Outlines - Devlog 2

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Robin Seibold

Robin Seibold

Күн бұрын

The second devlog about my yet to be named cozy creature collecting and management game. This one covers the initial implementation of screen space outlines.
Some amazing write ups that helped me a lot:
Erik Roystan Ross's tutorial on screen space outlines
roystan.net/articles/outline-...
Ignacio del Barrio's tutorial on custom renderer features
www.raywenderlich.com/2202781...
A Unity forum thread on outlines in Unity
forum.unity.com/threads/outli...
Follow me on Twitter
/ rockadudle1
0:00 Introduction
0:26 Devlog Subject Description
2:13 ScreenSpaceOutlines Implementation
3:10 ViewSpaceNormalsTexturePass Implementation
7:00 ViewSpaceNormalsShader Implementation
8:33 ScreenSpaceOutlinePass Implementation
9:38 OutlineShader Implementation
12:51 Outline Occlussion Implementation
13:20 Result
Corrections
12:13 Input to NdotV node incorrectly named 'UVTopRight', should be 'UV'
Songs Used
Flitz&Suppe, Mr. Käfer - Back When Marmots Used to Smoke chll.to/96cd7f69
Swørn - Butterfly chll.to/1d205595
Aviino - I Miss the Magic chll.to/92b315fe
Sounds Used
Bell, Counter, A.wav (freesound.org/people/Inspecto...) by InspectorJ (freesound.org/people/InspectorJ/) under the Attribution 3.0 Unported (CC BY 3.0) license (creativecommons.org/licenses/...)
#devlog​​ #gamedev #indiegame​​ #madewithunity​​ #indiedev​​ #unity​​

Пікірлер: 318
@ahmetbilginoglu247
@ahmetbilginoglu247 27 күн бұрын
This is majestic, works beautiful in unity. Thanks for allowing everyone to use it.
@diligencehumility6971
@diligencehumility6971 2 жыл бұрын
It's one of the better, if not the best, outlines I've seen. And that fact that you share it amazing. Great work
@FullMe7alJacke7
@FullMe7alJacke7 Жыл бұрын
Instantly in love with your style of videos. Clean editing, very informative. Thanks! Subbed!
@MrJotaFelipe
@MrJotaFelipe Жыл бұрын
This was amassing! Thank you so much for sharing this. Your explanations and video editing are on spot! Great work!
2 жыл бұрын
The outline solution itself is very nicely done and smart but i think it's your video editing that blew my mind the most, it's insanely good. I can't wait for more
@RobinSeibold
@RobinSeibold 2 жыл бұрын
Thank you! Yeah I might be spending a little bit too much time on editing, compared to gamedeving, but I do love it :D
@sutoreikyatto
@sutoreikyatto 2 жыл бұрын
Thank you for putting out this video, I can tell how much effort was put into making the video!
@MaxIme555
@MaxIme555 2 жыл бұрын
You clearly put lot of effort in editing the video, really well done and a joy to follow. Also the outline shader itself is really great 👍🏻 10/10
@RobinSeibold
@RobinSeibold 2 жыл бұрын
Thank you and yes, sometimes I wonder if I take the editing too far haha :D
@foodcuisinepoint
@foodcuisinepoint Жыл бұрын
@@RobinSeibold Can you pls tell how to do this effect in hdrp
@Leonardorth.
@Leonardorth. 2 жыл бұрын
Absolutely brilliant quality outlines !! Looking forward to your next videos.
@RobinSeibold
@RobinSeibold 2 жыл бұрын
Thanks! ❤️ Already working on some improvements to make them even better, but that’s for a future devlog!
@joewood6029
@joewood6029 2 жыл бұрын
Love the vibe of these, Also they are so informative. Thanks for great content :)
@RobinSeibold
@RobinSeibold 2 жыл бұрын
Thank you! ☺️
@chrustol1
@chrustol1 9 ай бұрын
Love the way you edited the video, and the implementation approach. Keep up the good work. Cheers!
@RobinSeibold
@RobinSeibold 9 ай бұрын
Thank you! 💖
@B_aka_Scias
@B_aka_Scias Жыл бұрын
This is visually the best outline I've seen in a game to this day, I wish I could fully understand it to experiment
@SanyaBane
@SanyaBane Жыл бұрын
Insane editing. Thank you for sharing your knowledge.
@viniciuscosta9792
@viniciuscosta9792 Жыл бұрын
This outline works great! Thank you for sharing!
@mufelo
@mufelo Жыл бұрын
You, sir, just gained a follower! Thanks for this!
@hman2875
@hman2875 5 ай бұрын
Crazy effort and really good results. Great job.
@GameswithDeath
@GameswithDeath 20 күн бұрын
These outlines are incredible. Nicely done.
@nazarpinonzhyk5628
@nazarpinonzhyk5628 6 ай бұрын
Damn, I love your animations! So clean and smooth!
@RobinSeibold
@RobinSeibold 6 ай бұрын
Thank you! ❤
@danandersson3135
@danandersson3135 2 жыл бұрын
Great devlog as always!
@RobinSeibold
@RobinSeibold 2 жыл бұрын
🙌🙌
@_lars_
@_lars_ 2 жыл бұрын
Omg, i love your devlog-design
@RobinSeibold
@RobinSeibold 2 жыл бұрын
Thank you! 😃
@3bomb
@3bomb 7 ай бұрын
Very informative and well edited, thanks so much.
@TheSparkoi
@TheSparkoi 2 жыл бұрын
this is the best outlines i ever seen :!!
@Shasaur
@Shasaur Ай бұрын
Wow this a really well put together and polished video, great work! It was satisfying just to watch, not even trying to recreate the effect :)
@RobinSeibold
@RobinSeibold 29 күн бұрын
Thank you! :D
@G_Devlog
@G_Devlog 7 ай бұрын
the way you showed me how to made this shader graph is blow my mind
@RobinSeibold
@RobinSeibold 7 ай бұрын
💖
@momiko934
@momiko934 Жыл бұрын
I didn’t understand anithyng but still liked and enjoyed that video you’re truly a legend
@RobinSeibold
@RobinSeibold Жыл бұрын
Hahah, thank you!
@BritBox777
@BritBox777 Ай бұрын
After researching outlines for cel shading this video blew me away! I understand almost -none- of it, but I'm going to study every second and hopefully try recreating the effect myself.
@RobinSeibold
@RobinSeibold 29 күн бұрын
Thank you! The source code is available on my GitHub.
@andreychumakov8952
@andreychumakov8952 5 ай бұрын
This is so awesome!
