize this and so we're
take the X which is the first value here
and the Z which is the third value here
and this should now be our XZ scale
which we can then bring into do the
tiling here so now that we have our
tiling in
offset um now what do I
do oh we we need to use our texture I
think I can just grab this texture and
like drag it and drop it there boom and
so this should now
be our UVS right no what what does this
give me what does this give me this
gives me I can come out to a UV
here what do I have to do here can I go
out to
here all right so we actually need here
is we need a sample texture 2D which did
it give me the option from that if I
went out
here do I get sample texture suggested I
don't think I do there we go yeah we do
okay sample texture 2D all right double
click on that all right so there we have
our sample texture 2D which I think
means we can then take our tiling in
there
and now we have our RGB and we can just
drag that into the base
color and um I think that's done let's
let's see if that
works um it did there you go all right
so um now we are tiling with our texture
and so now if I take my floor and I
resize it you can
see that it goes right along with it but
maybe we don't like that maybe we want
our hexes to be bigger or smaller so if
I come back over here and on my floor
time these are inputs that we can adjust
in the inspector so I want to have a
float and I'm going to call this uh
tiling
multiplier and let's drag that in
somewhere um where do I want to put it
at
let's just drag it in here on tying
multiplier and so this is our multiplier
and so now we actually need to multiply
something so I'm going to search
multiply all right so there's multiply
right there and so one value that we're
going to multiply is uh this and the
next thing that we're going to multiply
is this Vector two I don't think that's
going to
work oh it can all right great Vector
two can work all right so then we're
going to take that and let's see if we
now take this and drag it into tiling if
that broke everything or if it's working
so if we come back out we go to our
scene right now it's gray but let's go
look at our Shader we have a zero tiling
multiplier if I set it to one there we
go we have that or I can just keep
scaling it up and I can make them tiny
or I can do
like25 and now I have giant tiles and I
can scale them how I want but what if we
also want this thing to glow like what
if we want to do it to a missive um not
really any different I'm going to set
that back to one so we can come like
this and we can add um another texture
2D and we can call this emissive
texture and we are essentially just
going to copy this same thing so if we
go basically just take all of this and
we go copy
paste and all we have to do now is take
our texture 2D and remove that and we
grab our missive texture 2D and we drag
that into texture and then we take our
rgba and we drop it into a mission there
if we save hopefully oh you know what we
need one more thing we also need a
color which which we could do a color
for both of
them uh so we can go we're need two
colors so we can do uh base color and
you can really name these whatever you
want and then we can do um emissive
color and I think we multiply the color
values sorry I forgot where we left off
um I had to step away CU my kids were
getting into things they shouldn't have
um one thing we can do I think here is
we can get rid of some of this math so
if I take all of
that and I delete that and then we
take these and put them like here right
we can then take the
tiling and boom because they're sharing
the same math so there's no reason for
us to have that stuff there
twice but now to deal with color so
color is really not overly difficult
once we have our texture we are going to
um put in uh we're just going to
multiply our color values and one thing
I thought about that might be easier for
you to visualize What's Happening Here
is if we go to our texture 2D we can go
ahead and put a default texture in here
and let's just pick the one that we're
working with and when we do that we
should be able to
see yes use tying and op set why
wouldn't we use tying no I don't think I
have to do that all right so we should
be able to see the texture in here but
for some reason we can't that's a bit
weird um yeah I'm not sure why it's not
showing it for us in the preview but you
know what
whatever um that's so weird did I break
something let's maximize back out I did
break something what did I
break so the issue is there's not a
default emissive texture so if we come
over here where are we using that app by
the way okay good we have theive texture
there but we just need to probably pick
a default missive texture which we're
just going to do the same thing the
hex and
now now you should be like you should be
you should be telling me what's going on
here what's going on here I'm also going
to go ahead and add it over here there's
