Unity PIXELATED RENDERING in URP Using Custom Renderer Features (Code Walkthrough)

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Mali Makes (whateep)

Mali Makes (whateep)

Күн бұрын

Today I'm walking you through my new pixelated rendering code. I opted for this new approach to solve a couple issues I had with the old one.
This is NOT a tutorial: I've got plenty to learn about this subject and I don't feel qualified to talk about it in detail. I just felt like I should update you on this topic since I've outgrown my older tutorial myself.
Follow me on Twitch to support me: / whateep
Code: github.com/itsPeetah/unity-si...
Twitter: / punkpebble_
Discord Server: / discord
Itch.io store page: punkpebblestudio.itch.io/
Video Resources:
Custom render passes (by @alexanderameye): alexanderameye.github.io/note...
Custom render passes: learn.unity.com/tutorial/cust...
Create a custom renderer feature: docs.unity3d.com/Packages/com...
SamplerStates in shader lab: docs.unity3d.com/Manual/SL-Sa...
If you liked this video, you might also like these from other creators:
I Made Among Us, but it's 3D, by Dani: • I Made Among Us, but i...
Game Dev: The Week Before Launch (Devlog) by Jonas Tyroller: • Game Dev: The Week Bef...
HOW TO DRAW PIXEL ART GAME CHARACTERS IN PS - TUTORIAL by Blackthornprod: • HOW TO DRAW PIXEL ART ...
5 Steps to Start Making Games by Thomas Brush: • 5 Steps To Start Makin...
Video Timestamps:
0:00 Effect Preview
0:06 Intro (What, Why and How)
1:24 Renderer Feature Code Walkthrough
2:43 Render Pass Code Walkthrough
5:33 Image Effect Shader Code Walkthrough
7:22 Editor Setup (How to use it)
9:20 Extra
9:46 Outro
Video Tags:
#indiegame #gamedev #unity #indiegames #gamedevelopment #programming #3dgame #3dmodeling #lowpoly #blender #photoshop #unrealengine #godot #devlog #indiedev #tutorial #retro #postprocessing

Пікірлер: 118
@Squeazer
@Squeazer Жыл бұрын
Very cool video! One suggestion: Don’t completely blur out your other code when you’re walking through it, it makes it super difficult to jump around / understand the context.
@dicony3427
@dicony3427 Жыл бұрын
Hello, if you are facing a problem with a black screen or freezing scenes in the build, then you need to open the player settings, then go to the Graphics section and add the pixelation shader to the list of shaders that are always included.😉
@dcry1003
@dcry1003 Жыл бұрын
question do you have any idea about the error (object reference not set to an instance of an object) in pixelizePass:36? if it helps the only thing i did for now was copy the codes into a script and added the pixelize feature in the urp renderer
@huntiault7660
@huntiault7660 Жыл бұрын
@@dcry1003 did you ever figure this out?
@AbachiriProduction
@AbachiriProduction Жыл бұрын
thanks
@StasSHV
@StasSHV Ай бұрын
@@dcry1003 Ever found out the problem?
@a1a3a5
@a1a3a5 Жыл бұрын
I've been wanting to do a game with this style. Thank you for giving this out for free with a chill video!
@malimakes
@malimakes Жыл бұрын
I glad you enjoyed this :D
@pengoo1933
@pengoo1933 Жыл бұрын
Actually thank you so much! There is no reason not to call this a tutorial, super helpful!
@user-dd9is6iy9m
@user-dd9is6iy9m Жыл бұрын
I know you said it wasn't a tutorial but it sure felt like one and was SUPER HELPFUL!
@malimakes
@malimakes Жыл бұрын
Thank you for your comment! Glad you liked this :)
@peplms
@peplms Жыл бұрын
Yo ! Thank you so much for this Video. I didn't know anything about Renderer Feature, it seems to be a really powerful tool. Also i love the rythm of your tutorial. Going straight to the point but still giving a lot of details. I will now have to dig a little bit into what else is possible with this approach.
@malimakes
@malimakes Жыл бұрын
I appreciate this comment. I was really insecure about this video. Glad you liked it
@StasSHV
@StasSHV 28 күн бұрын
Great video dude! Seeing as you keep mentioning you're just learning, I'd love to see what you found out about this method since releasing this!