@smallflyDE
@smallflyDE 2 жыл бұрын
Wonderful devlogs! Please keep up the good work! I really appreciate it 🙂 In order to make the outlines work I needed a few hours: After switching the filter mode in the settings of the active URP renderer from "Point" to "Bilinear" and switching the "Render Pass Event" to at least "After Rendering Opaques" (or later) it worked :-) Thank you!!
@SpeedTutor
@SpeedTutor 2 жыл бұрын
Hey there, I'm wondering if you had any advice for getting this to render. I can only get the outline to render IF I use an overlay camera with camera stacking, the overlay camera will render it but no matter what I do. The base camera NEVER renders the feature. Terribly frustrating! Haha.
@smallflyDE
@smallflyDE 2 жыл бұрын
@@SpeedTutor I only have one camera. Overlay camera? Sounds like a separate camera for the UI. Did you try it having only one camera in total?
@SpeedTutor
@SpeedTutor 2 жыл бұрын
@@smallflyDE I've tried one camera with the exact same settings to no avail, haha. Do you have discord, maybe I can send you a really quick video. I'll even pay a little for a moment of your time as I can understand you might be busy. :)
@woodenfoundation1465
@woodenfoundation1465 Жыл бұрын
@@SpeedTutor I'm having the same problem
@noobissk3001
@noobissk3001 10 ай бұрын
Love your vids!
@felfar197
@felfar197 29 күн бұрын
beautiful animations
@kolsuzgame7784
@kolsuzgame7784 2 жыл бұрын
impressive explanation #2
@foodcuisinepoint
@foodcuisinepoint Жыл бұрын
Cool and awesome video
@RobinSeibold
@RobinSeibold Жыл бұрын
Thank you!
@starplatinum3305
@starplatinum3305 10 ай бұрын
Bro thinks hes a coder but HES AN ARTIST !!!
@RobinSeibold
@RobinSeibold 10 ай бұрын
Hahah, one of my favorite comments, thanks! 💖✨
@Snoopie_versus
@Snoopie_versus 4 ай бұрын
coders are peak artists without knowing
@tylerferren8513
@tylerferren8513 2 жыл бұрын
Hey Man, You are killing it with the devlogs. The Quality on these is insane! I had a question about the RobertsCrossMultipler node you used at 11:04? Is that a custom node or a subgraph that you made? I have been doing some research on the Roberts cross operator and I think I understand the basic principle of the formula, but I am not sure how to start the process of implementing it. Thanks again!
@RobinSeibold
@RobinSeibold 2 жыл бұрын
Thank you! :) The RobertsCrossMultiplier node at 11:04 is actually just a property with a value of 100 if I remember correctly. All the nodes seen in 11:04 together forms the Roberts Cross implementation for scene depth edge detection.
@richbuilds_com
@richbuilds_com Жыл бұрын
I love this code - it works exactly as I need it to. I hit a snag due to my lack of Unity knowledge though - How do I change the outline colour at runtime in a script? Any tips? Thanks in advance.
@Rigdereine
@Rigdereine 6 ай бұрын
Love the video! Love the editing! One thing I am curious about would that work with transparent objects?
@RobinSeibold
@RobinSeibold 5 ай бұрын
Thank you! It works on transparent object with minimal setup/changes. It does not work on transparent objects AND through them at the same time though.
@SpeedTutor
@SpeedTutor 2 жыл бұрын
Hey, loving the outline. Is this meant to only work with the URP renderer set to Deferred? I have one camera and it will only render the outline if set to deferred. If not, I can use forward ONLY if I use an overlay stacked camera. The base camera never renders the outline, no matter what settings are used. Hopefully I'm not missing something obvious! :)
@RobinSeibold
@RobinSeibold Жыл бұрын
Hey! Replied to your tweet, but if you haven't seen it check out the issues and corresponding pull requests in the GitHub repo, this feature works with forward rendering.
@ussdev1988
@ussdev1988 Жыл бұрын
yea interesting method for sure. made something familier in my coming asset. but as a single subgraph and let the depth control by distance instead probally an idea for u safes u a bit code and u can combine all into an single custom function that way
@greenknightstudios
@greenknightstudios 10 ай бұрын
Hey I love the video! You're a really talented editor and developer. Just wondering how you got your edges so crisp, I have tweaked with the settings for a bit and have got them pretty close but you can still tell there's a bit of pixelation especially when compared to yours in the video. Thanks for sharing :)
@RobinSeibold
@RobinSeibold 10 ай бұрын
Thank you! That's an aliasing problem, the outlines does not currently work with MSAA, one could instead use FXAA or SMAA on the camera instead.
@flippykat9215
@flippykat9215 2 жыл бұрын
Hey gamer, seeing as you know much more about this stuff than I do, how do you think light aware outlines would work? Like outlines that get brighter in the light and darker in the dark for better highlights. Anyways enough of the questions, but I wanna say this production quality is 10/10.
@RobinSeibold
@RobinSeibold 2 жыл бұрын
That's a pretty cool idea! I've never worked with lights in unity at this stage of the render pipeline (~post processing), but I'm currently working on custom lighting for my cel shading, and I don't see why it would be that different, which basically means a lot of calls to the URP RealtimeLighting.hlsl library functions and some maths. Are you thinking about doing it? Thank you!
@flippykat9215
@flippykat9215 2 жыл бұрын
I attempted it but I believe that the way I'm handling outlines makes it impossible. I saw that your way was pretty different from mine so I figured it could possibly work.
@RobinSeibold
@RobinSeibold 2 жыл бұрын
@@flippykat9215 Yeah I definitely think it’s possible, it’s just a question of how complicated it would be and what/if additional data is needed. How did you implement the outlines if you don’t mind me asking?
@flippykat9215
@flippykat9215 2 жыл бұрын
I followed this tutorial kzfaq.info/get/bejne/iLOkaaeUxrPck3k.html
@CHEEZEyCHEEZE
@CHEEZEyCHEEZE 2 жыл бұрын
I have heard Jump Flood is one of the best ways to make outlines "fast". How well does your work on the performance? I also love the look. It does exactly what I think an outline should do.
@RobinSeibold
@RobinSeibold 2 жыл бұрын
Interesting! Haven’t tried jump flood, but this makes me want to, just to compare! Thanks for the tip! I haven’t really done any performance tests yet! Currently working on some outline improvements and will do a second video about those, might do some performance analyzing then as well!