the hex floor okay so we're seeing it
here doesn't really make sense why I'm
not seeing it in the Shader graph I was
going to say the scene but worried about
it right now oh because we don't have
default uh probably a default tiling
multiplier so let's go ahead and set
that to one hey there we go all right
that did something so it's still not
showing here oh yeah it's showing here
too all right great so now we can
actually see what we're doing um we need
to uh do our colors so if we take this
and we move this over here we have our
textures now all we do is let's drag in
our base
color and then we're going to um right
click add a node
multiply and if we bring this in here
double click and I'm sorry probably
can't see this very well because that's
the hard thing about Shader graph
tutorials is to see everything that's
going on you really got to zoom out but
we're going to take our base
color and then we're going to notice how
it also updated it was a vector two and
now it's doing a vector 4 so now we can
take uh the sample texture and we can
drop it in here and then we can take our
output and go into our base
color um and so our base color is black
just for fun let's change the default of
that to White and now we can see our
tiling again and so if we come down here
and essentially um I don't really need
to copy it I'm just going to create the
multiply node
again and I'm going to take my emissive
color and we're going to take the
emissive color drop it into the first
port and then get our rgba drop it in a
second and then take our output into a
mission and then if we click on our
emissive color and set that to
White we can see our texture
again but one more thing we might want
to do and that's to give our emission
sub
intensity because maybe we want our
emission to be really bright so we need
another float and we're going to call
this
emission SP let's just call it emissive
intensity and let's just go ahead and
give it default value of
one and we can do one more
multiply and we're going to take our
emissive
intensity and we're going to multiply it
by what we have going on here and then
we just output put it back into a
mission and I think we should be pretty
much done with hit controls to try to
save that um with that so if we go to
the scene now it's black but that's
because we haven't set any colors yet
now when you have an emissive texture
like if I come in here and I choose my
base color as I don't know yellow okay
good we can see it but what is it going
to look like if I set my emissive color
to like blue
all right it's like you kind of lose
some of the yellows but it's still
something you might want and we can pull
up our emissive intensity and me once
you get to a certain value like your
base color just doesn't even really
matter um but there you go we now have a
floor
Shader that tiles whenever we scale it
and we can also change our tiling
multiplier however we want so I guess we
can go ahead and do wall tiling you I'm
going to save this uh scenes and we're
just going to call this uh tiling
tutorial so let's create a wall then um
now here's the thing with walls walls
usually have thickness to them so you're
generally not going to this isn't going
to be perfect now as long as you don't
see like as long you're only seeing the
face of the wall it's going to look fine
if you're seeing the edges of the walls
it might look a little weird um why
can't we use the Shader that we already
have Okay so let's say we take this
plane and we call this wall and we
rotate it 90 degrees on the X all right
what if we do minus
90
okay well you know what I was not
expecting that to work but it does seem
to work for a
plane wonderful well there you go all
done for using a plane um now you can't
see the backside you can give that
option so if we go into floor
tiling we maximize it and let's add um a
bu for show
backface and so can I do that in
here I don't think we can yeah we can't
do it with a bull bu maybe there's a way
if you know if there's a way to do it
with a bu to be a to change this Shader
type to um because if we just set it for
both I wish I had the option to do it in
the graph but it doesn't look like I do
I'm gonna go and delete that um but if
we come back now we come into scene you
can see it renders on both sides
now and I mean of course it's going to
do it for the floor too um there's going
to be a bit more processing expense for
that so just keep that in mind um I'm
just going to go back and I'm going to
turn it off for now because that's not
really the purpose of this but where
where was it here front
save all right but what would happen if
we um didn't use a plane but instead we
had a cube for a wall so let's do 3D
object Cube and um right now it's facing
that way and let's just go ahead and
keep it facing that way for
now and I'm going to hit V so I can grab
the corner vertex you might not see what
I'm doing here but if you hold V on the