@theoneandonlylg3824
@theoneandonlylg3824 Жыл бұрын
Damn this is like the proper way of doing it, Thank you, love it
@SantiagoIsAFK
@SantiagoIsAFK Жыл бұрын
Bro. thanks you, this is exactly what I was needing
@dcry1003
@dcry1003 Жыл бұрын
yooooooo! i love your new style (still miss the green hair tho) also its good be back to your videos thank you as always!
@malimakes
@malimakes Жыл бұрын
I appreciate the support! Thank you!
@inxendere
@inxendere Жыл бұрын
I literally love you. Thank you so much. Sub earned
@malimakes
@malimakes Жыл бұрын
I really appreciate that! Thanks!
@user-qx3tb3gj5u
@user-qx3tb3gj5u 9 ай бұрын
Nice video! That's exactly what I want. Thanks a lot!🥰
@simeonj.5035
@simeonj.5035 Жыл бұрын
Awesome tutorial!
@BLANKdev
@BLANKdev Жыл бұрын
Now this looks awfully familiar 👀 I cannot wait to see how this works!
@malimakes
@malimakes Жыл бұрын
using the effect in not a golf game made me realize it could actually be improved with some new tech that has come out since my previous video on the topic
@thewanderingone679
@thewanderingone679 Жыл бұрын
what do you mean?
@carni7866
@carni7866 Жыл бұрын
Thank you! This is super helpful
@chrisheld8463
@chrisheld8463 Жыл бұрын
Thank you. Very nice video.
@infokubarcade
@infokubarcade 6 ай бұрын
Amazing. I subscribed.
@vexedev
@vexedev 10 ай бұрын
Hi there, getting deprecated errors on the Blit lines, "Use RTHandles for source and destination" but I wasn't quite sure the right way to alloc these handles and release them. Any ideas?
@malimakes
@malimakes Жыл бұрын
Hey everyone! I have not been feeling like I can get myself to do anything creative so here you go with a 2020-whateep-code-walkthrough kind of video. I've left a lot of detail out so I'll just leave some notes here. 1) You can check out the code in my GitHub repo (link in the description) 2) URP renders overlay-mode UI on top of everything, so we don't have to worry about the effect pixelating our UI and rendering it unreadable 3) Use the frame debugger (Window > Analysis > Frame Debugger) to explore the rendering steps you're game is going through EDIT: Some people have been having issues with the effect resulting in a black screen in builds. I believe this is due to the automatic generation of the material in the renderer feature/pass. If you're experiencing this issue, please make sure to expose a new Material field to the Custom Pass Settings and create the Material in the project window manually. This will not have any impact on how the effect works, will just fix the issue at the expense of having to manually setup the material once. Alternatively, you could implement the solution in @dicony3427 's comment below :) (Thanks DICONY) This is NOT a tutorial: I've got plenty to learn about this subject and I don't feel qualified to talk about it in detail. I just felt like I should update you on this topic since I've outgrown my older tutorial myself. If you find it difficult to follow because you don't know some of the things I'm talking about take your time and study the code, and perhaps check the resources linked in the description.
@justadevlog1667
@justadevlog1667 Жыл бұрын
i want to learn more about creating custom render do i have a good tuts or code walkthrough i can learn from since im new to scriptiablerender also nice video keep it up
@malimakes
@malimakes Жыл бұрын
@@justadevlog1667 well, there’s some resources in the description, you can start there and make your way around the wiki
@XiaoChen-lw3hm
@XiaoChen-lw3hm 19 күн бұрын
thank you for your sharing
@ULTRADARKSETH
@ULTRADARKSETH Жыл бұрын
Subscribed! Love your content and how you present it. This helped me allot. I do have one question for you on this. How can we change this to apply only on one layer. Similar to the "Render Object ( Experimental )" Option. If you can add that this would be something only one other person managed to do and didn't share.
@shikkuu8295
@shikkuu8295 Жыл бұрын
THANK YOU VERY MUCH, you're a G
@-vanitas5229
@-vanitas5229 Жыл бұрын
nice content
@SquishysAdventure
@SquishysAdventure Жыл бұрын
Very informative tutorial man, great work! When only moving left and right while being in the orthographic camera, you would think that the shapes of the objects would stay the same, leading to the pixels staying in the same position, but that does not seem to be the case unfortunately. The pixels seem to be "swimming", with lots of erratic movements, if that makes sense I've been trying to solve this problem of pixel artifacting for a while, but I have no clue how to ): EDIT: I think the issue is called "pixel creep". It seems to be caused by the camera not snapping to the pixel grid or something, but I'm honestly not sure.