@unscriptedlogicgames
@unscriptedlogicgames Жыл бұрын
This was a stunning video to watch. Just simply amazing. I was just wondering how you created the custom node file. I've wanted to try and follow along but I can't quite figure out how to make that file.
@RobinSeibold
@RobinSeibold Жыл бұрын
Thank you! ❤ Here's the documentation for custom nodes in Unity shader graph docs.unity3d.com/Packages/com.unity.shadergraph@5.16/manual/Custom-Function-Node.html and the following article helped me a while back when I first started creating custom nodes blog.unity.com/technology/custom-lighting-in-shader-graph-expanding-your-graphs-in-2019 Hope that helps! The full code is now also available on GitHub github.com/Robinseibold/Unity-URP-Outlines
@unscriptedlogicgames
@unscriptedlogicgames Жыл бұрын
@@RobinSeibold Holy shit! Thank you so much.
@dominic_sanchez
@dominic_sanchez 2 жыл бұрын
I really love the production quality and chill vibes of the video. Do you think you'd be willing to share the finished code for the outlines? Also, do your outlines work with an orthographic camera?
@RobinSeibold
@RobinSeibold 2 жыл бұрын
Thank you! Yes, I'll try to get it on Github in the near future! I haven't tried with an orthographic camera, but I can't see why it should not work.
@dominic_sanchez
@dominic_sanchez 2 жыл бұрын
Thanks!
@dominic_sanchez
@dominic_sanchez 2 жыл бұрын
Hey, I while ago I asked about if you were willing to share the code, you said you were but you never gave an update on that.
@RobinSeibold
@RobinSeibold 2 жыл бұрын
@@dominic_sanchez Hi! Yes I've had a long christmas break and working on my next devlog. Will probably clean up the outline post processing effect and get it up on GitHub right after the release of the next devlog, should be late january or early february.
@dominic_sanchez
@dominic_sanchez 2 жыл бұрын
Nice! Cant wait for the next devlog. Any hints as to what it's going to be about?
@user-mh1qo4xj8s
@user-mh1qo4xj8s 2 жыл бұрын
First of all, this is an incredible devlog. The format of your demonstrations are really neat, you've clearly put a lot of effort into them and I look forward to seeing future devlogs. However, I have a question for you. I'm making a Moebius-style outline shader for a school project. I've managed to follow along just fine until about 9:27 where you introduce the temporary render texture. How exactly do you get that working with the temporary buffer property ID? I've tried adding a non-exposed property of the same name in the outline shader graph, but to no avail.
@RobinSeibold
@RobinSeibold 2 жыл бұрын
Thank you!
@user-mh1qo4xj8s
@user-mh1qo4xj8s 2 жыл бұрын
@@RobinSeibold Oh okay. Pardon my mistake, I assumed the Shader.PropertyToID call was referencing the shader graph because of the underscore prefix. I've only started learning shader development recently so a lot of this stuff is very new to me. Thank you very much for your swift reply.
@RobinSeibold
@RobinSeibold 2 жыл бұрын
@@user-mh1qo4xj8s no problem! Feel free to email me if you have any more questions or thoughts! :))
@user-md8or4dk9d
@user-md8or4dk9d Жыл бұрын
sorry, i am a newbie in shaders, i want to make a outline like this and this is the video show the codes and graphs clearly i saw i liked how you explain them step by step, but stopped in a middle in a line & collapse the code, then jump to code something else is easy to mis-follow to me but still a most cleary video and best outline effect i saw
@RobinSeibold
@RobinSeibold Жыл бұрын
Thank you! The code is available @ github.com/Robinseibold/Unity-URP-Outlines
@abitofjohns
@abitofjohns 2 жыл бұрын
Great video series, exactly what I was looking for 😁 I'm really new / no experience whatsoever with SRP, I was wondering what was in your ViewSpaceNormalTextureSettings Class? I didn't see a breakdown of that one.
@RobinSeibold
@RobinSeibold 2 жыл бұрын
Thank you! It's on Github since a couple of minutes ago; github.com/Robinseibold/Unity-URP-Outlines
@abitofjohns
@abitofjohns 2 жыл бұрын
@@RobinSeibold Ah that's amazing, thank you that will be a massive help!
@frankeeeej
@frankeeeej Жыл бұрын
Okay, so I'm on 2021.3.16f1 Copied the repo into my project, did al the things to get it working, no errors or anything. The screenspaceoutlines seem to work, but for some reason I'm not getting the correct viewspacenormals-lines (I think) I even made the same 3D-double-cross thing like in the video, but I'm not getting the correct inner lines on the mesh.. Anyone know why that might be? Edit: goddangit, outlines layermask was set to 'nothing' in stead of everything. Everythings fixed now. I'm dumb :')
@hermangroeneveld4395
@hermangroeneveld4395 Жыл бұрын
Wow, great video and outlines! Is this also shader suitable for VR? I'm looking for a Oculus-friendly outline shader for quite some time...
@RobinSeibold
@RobinSeibold Жыл бұрын
Thank you! To be honest, I don't know. I've not tried it in VR, nor am I experienced with VR and its constraints. The source code is available at github.com/Robinseibold/Unity-URP-Outlines so if you would like to give it a try I would love to hear the results!
@bxb5625
@bxb5625 2 жыл бұрын
Hi, first of all, your video is crazy, I loved the content, keep doing quality stuff like this. Secondly, if you don't mind, I could use a little help with the object selection with outline. I feel like the layer mask doesn't do anything because it renders the outlines on every object even if the object doesn't have the specified layer and is in the occluderLayer. I hope you'll answer. edit : I found a solution by my self which seems horrible in comparaison of what @Robin Seibold could have find but don't blame me this my first interaction with custom render features any way I change the checking of the alpha in the outline shader by a verification of the color if its black(0,0,0,1) it act the same as if the alpha was 0 and by doing this the occlusion of the outline work well. Hope it'll help some one but I'm sure this can be done way better.
@bxb5625
@bxb5625 2 жыл бұрын
If some want the function I use : (don't pay attention to my poor programming skill pls ) float CalculateNeedOfRender_float(float3 ColorBottomLeft, float3 ColorTopLeft, float3 ColorBottomRight, float3 ColorTopRight,out float _out) { float3 totalV = ColorBottomLeft + ColorTopLeft + ColorBottomRight + ColorTopRight; float total = totalV.x + totalV.y + totalV.z; if (total > 0) { _out = 1; } else { _out = 0; } return _out; }
@canslp01
@canslp01 2 жыл бұрын
at 11:16 and 12:08 how are you getting the SceneViewSpaceNormals texture node? i'm guessing this comes from the other shader graph but i don't understand exactly how that node is being brought in to the outline shadergraph ** ah ok looks like you've answered this below. thanks!