keyboard you can grab verts and you can
snap them to other verts so I'm just
gonna hold control V and I'm just gonna
snap that bottom corner
there and one thing that is really poor
in unity is being able to resize with
the wct tool because sometimes you just
can't get it facing the direction you
want but right now it's doing okay and
it's getting me the direction that I
want to go I wish there was a way to
snap when changing the rec transform but
there's not you kind of have to eyeball
it so if you know a way to snap the rec
transform let me know but as far as I
know there's no way to snap when using
the rec transform and let's just make
our wall come on seriously
undo undo let's make our wall look like
that um but maybe I don't want my wall
as thick so here's an example of not
being able to now I'm looking at it from
this side and I can't adjust it still
wants me to go up and down I can't
adjust it sideways what happens if I
change it to ISO
though hey ISO is the solution all right
which I thought about that when I was
messing with that in my last project
okay all right so let's say that's our
wall
thickness and um now if we just want to
take
the where's our floor's material
at oh we we already we kept it non-
tiling oh well it's tying now let's re
let rename this to
tiling if we drop in on the wall you can
see it's
instantly crazy now the top face it
looks fine because that's the the top
face um but if I take the cube and let's
just use our free rotate tool here and
if I rotate
it oh it's fine huh what Shader was I
using that it was weird like that but
it's it's
always the way this one's working is
it's looking at the X and Z scale so it
does not care about this y scale so
we're going to take this floor tiling
Shader and we're going to duplicate this
and we're just going to call it wall
tiling
you might think oh no there's another 15
minutes left in this tutorial but not
shouldn't be um now we can just come
like this and if we go to where we're
splitting our scales instead of
connecting Z we're going to click on
that line click delete and we're going
to take the G which is also the Y and we
should be able to connect it we should
be able to save it get out let's go look
at our wall and now it's still jacked up
oh because cuz we didn't change our
Shader so now let's go to Shader grabs
wall
tiling and there you can
see oh but I didn't make a new
material okay
undo uh let's call this hex wall
tiling let's put it on the
wall now let's go oh let's name this
wall now let's pick the right Shader
Shader graphs
wall tiling and now you can see we have
a nice tile on the wall face there but
you can see the sides are a bit the top
and this edge here is a bit jacked up
but the other side's fine so um that's
where as long as you're hiding those
walls it's not going to be that big a
deal because I can now duplicate this
wall and I can rotate it 90 Dees on the
Y and if I hold get this tool hold down
V grab that corner and it press that's
not really where I want it but that'll
be fine and um yeah so you can see it
looks fine um and if you have a ceiling
you're not going to see that top part
and I can still grab this and really I
can go and I kind of want to be able to
see the hex a little bit better so let's
change our tiling multiplier to uh 0.
five and if I grab my wall this should
be tiling now to see and if I tile it
taller it's taller too all right so it's
not perfect there could be more done um
to handle these edges but most of the
time you know especially if you're like
prototyping you're not even going to be
carrying that much and this is help
really helpful for prototyping but you
might make more complex shaders down the
road hope this was helpful for you um
you might have been afraid of getting a
Shader grass before hopefully this shows
you that um you can at least get your
foot in the door um not doing the most
complex thing yet but at least something
at the bare minimum is probably going to
save you a lot of hassle um just dayto
day cuz just not having to mess with the
those the the tiling on the materials
will help a ton maybe in the future if
this gets a lot of likes and youall
comment down below that you want me to
do it um maybe I'll take a look at how
you can take a look at
um the
height of the because I've seen a lot of
tutorials in 2D where they can draw a
shape and based on the height of the
shape it like automatically applies
different textures and blends them I'll
look might look into that and try to
learn more about shaders but thanks for
watching don't forget to like comment
subscribe we're on our way to 2,000
subscribers that'd be really sweet if we
could do that before the end of the year
um if you want to support the channel
check out links in the description for
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benefit of one-on-one help from me if
you like it and uh that's it we'll see
you next time
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