@malimakes
@malimakes Жыл бұрын
First of all: thank you! Secondly: I believe you’re on the right track. Look up sub pixel camera movement. It’s a way of achieving a pixel perfect effect that should remove the artifacts you are noticing right now
@holup9463
@holup9463 2 күн бұрын
Thanks a ton!! Works like a charm. I was wondering, however, how did you get the lighting on the objects like that?? Did you simply texture them as such??
@margotlinne
@margotlinne Жыл бұрын
thank you for sharing this, this shader is amazing. But do you have any idea how to add vertex colour?
@RandomPerson-wl5id
@RandomPerson-wl5id Жыл бұрын
Thank you!!!
@aqg8232
@aqg8232 11 ай бұрын
thanks a lot
@-vanitas5229
@-vanitas5229 Жыл бұрын
The key is using point filter instead of linear filter when we change the render scale
@malimakes
@malimakes Жыл бұрын
Yep!
@mings2994
@mings2994 Жыл бұрын
Hello! I really like this video and thank you for make this video. So I have a question. I tried add Pixelize Feature click URP-Renderer -> Add Renderer Feature and i can't find Pixelize Feature just three options Renderer Ojects, Decal, and Screen Space Shadows that's it. What should i do?
@carriganreilly
@carriganreilly Жыл бұрын
EDIT: I found that you can clear the error using pixelBuffer = RTHandles.Alloc( new RenderTargetIdentifier(pixelBufferID)); but the effect still does not work and it creates a whole bunch of other issues Hey! Quick question! Currently working in URP 14.0.8 and RenderTargetIdentifier has been marked as obsolete and should be replaced with RTHandle So then retrofitting the two variables gets "RTHandle colorBuffer, pixelBuffer". (pixelizepass line 10) While this fixes the issues with Blit(), but it breaks the creation of a new RenderTargetIdentifier/RTHandle "pixelBuffer = new RTHandle(pixelBufferID);" (pixelizepass line 45, changed from RenderTargetIdentifier) when replacing that RenderTargetIdentifier with RTHandle it completely collapses and says that RTHandle has no constructors that take an integer. RTHandle documentation is pitifully small and I can't really find any information anywhere that is even close to creating a new RTHandle using shader IDs Any chance you know how I could fix this? Or should I attempt a different version of this effect?
@carriganreilly
@carriganreilly Жыл бұрын
its not like you could even change any of the RTHandle attributes either since theyre all read-only :(
@carriganreilly
@carriganreilly Жыл бұрын
unfortunately, since its completely obsolete, the render effect doesnt work at all unchanged
@malimakes
@malimakes 11 ай бұрын
Hey sorry, I haven’t been able to keep up. I’ll look into it but I don’t have so much time these days. Hope you found a solution
@siris5688
@siris5688 11 ай бұрын
Yea Im having the same issue as well
@ElmoLovesYou2
@ElmoLovesYou2 Жыл бұрын
Hi, thanks for great video, but what the best way for downscale resolution on mobile with pixeleted picture(without blurry effect) = for example if mobile have screen 1080p => lets render unity game in 540p on that screen(for integer scaling) = but blurry effect ruined it=(( what the best way to fix it?
@user-lk3xp9ot9j
@user-lk3xp9ot9j Жыл бұрын
Hi! It's very cool video. Although after this video I've got one more question. Does this method can handle transparent objects or this feature is too complicated to implement?
@malimakes
@malimakes Жыл бұрын
It does support transparent object as it is applied after everything has been rendered
@icantdraw3783
@icantdraw3783 Жыл бұрын
Where do I find those Rendersettings? I dont have a folder with Settings nor Renderers??
@procinogen
@procinogen Жыл бұрын
Hi! I'm trying to get acquainted with Unity's URP and I figured this video could help me start. Anyways I was wondering why the needs the pixelized output to be rendered to a render texture before it can be rendered with the main camera. Thanks for the great and insightful video!