@MarkRacette
@MarkRacette 2 ай бұрын
Nice work! One question though, why is the scene depth used as an input to the step function (goes to the `edge` param) during thresholding at around 11:12? Couldn't this be a constant like (0.5, 0.5, 0.5)?
@RobinSeibold
@RobinSeibold 29 күн бұрын
It could, but we want the threshold value to depend on depth in this case!
@torus1183
@torus1183 2 ай бұрын
12:15 you can actually use "Fresnel Effect Node" for calculating direction from the camera to surface
@RobinSeibold
@RobinSeibold 29 күн бұрын
No? The Fresnel node takes view direction as input?
@user-dw6zi4yo3i
@user-dw6zi4yo3i Жыл бұрын
Very informative video, thank you! The last part confuse me and would you be so kind to show the drawsetting and filtering setting for outline occlusion render? Cheers!
@RobinSeibold
@RobinSeibold Жыл бұрын
The source code and all default settings (I think) can be found here: github.com/Robinseibold/Unity-URP-Outlines
@bogdanmuresan8778
@bogdanmuresan8778 Жыл бұрын
Amazing showcase! Love the in-depth explanations! I managed to obtain an almost identical effect with the new 'Full Screen Pass Renderer Feature' by just applying Roberts Cross to the depth texture... but the major issue we face is the anti-aliasing. The objects are quite close to the camera and the outlines are extremely jagged with no control over any sort of smoothing. I tried your solution, but unfortunately the result is identical. I saw you mentioned anti-aliasing on your Git-Hub, any idea on how to approach it? I'm no expert, but MSAA does not seem achievable in a screen space effect, and not sure an extra pass for blur would have the same quality result as actual MSAA... either way, if you get around to addressing this, I am sure everyone here would love it! PS. We also use the zbuffer to mask out the outline that is over the object, to have 'outside-only' outline ;)
@RobinSeibold
@RobinSeibold Жыл бұрын
Thank you! Yeah, the aliasing is definitely a problem, and right now I'm relying on the camera SMAA anti-aliasing algorithm instead of MSAA, which works for the outlines. However, since this isn't really a solution I've been looking into ways of generating the outlines already 'anti-aliased' so to speak. Haven't implemented anything yet, but will share when I do!
@zakku_
@zakku_ 8 ай бұрын
Amazing job, learning a lot through your devlogs ! I'm working on an outline demo like yours, and it seems I have the same issue as you have with displacement in shaders not followed by the outline (like grass or plants in wind for example). Do you know a workaround or plan to fix this issue for your game ? I found someone online that said doing another pass of the renderer would be a good idea, but I don't quite understand how.. Keep up the good work !
@RobinSeibold
@RobinSeibold 8 ай бұрын
Thank you, and happy to hear! Yes, that's still true, and the idea is to figure out a solution for it, when I get there, which will hopefully be soon!
@zakku_
@zakku_ 8 ай бұрын
@@RobinSeibold I will follow closely your advance then ! Good luck
@RobinSeibold
@RobinSeibold 8 ай бұрын
@@zakku_ Thank you!
@GurkenbrotLetsPlay
@GurkenbrotLetsPlay Жыл бұрын
Hey, great tutorial. The Reanderer Feature works really well, but I cant get it to work in VR. In VR only one eye renderes the outline texture and the camera perspective is wrong. Maybe you know a quick fix for this?
@RobinSeibold
@RobinSeibold Жыл бұрын
Haven't worked with VR. Try creating an issue over at github.com/Robinseibold/Unity-URP-Outlines and see if someone else has a fix.
@unscriptedlogicgames
@unscriptedlogicgames Жыл бұрын
For the viewers who are using the *versions 2022* and up, this may not work as shown in the video (you'll get something close enough) because *Blit and some other stuff* (sorry Im new to the shader part) are *deprecated* You'll probably get something like the entire scene having the outline effect.
@woodenfoundation1465
@woodenfoundation1465 Жыл бұрын
Any ideas on how to fix this?
@user-vj9ll1hm3h
@user-vj9ll1hm3h 5 ай бұрын
Hi! I know you are busy with devving and I do not know whether youtube will notify you of this since you must be gettings loads of comments already, I just wanted to know how you make the live changes with code.. Your interface looks so much cooler and cleaner than the normal unity. Did you record the coding and game screens separately and joined during video editing?
@RobinSeibold
@RobinSeibold 5 ай бұрын
Its all just a lot of editing to make the video flow better, it doesn't look anything like this originally.
@cghchgify
@cghchgify 7 ай бұрын
Awesome Video! Is there a way have different colored outlines for different objects?
@RobinSeibold
@RobinSeibold 7 ай бұрын
My implementation doesn't support that out of the box, but could be extended to do so!
@cghchgify
@cghchgify 7 ай бұрын
@@RobinSeibold Sounds good! I've read some of the other commments and you mention storing the outline color in the texture normal. I've tried a few different ways but could you point me in the right direction? I've created a script with an outlineColor field. I've added this script to each object I want to have an outline. 'ViewSpaceNormals.shadergraph' : I think this is where I need to pack the outline color into the normal texture. 'Outlines.shadergraph' : I think this is where I need to unpack the outline color from the normal texture. This contains an 'OutlineColor' property conected to a split that will no longer be used. I guess the extracted outline color will need to be connected to the split instead. do I need to modify ScreenSpaceOutlines.cs? Thanks so much for your help
@Galiwea
@Galiwea 10 ай бұрын
Fantastic outlines, but I have a little question. Is there anti-Aliasing for these type of outlines? I've been using them but they look really crunchy and wierd for my game. I think that smoothing them out would help. Is there a solution for this? Also Fantastic video.
@RobinSeibold
@RobinSeibold 9 ай бұрын
I'm currently running with SMAA or FXAA on the camera to smooth them out. Might implement a 'native' AA for the outlines in the future.
@xanderlinhares
@xanderlinhares Жыл бұрын
It's still suffering from a lot of shimmer aliasing in motion. Perhaps an FXAA (or something else?) pass is warranted? Or better yet, incorporate surface ID based outlines. That was the direction I ended up going in.
@RobinSeibold
@RobinSeibold Жыл бұрын
Yes, there's no native anti-aliasing in the outline algorithm at this point, all though SMAA is applied after. Do you have any links or write-ups about "surface ID based outlines"? Sounds Interesting.
@Tyliart
@Tyliart 11 ай бұрын
Hello, I'm a real beginner at unity and I came across your video. It's really very complex and I must admit I didn't understand all the explanations haha. But it's exactly what I was looking for, thank you very much! First of all, it seems to me that the layer mask only works for the Edge detection aspect of your post-process, because despite a chosen layermask, the outline is still drawn on my other objects. then I'd have liked to be able to set the ScreenSpace Outline render feature several times to be able to set different edge colors for different objects depending on their layer, but as soon as I set it twice, the two render features stop working, as if they were canceling themselves. If you continue to improve this renderer feature, I think my two questions might be worth looking at
@RobinSeibold
@RobinSeibold 11 ай бұрын
If the outlines are drawn on other objects, it means that something is wrong with the setup, not the implementation, since it works for me and others. As for the second question, this post processing solution wasn't built to be stacked, hence why it probably breaks. If one wants different colors for separate outlines a much better approach would be to pack data in the normals texture, and utilize that in the outline shader.
@Tyliart
@Tyliart 11 ай бұрын
​@@RobinSeibold Thank you very much for this reply, despite the age of the video. I'm going to try again to put everything back in place. Also, I'm not skilled enough to be able to realize your proposal but it's very kind of you to explain to me what would have been a good solution for what I want to do. And finally, after a certain distance, it seems that the effect is reversed. the color of the edge detection we've chosen spreads over the surfaces. it also seems to change according to the size of the screen. I suppose there's plenty of explanation in the video, but as my English isn't very good, I couldn't understand it all. If ever there's a place, forum or other, where we can talk about your shader, I'd love haha to potentially get some help. I'm already going to look at the links you shared in the description. Edit: i retried but i have the same issue. When I set the ScreenSpaceOutline with "Nothing" in the layermask and occlude layer, it sets the outline but not the edge detection. So I have a bright red outline on all my cubes. When I put a layer called "Visible" in the layer mask and keep "Nothing" in the occluder layer, I get the internal edges added for my cube in the "Visible" layer. But in addition to the artifacts when our "Visible" layer object is behind another object, the outline ( just the contour) is always present on the other cubes.
@RobinSeibold
@RobinSeibold 11 ай бұрын
@@Tyliart I think the best option is to post your error and questions as an issue over at github.com/Robinseibold/Unity-URP-Outlines, include a lot of images as it makes it easier to help!
@ganeshk-xo4iv
@ganeshk-xo4iv 6 күн бұрын
hi thank you such a amazing tut.. have really follow each and every step. i would like some information to what you have populated in 4.15 "class ViewScapeNormalsTextureSettings "
@RobinSeibold
@RobinSeibold 5 күн бұрын
github.com/Robinseibold/Unity-URP-Outlines
@immerselabs6502
@immerselabs6502 Жыл бұрын
Curious what did you use to create the video, such as the code view and shader graph animations?
@RobinSeibold
@RobinSeibold Жыл бұрын
Custom made animations in Blender!
@owenhey3187
@owenhey3187 Жыл бұрын
Thanks for the tutorial and resource! What are the settings on your renderer feature that gets the result at the end there? I followed along and even copied the code exactly from github, and it doesn't look anywhere nearly as good as it does in the video, even after playing with the settings for a while. For example, mine doesn't create those nice lines on the edges inside the object, like shown on the pyramid and plus-shaped thing. Any thoughts?
@RobinSeibold
@RobinSeibold Жыл бұрын
Send me an email with images of your result, and I'll try to dig up the settings used in my video.
@jennraimondi3715
@jennraimondi3715 Жыл бұрын
@@RobinSeibold seconded! the edges on my version are very harsh and almost pixely? how are you getting the lines to be so smooth?
@JR3D
@JR3D 2 жыл бұрын
Love this devlog! Any update on uploading this code to Github? I followed along this video a bunch of times but have been running into many problems along the way, I'm assuming I'm setting something up incorrectly.
@RobinSeibold
@RobinSeibold 2 жыл бұрын
Thank you! :) I'm currently in the phase of cleaning up the shader for Gihub as well as the Unity Asset Store, it should be out next week!
@JR3D
@JR3D 2 жыл бұрын
@@RobinSeibold exciting!
@_.-.
@_.-. 2 жыл бұрын
@@RobinSeibold Is this still happening?
@RobinSeibold
@RobinSeibold 2 жыл бұрын
@@_.-.Life came in the way, but it's up now github.com/Robinseibold/Unity-URP-Outlines
@_.-.
@_.-. 2 жыл бұрын
@@RobinSeiboldI already had a better time following along and understanding the code as a whole compared to pausing the video. Extremely appreciate it
@adalynnskidmore1821
@adalynnskidmore1821 2 жыл бұрын
Looks great! I'm having trouble replicating your view space normals texture. No matter what I do, the texture created by the view space normals texture pass ends up being completely white (darkening slightly at the corners of the screen). It's almost like the view space normals shader graph you showed is reading the normal vectors of the view itself, rather than objects in the scene. If you have any ideas on how to resolve that, I would appreciate it!
@RobinSeibold
@RobinSeibold 2 жыл бұрын
Hi send me an email and we can try to resolve it!
@0VongolaTenth0
@0VongolaTenth0 2 жыл бұрын
Hello not sure if you still need the help, but I had the same issue, I resolved it by unexposing the view space normals texture in the shader graph.
@yunnmy
@yunnmy 2 жыл бұрын
can someone explain how to make outlines thickness scale down when camera moves away?
@dominic_sanchez
@dominic_sanchez 2 жыл бұрын
multiply it by the scene depth
@foxx4787
@foxx4787 7 ай бұрын
This outline worked super and looked great in a couple side projects I was tinkering with. Just wanted to note that I can't use it with my newer project it can't be used as some of it unity has deprecated. I attempted to fix it and failed. I'll try my hand at that again later 😅
@RobinSeibold
@RobinSeibold 6 ай бұрын
Did you have any luck? I'm planning on updating the repository to work with newer versions of Unity, but I've got quite a lot in the pipeline currently.
@foxx4787
@foxx4787 6 ай бұрын
I had no luck unfortunately. I was using all the new calls but something was still missing which caused it to have no outline and make the top part of my editor, the play button area, be a game view. I temporarily used the solution seen in Daniel Ilet's video "Outline Post Process in Unity Shader Graph (URP)" until I randomly saw an asset on the store called "Screen Space Cavity & Curvature". I quite liked it's shading
@JibreelProductions
@JibreelProductions 5 ай бұрын
@@RobinSeibold Hello, where would it be? The tutorial looks clean, but i'm trying to replicate it by hand and I'm getting lost all the time, I suspect people are just copying then from the repository xD, otherwise i don't understand why no one is also lost haha Thanks for the turotial anyways, but i'm kinda praying that you see this and answer, i'm working on a project and trying to get a job and it would be cool to have some assets I made with this shader. Edit: I already found the repository, does it work in HRDP? If not i would just create a URP project. Thanks bro!