@malimakes
@malimakes Жыл бұрын
Ok so, it's not actually doing that. From my understanding, What's happening is that the camera is rendering the texture I store in the colorBuffer variable. This texture has a static assigned ID "_ColorAttachmentA", which is what is later going to be passed to the post processing passes. We need to first re-render the texture to a temporary buffer, and then replace the data in the _ColorAttacmentA buffer with our shader's result to then be drawn to the screen.
@procinogen
@procinogen Жыл бұрын
@@malimakes Not sure why I didn't get a notification for your reply, so sorry for replying 2 months later. Anyways, thank you for the explanation!
@timeSlidrGaming
@timeSlidrGaming Жыл бұрын
How can get screen height in code so I can animate it?
@217tman3
@217tman3 Жыл бұрын
nice
@relay2358
@relay2358 Жыл бұрын
Hey, thanks for the shader! It works really well in the editor, but it shows a gray screen whenever the render pass is turned on (only in the build). Do you have any idea as to why this might be happening? Thanks!
@dicony3427
@dicony3427 Жыл бұрын
Hello, I faced the same problem and found the solution myself! In order for everything to work, you need to open the player settings, then go to the Graphics section and add the pixelation shader to the list of shaders that are always included.
@swiftcreations
@swiftcreations Жыл бұрын
Great video and excellent learning experience. Am I allowed to use this in non-commercial projects? Can't find a license on your Github page.
@malimakes
@malimakes Жыл бұрын
You’re free to use it wherever! Giving credit is always appreciated but non necessary :)
@swiftcreations
@swiftcreations Жыл бұрын
@@malimakes You're awesome man, I used it in a jam! If you want I can send it to ya
@rynab85
@rynab85 Жыл бұрын
Hey! is there a way to apply the shader to the ui ?
@Sonnenrot3
@Sonnenrot3 Жыл бұрын
Hello there! Has anyone a solution that it does not pixelate my world space UI? :) Im not sure if I'm missing something important here
@cheezenuts2357
@cheezenuts2357 Жыл бұрын
render the ui with a different camera
@AmgedAlfakih
@AmgedAlfakih Жыл бұрын
hello bro. how to reference render Objects Feature In script, and how to adjust its value like camera POV or Material
@theoneandonlylg3824
@theoneandonlylg3824 Жыл бұрын
this
@user-hj2jw4dt3d
@user-hj2jw4dt3d Жыл бұрын
Hi, thanks for the video! Everything works fine in the editor, but in a build it is only black screen without any objects (2021.3.8f1 LTS). What could you advise on this matter?
@dicony3427
@dicony3427 Жыл бұрын
Hello, I faced the same problem and found the solution myself! In order for everything to work, you need to open the player settings, then go to the Graphics section and add the pixelation shader to the list of shaders that are always included.
@user-hj2jw4dt3d
@user-hj2jw4dt3d Жыл бұрын
@@dicony3427 Thanks! I'll try this.
@chrisheld8463
@chrisheld8463 Жыл бұрын
@@dicony3427 Ha! This saved me. I was runnning into the same issue. Thanks!
@rd4603
@rd4603 Жыл бұрын
I copied everything in this video and applied it to all URP-Renderers and tried every one (there are three now). However, the edges are blurry and not sharp as they should be. Can someone help me please? EDIT: I noticed that there is no difference between sampler_point_clamp and sampler_linear_clamp. EDIT2: I figured it out. There was Anti Alialising applied in URP-High Fidelity (or the other options).
@malimakes
@malimakes Жыл бұрын
Blurry means it was the anti aliasing. Glad you figured it out :)
@mazander_man
@mazander_man Жыл бұрын
It looks awesome, I'm just wondering if it works with post processing...
@malimakes
@malimakes Жыл бұрын
It currently only works before post processing, but I’m working on updating it to work after post processing too! Update should be out soon, I hope
@Paul-to1nb
@Paul-to1nb Жыл бұрын
This is awesome, Great job! For "not being a tutorial", I find it to be one of the most resourceful videos. Any idea how you would add a 1 pixel edge detection depth based outline around objects (like a short hike)? I had it working when using RenderTextures, but switching to this method makes either makes edges drop off before they're pixelized or unpixelized if done after pixelization.
@malimakes
@malimakes Жыл бұрын
Hey, I really appreciate that!
@malimakes
@malimakes Жыл бұрын
to answer your question, I was gonna make a video about that too but got burnt out while recording it. If you reach out on discord (server invite is in desc.) I might be able to provide you with some code to do that. From your comment I reckon you will be able to figure out how it works :)
@literallyjeff
@literallyjeff Жыл бұрын
@@malimakes I hope you do release that video eventually, I would be interested to see it!
@ghostradiogames
@ghostradiogames 11 күн бұрын
I couldn't get the shader to work with Render Graph in URP, but this looked identical to my eye. This is for Unity 6, btw. Could use some work from someone with more skill. using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.RenderGraphModule; using UnityEngine.Rendering.Universal; public class PixelateFeature : ScriptableRendererFeature { public RenderPassEvent passEvent = RenderPassEvent.BeforeRenderingPostProcessing; private PixelatePass_ColorCopy m_PixelatePass_ColorCopy; public int m_PixelScreenWidth = 320; public int m_PixelScreenHeight = 180; private RTHandle m_PixelateTexHandle; private const string k_PixelateTexName = "_PixelateTexture"; public class TexRefData : ContextItem { public TextureHandle pixelateTexHandle = TextureHandle.nullHandle; public override void Reset() => pixelateTexHandle = TextureHandle.nullHandle; } public override void Create() => m_PixelatePass_ColorCopy = new PixelatePass_ColorCopy(passEvent); public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { if (renderingData.cameraData.cameraType != CameraType.Game) return; var pixelDesc = renderingData.cameraData.cameraTargetDescriptor; pixelDesc.width = m_PixelScreenWidth; pixelDesc.height = m_PixelScreenHeight; RenderingUtils.ReAllocateHandleIfNeeded(ref m_PixelateTexHandle, pixelDesc, FilterMode.Point, TextureWrapMode.Clamp, name: k_PixelateTexName); m_PixelatePass_ColorCopy.SetRTHandles(ref m_PixelateTexHandle); renderer.EnqueuePass(m_PixelatePass_ColorCopy); } protected override void Dispose(bool disposing) { m_PixelatePass_ColorCopy = null; m_PixelateTexHandle?.Release(); } } ------------------------------------------------------------------------------------------------------------------------------------------------ And the pass: using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.RenderGraphModule; using UnityEngine.Rendering.Universal; public class PixelatePass_ColorCopy : ScriptableRenderPass { class PassData { public Material pixelBufferMat; public TextureHandle source; public TextureHandle destination; public Vector4 scaleBias; public RenderTargetIdentifier pixelBufferId; } private Vector4 m_ScaleBias = new Vector4(1f, 1f, 0f, 0f); private ProfilingSampler m_ProfilingSampler = new ProfilingSampler("PixelatePass_ColorCopy"); private RTHandle m_PixelatePass_ColorCopyHandle; public PixelatePass_ColorCopy(RenderPassEvent evt) => renderPassEvent = evt; public void SetRTHandles(ref RTHandle dest) => m_PixelatePass_ColorCopyHandle = dest; public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) { UniversalResourceData resourceData = frameData.Get(); UniversalCameraData cameraData = frameData.Get(); PixelateFeature.TexRefData texRefData = frameData.GetOrCreate(); if (cameraData.camera.cameraType != CameraType.Game) return; using (var builder = renderGraph.AddRasterRenderPass("PixelatePass_ColorCopy", out var passData)) { TextureHandle source = resourceData.cameraColor; TextureHandle destination = renderGraph.ImportTexture(m_PixelatePass_ColorCopyHandle); texRefData.pixelateTexHandle = destination; if (!source.IsValid() || !destination.IsValid()) return; passData.source = source; passData.scaleBias = m_ScaleBias; passData.destination = destination; builder.UseTexture(source, AccessFlags.Read); builder.SetRenderAttachment(destination, 0, AccessFlags.Write); builder.SetRenderFunc((PassData data, RasterGraphContext context) => { Blitter.BlitTexture(context.cmd, data.source, data.scaleBias, 0, false); }); resourceData.cameraColor = destination; } } } ------------------------------------------------------------------------------------------------------------------------------------------------ There's no shader to this, like I said, couldn't make it work. I compared before and after using the old code with the shader and the new Render Graph version without, and I saw maybe 8 pixels different in the scene. I don't know how useful this is. When I tried doing the Render Graph making the shader available like so: builder.SetGlobalTextureAfterPass(destination, m_OutputId); // Make the output texture available for the shaders in the scene builder.SetRenderFunc((PassData data, RasterGraphContext context) => { // Blit the input texture to the destination target specified in the SetRenderAttachment method Blitter.BlitTexture(context.cmd, data.source, data.scaleBias, data.material, 0); }); Well...this didn't work. I got a black mesh draw and nothing more. It did try to use the shader, but I had to actually do Shader.SetGlobalTexture("_CameraTargetAttachment", destination); right before the BlitTexture call. Then remove _MainTex property from the shader, and replace the inputs with _CameraTargetAttachment. It still doesn't work, but in the frame debugger I could at least see the proper texture instead of an empty white box. Okay have fun.