@RobinSeibold
@RobinSeibold 5 ай бұрын
@@JibreelProductions Have only tried it in URP.
@JibreelProductions
@JibreelProductions 5 ай бұрын
@@RobinSeibold Already set up, thank you so much for making it.
@JibreelProductions
@JibreelProductions 5 ай бұрын
Bro this is cool, but I get lost constantly in Visual Studio, i don't even know if compressing the stuff is a thing or you are editing it out xD. I wish you just updated it tbh. But still thanks for the video, it does seem polished, but again I would love it made more easy xD.
@woodenfoundation1465
@woodenfoundation1465 Жыл бұрын
The shader looks great but for some reason most of the screen is black except a certain layer, my camera set up is one normal base camera that culls everything except a "weapons layer," and another "fps camera" that culls nothing but the weapons layer. And for some reason when I use the overlay camera and it's culling nothing but the weapons layer the whole screen is black except things on the "weapons layer." If you have any idea's to fix this that would be great!
@RobinSeibold
@RobinSeibold Жыл бұрын
It's hard getting the full picture of your specific problem from a KZfaq comment. I'd recommend checking out the Issues: github.com/Robinseibold/Unity-URP-Outlines/issues and see if you can find if someone is having a similar problem, otherwise create a new issue where you describe the problem in depth with images. Good luck!
@b3rr75
@b3rr75 2 ай бұрын
Thank you for the great explanation and information. I looked at it on github, but I didn't understand the meaning of the process of remapping the position(view) node to 1 and -1. Could you please explain this?
@RobinSeibold
@RobinSeibold 2 ай бұрын
At what point in the video, or at what file/line on GitHub?
@b3rr75
@b3rr75 2 ай бұрын
Not video, file name "Outlines" shadergraph in Github!
@robertban871
@robertban871 Жыл бұрын
does this allow you to set line thickness? ive been looking for outlines that work on hard edges for years. unfortunately im not a coder and all of this is far beyond my own abilities and understanding so its no wonder most of the stuff on the asset store use the inverted hull method. i can only hope that someday there will be a standard feature in unity that does this.
@RobinSeibold
@RobinSeibold Жыл бұрын
It does, although at higher thickness values artefacts will start to appear.
@magq1246
@magq1246 Жыл бұрын
hello good work !! this may be one of the best devlog edit i've ever seen :D the outline works really well and is perfect for my little game, thanks a lot ! nevertheless i'm trying to work with differents outlines with differents colors to select/destroy/... objects in my game and i can't figure out how to make it work properly. I've tried a lot of differents things, read the all github but when I'm trying to put more than one ScreenSpaceOutlines on my Renderer data, the first outline disappear. Do you have any idea how I could make it work ? (I'm of course not using MSAA) any tips, suggestions or line of thougts would be appreciated ahah thanks a lot, great job keep going with the game and devlogs !!
@RobinSeibold
@RobinSeibold Жыл бұрын
Thank you! ❤❤ This was never implemented as a stack-able RendererFeature, so adding more than one Outline RendererFeature to the pipeline is probably not the right choice! Without knowing too much about your exact use case, I would recommend trying to pack and utilize data into the normal texture, which the outline feature can then use to render the outlines in different ways and styles, much like I did in a later devlog to allow for outlines on segments. Thank you again for the kind words, and good luck!
@magq1246
@magq1246 Жыл бұрын
@@RobinSeibold ohh thanks a lot for the answer! yep I'll definitely explore into this direction then
@blulikefriendlyhit1213
@blulikefriendlyhit1213 2 ай бұрын
Quick question, what does the colors mean when coding? I get that green is adding, but you sometimes highlight something with yellow or red and I don't know what that means
@RobinSeibold
@RobinSeibold 2 ай бұрын
Green is adding as you said, yellow is change, and red is removal.
@Vin50000
@Vin50000 3 ай бұрын
11:19 how are you passing in the SceneViewSpaceNormals texture to shadergraph?
@RobinSeibold
@RobinSeibold 3 ай бұрын
It's set up as a global shader variable.
@arthuroverissimo3165
@arthuroverissimo3165 7 ай бұрын
Amazing video, I am just getting started with shaders and scriptable render pipeline and this video is just perfect for my ledid not arnings, amazin result aswell! The only issue I faced during the implementation is that I am using unity 2022.3 and some of the SRP API are different, need to use RTHandles for almost every step. The Blit command is not working probably because I didn't know what to add in the OnCameraSetup and OnCameraCleanup methods to get the temporary RT... Does someone knows what to do? I am getting Assertion.Fail and ArgumentNullException on the BlitTexture method in Blitter static class
@RobinSeibold
@RobinSeibold 6 ай бұрын
Thank you! Did you get it to work?
@arthuroverissimo3165
@arthuroverissimo3165 6 ай бұрын
@@RobinSeibold Not quite no, I was able to make blit work by using the Blitter Static class API, and getting rid of the temporary buffer however, now It seems like i am having a different problem. The texture Allocated from the 1st step (ViewSpaceNormals) does not seem to be captured by the outline step. I am not sure what I am doing wrong in this case or if there is some different configuration that needs to be set...
@RobinSeibold
@RobinSeibold 6 ай бұрын
@@arthuroverissimo3165 sorry to hear! Keep track of the Outline repo on GitHub, I might update it in the future!
@arthuroverissimo3165
@arthuroverissimo3165 6 ай бұрын
@@RobinSeibold I am taking a in-depth read through the unity's documentation about the new RTHandle implementation in order to get this working for URP versions 14 and up. I will eventually get it to work, i wanted to ask you if you would mind if I create a branch or fork from your git repo with the impmementation for URP 14+ users
@RobinSeibold
@RobinSeibold 6 ай бұрын
@@arthuroverissimo3165 Sorry for the late response. No I wouldn't mind, you could create a pull request with the URP 14+ code. Good luck!
@Zanktus
@Zanktus Жыл бұрын
Very clean outlines, really like them. Is there a way to hide them globally and only show them on a specific layer? I thought creating a new layer and set it in "Outlines Layer Mask" would have been enough, even excluded all other layers in "Outlines Occluder Layer Mask", but it still shows surrounding all gameobjects in the scene. Did I miss something?
@RobinSeibold
@RobinSeibold Жыл бұрын
Yeah, this effect was specifically developed for that use case, so there’s probably something wrong with the setup. Experiment, and if you’re still having problems I recommend creating an issue over at GitHub, make sure to provide screenshots.
@Zanktus
@Zanktus Жыл бұрын
@@RobinSeibold Will do, thanks!
@minima_studios
@minima_studios Жыл бұрын
i have this same issue, the outlines show on everything even though i dont have anything set in a layer mask, its all global
@RobinSeibold
@RobinSeibold Жыл бұрын
@@minima_studios Have you figured out how to only get it on one layer yet?
@minima_studios
@minima_studios Жыл бұрын
@@RobinSeibold sort of, i have layer ground set in the outlines layer mask, and the player set in the occlusions, but the outlines go over the player when the p[layer crosses an outline
@nilsonlagos987
@nilsonlagos987 Жыл бұрын
Does the outline is assigned to the whole scene? Is it possible to have different colors per object using this method?
@RobinSeibold
@RobinSeibold Жыл бұрын
It's layer based, and with some extensions to the shaders you could quite easily achieve different colors per objects!
@dramaticbananathemovie6889
@dramaticbananathemovie6889 Жыл бұрын
This is an awesome and really clever effect, but I've been trying to get this to work on WebGL but am hitting a wall. Are the shaders not compatible with WebGL? I keep getting "Error: Shader Error: Hidden/Universal Render Pipeline/Edge Adaptive Spatial Upsampling shader is not supported on this GPU (none of subshaders/fallbacks are suitable)" In the (Google Chrome's) console every time I run my game in the browser and the outlines aren't there, while the other shaders I wrote do work. I can't find an Edge Adaptuve Spacial Upsampling shader in my project files though.
@dramaticbananathemovie6889
@dramaticbananathemovie6889 Жыл бұрын
Solution: That error was completely unrelated. WebGL's quality setting is medium by default, which makes the depth texture not work. Set default quality setting to Ultra.
@s-king9945
@s-king9945 2 жыл бұрын
Hey for some reason the outlines work great on the viewport, but in the Game tab the outlines in the back that are hidden behind the mesh render anyway, any idea why? thanks.
@yunnmy
@yunnmy 2 жыл бұрын
you need to set in "Outlines Occluder Layer Mask" layers which should cover outlines. Then them wont render
@s-king9945
@s-king9945 2 жыл бұрын
@@yunnmy What should I set it to? I played with it for a while trying a bunch of options but it didnt work. it does work in the viewport tho.
@s-king9945
@s-king9945 2 жыл бұрын
@@yunnmy never mind I fixed it, it was my camera's near clip plane
@starplatinum3305
@starplatinum3305 Ай бұрын
Wait where do you learn all of these things 😭😭😭
@RobinSeibold
@RobinSeibold Ай бұрын
Hahah mostly from the internet and a lot of creating & experimenting!
@chengjosh9583
@chengjosh9583 Жыл бұрын
Is it possible to enable transparent? It seems only work when the material of models is opaque. Thanks!
@RobinSeibold
@RobinSeibold Жыл бұрын
You mean having outlines on transparent objects? Haven't tried it yet, but it might/should work with the correct settings.
@jennraimondi3715
@jennraimondi3715 Жыл бұрын
question; playing around with the git file you provided (thank you!) but my outlines are giving me choppy lines instead of the smooth ones you''re getting. are there certain settings to get the lines to be smooth and fluid like the ones you hve in the video?
@RobinSeibold
@RobinSeibold Жыл бұрын
Sounds like an aliasing problem, have you tried enabling FXAA or SMAA? The current implementation does not support MSAA, see text from repository README: ”Does not work with MSAA, the current work around is to use FXAA or SMAA on the camera instead.”
@magq1246
@magq1246 Жыл бұрын
I had the same problem, try to change the value of the DepthBufferBits in the ViewSpaceNormalsTextureSettings ! 18 does work well for me
@Zane-X-Draygorne13x2
@Zane-X-Draygorne13x2 Жыл бұрын
Hey I was wondering exactly how did u get the background of the environment such as the colors and the hills
@RobinSeibold
@RobinSeibold Жыл бұрын
It's just a default but altered skybox and terrain, I quickly explain it in 'The 3Cs - Devlog 1' (kzfaq.info/get/bejne/grOhnNJqs9nVnYE.html)
@Zane-X-Draygorne13x2
@Zane-X-Draygorne13x2 Жыл бұрын
@@RobinSeibold thanks
@STORM-qw2gq
@STORM-qw2gq 2 ай бұрын
Varying thickness of outlines based on distance from camera how to add it to the shader graph
@RobinSeibold
@RobinSeibold 2 ай бұрын
It should be pretty straight forward, have you tried?
@shabadava62
@shabadava62 Жыл бұрын
so i manage to implement everything accordingly but still having issues with general settings... I'm currently between 2 options: the first time all was entirely black during playtime, then by reducing the alpha of the background color to 0, the compromised object was just covered by black completely... i cannot find the issue honestly, everything is suposed to be working right
@RobinSeibold
@RobinSeibold Жыл бұрын
Did you solve the issue? If not, take a look at this: github.com/Robinseibold/Unity-URP-Outlines
@shabadava62
@shabadava62 Жыл бұрын
​@@RobinSeibold yeah! it seems like had something to do with de depth texture toggle on the renderer file, thanks for answering :)) Currently trying to find why the outline scale get so distorded with change in camera position, any idea on what can cause that or how to solve it?
@RobinSeibold
@RobinSeibold Жыл бұрын
@@shabadava62 Hm, I don't think I really understand what you mean. Could you create a issue in the repo @ GitHub or mail me with example images/video.
@Ivan-gz6fw
@Ivan-gz6fw Жыл бұрын
Is there a way to not have the skybox be black as well? Like keep it unaffected? I've tried playing around but I'm not finding it? Thanks for sharing this btw.
@RobinSeibold
@RobinSeibold Жыл бұрын
Yes, the skybox can be excluded, as can be seen in my videos. Have you solved it yet? No problem! :)
@Ivan-gz6fw
@Ivan-gz6fw Жыл бұрын
@@RobinSeibold I did yes, thank you. Not sure if it's "the correct way", but all I did was set the alpha value to 0 in the background color settings.
@user-vj9ll1hm3h
@user-vj9ll1hm3h 5 ай бұрын
@@Ivan-gz6fw did you find whether its the correct way?
@sneezy_snerds
@sneezy_snerds Жыл бұрын
Hey there, just wondering if theres a git repo for this shader. I tried following along and got lost somewhere and can't figure out why it isn't working properly.
@RobinSeibold
@RobinSeibold Жыл бұрын
github.com/Robinseibold/Unity-URP-Outlines
@shoppingcartrage3905
@shoppingcartrage3905 11 ай бұрын
I followed the video exactly but I think there's a mistake in my code somewhere, my outlines appear in strange places across objects and in the wrong shapes, is there any way you could put your code on github so myself or anyone with a similar problem can find their mistake without having to completely restart? I've been working on this for 3 hours now and am starting to get rather frustrated.
@RobinSeibold
@RobinSeibold 11 ай бұрын
github.com/Robinseibold/Unity-URP-Outlines
@roxastz
@roxastz Жыл бұрын
I really like the result but I am new to the shader things so it's hard for me to follow along and I can't get the same result
@RobinSeibold
@RobinSeibold Жыл бұрын
The source code is available here: github.com/Robinseibold/Unity-URP-Outlines
@roxastz
@roxastz Жыл бұрын
@@RobinSeibold thank you very much
@user-yt4cb4tf7t
@user-yt4cb4tf7t 9 ай бұрын
Hello, I'm a novice developer of Unity. It's my first time encountering shader, so I tried hard to imitate it even though I was clumsy. Is it possible to create an outline like a screen only for objects I want based on layers? And I wonder if it can be applied to the 2D spine model. If there is a solution, please reply. I'll be waiting!!
@RobinSeibold
@RobinSeibold 9 ай бұрын
Hi! I don't know if you have seen that the source is available at github.com/Robinseibold/Unity-URP-Outlines As for your first question, this implementation does exactly this. For instance in my game only foreground objects will have outlines, and not the environment. As for the second question I have no idea, but everything (almost) is possible with some tweaking! Good luck!
@minima_studios
@minima_studios 10 ай бұрын
im currently lost trying to find a way to make the outlines layer mask include terrain detail mesh such as grass ):
@RobinSeibold
@RobinSeibold 10 ай бұрын
Did you figure it out? Otherwise I suggest creating an issue on GitHub:github.com/Robinseibold/Unity-URP-Outlines/issues
@minima_studios
@minima_studios 10 ай бұрын
@@RobinSeibold hey dmd you on twitter too, its really weird - its not an issue with the outlines but the detal mesh system for terrain, i did figure it out by just making grass set to transparent right now
@johannesCmayer
@johannesCmayer 2 жыл бұрын
How do you do the animations of the shadergraph in the video?
@RobinSeibold
@RobinSeibold 2 жыл бұрын
They are custom made in Blender. I pretty much recreated the full Unity shader graph visuals in Blender, but simplified!
@izzynab332
@izzynab332 2 жыл бұрын
How did you manage to take screenviewspacenormal texture to the shader graph? I just cant figure it out myself.
@RobinSeibold
@RobinSeibold 2 жыл бұрын
In ViewSpaceNormalsTexturePass the line normals.Init("x"); also creates a global variable available to all shaders. To access it in Shader Graph you have to create a property, with the same reference value as the string in the Init method, so in this case 'x', and to make that property global as oppose to material specific you have to uncheck the 'exposed' checkbox for that property within Shader Graph. Hope this helps, if you have any more questions don't hesitate to ask! Good luck!
@izzynab332
@izzynab332 2 жыл бұрын
Thanks a lot for answer. I think that resolves my problems.And also really good work you are doing with your videos, they are really great, keep it up.
@RobinSeibold
@RobinSeibold 2 жыл бұрын
@@izzynab332 No problem! Thank you, I'll try to! 😊
@ahmed8479
@ahmed8479 Жыл бұрын
Can you by any means share the shader, I've been looking for something like that for a while, I've looked for tons of tutorials but nothing helped.
@RobinSeibold
@RobinSeibold Жыл бұрын
github.com/Robinseibold/Unity-URP-Outlines
@astjuly8239
@astjuly8239 Жыл бұрын
I'm having a little bit of trouble with the custom node source file, I don't know how to create it. Don't know how, don't know which format (if it is HLSL or .cging format). Can someone please help? Edit1: Where did you get OutlineScale from in 10:40?
@RobinSeibold
@RobinSeibold Жыл бұрын
The source code is available here: github.com/Robinseibold/Unity-URP-Outlines
@astjuly8239
@astjuly8239 Жыл бұрын
@@RobinSeibold Thank you very much!
@Somfic
@Somfic Жыл бұрын
how does he use the custom normals texture in the graph?
@RobinSeibold
@RobinSeibold 11 ай бұрын
It's global, so check how to work with global variables and shader graph.
@PauloCazaresBelman
@PauloCazaresBelman Жыл бұрын
I followed every step as you said but apparently some lines in the code gives me an error message, do you have a link to a github where I could download the script??
@RobinSeibold
@RobinSeibold Жыл бұрын
github.com/Robinseibold/Unity-URP-Outlines
@kaixian17
@kaixian17 3 ай бұрын
Hey man, does this outlines work on Unity 2022.3.X? I tried implementing to my project but unfortunately I cannot get it working.
@RobinSeibold
@RobinSeibold 3 ай бұрын
What warnings are you getting? Are you using the latest version: github.com/Robinseibold/Unity-URP-Outlines
@kaixian17
@kaixian17 3 ай бұрын
Hey! I forgot to tell you that i managed to get it working. Everything looks awesome, but there are some parts that does not work correctly if I go far away (For example, a cube inside a wall with all normals facing the same way). I tried adjusting the parameters but if I increase the Roberts Cross Multiplier, this black "shadow" appears and paints like a diagonal in my scene. I do not know if I explained me correctly but that is my problem right now xd
@iota1154
@iota1154 4 ай бұрын
I encounter the error saying that "RendererList" is not found. Do you guys have a solution for that? I am using Unity 2021.3.4f1, URP 12.1.7
@RobinSeibold
@RobinSeibold 4 ай бұрын
Have you tried: github.com/Robinseibold/Unity-URP-Outlines ? (Check the 2021.2 release)
@EchooTyler
@EchooTyler 4 ай бұрын
@@RobinSeibold same problem for me, doesnt work even with that one
@Hanning_0226
@Hanning_0226 3 ай бұрын
@@RobinSeibold Same problem using Unity 2021.3.34f1c1, URP12.1.13. I've already download the files from your github repository.
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