@neozoid7009
@neozoid7009 Жыл бұрын
Perfect timing thanka super awesome 👍. Please can you share the toon shader ?
@malimakes
@malimakes Жыл бұрын
Sure, I’ll make a short about it tomorrow or the day after!
@malimakes
@malimakes Жыл бұрын
It basically just interpolates between to colors based on the dot product between the light’s direction and each vertex’s normal with some posterization applied
@neozoid7009
@neozoid7009 Жыл бұрын
@@malimakes thanks
@malimakes
@malimakes Жыл бұрын
Just an update, the video will be coming out tomorrow :)
@aterus69
@aterus69 4 ай бұрын
You can use render texture with single camera setup
@malimakes
@malimakes 4 ай бұрын
You can? This actually seems great info. Can you share how to do that? Thank you!
@patek2385
@patek2385 Ай бұрын
It doesnt work with raycasting
@3moliser486
@3moliser486 2 ай бұрын
受益匪浅
@Neekobh
@Neekobh Жыл бұрын
I don't know if it is just me, but this method breaks my game completely when I build it, while in editor mode it works fine, when I build it, it simply freezes while changing scene, the scene still loads, but the screen just became the last frame of the last scene.
@dicony3427
@dicony3427 Жыл бұрын
Hello, I faced the same problem and found the solution myself! In order for everything to work, you need to open the player settings, then go to the Graphics section and add the pixelation shader to the list of shaders that are always included.
@Neekobh
@Neekobh Жыл бұрын
Interesting.... maybe I will try to use it again and test what you did, I had given up and just used the old render texture method.
@kingzinhorr
@kingzinhorr Жыл бұрын
How do I do to make UI don't be affected by this pixelization effect?
@malimakes
@malimakes Жыл бұрын
The way I do it in this video it will not be affect overlay screen space canvases
@kingzinhorr
@kingzinhorr Жыл бұрын
@@malimakes Is there any way to make my UICamera (that holds the UI) ignore this pixel rendering? I know you said that it will not affect canvas but its happening in my case, and I guess this is happening with me because i'm using a camera to hold the UI and I need it to be in this way.
@malimakes
@malimakes Жыл бұрын
, the effect will not affect screen space overlay canvases. You need to rework your ui
@jayleo500
@jayleo500 3 ай бұрын
Why does your shader code not use appdata and v2f structs?
@malimakes
@malimakes 3 ай бұрын
It has those, but are named differently! I wrote this shader based on already existing URP shaders and they use different naming conventions.
@alecraigan4568
@alecraigan4568 Жыл бұрын
Hello, My editor does not have URP Renderer while it has other URP, I realize this is not your problem but I searched on the internet and can't find a solution, any ideas?
@malimakes
@malimakes Жыл бұрын
Can you please elaborate on what you mean “it has other URP”?
@malimakes
@malimakes Жыл бұрын
If you’re using URP your project should include a renderer. The file’s name in the project window should be the same as the one that is selected in your camera’s inspector, you might also be able to locate it from the camera inspector’s itself
@alecraigan4568
@alecraigan4568 Жыл бұрын
@@malimakes You are right! Thank you very much, I'm new to URP so when I saw that I had "URP-Balanced" or "URP-Perfomant" in the setting I got confused why I did not have "URP-Renderer" but I did check the camera as you said and it's called "URP- High-Fidelity-Renderer", will pay more attention next time, again thank you!!
@juanpabloportilla4491
@juanpabloportilla4491 Жыл бұрын
Amazing. but I have a problem. When I move objects around , they leave a trail that takes a while to catch up. Honestly. I have no idea what the code is doing, but I hope some actual nerd reads me and be like "that is so obvious". (Or someone just tell me this is not meant for moving objects)
@malimakes
@malimakes Жыл бұрын
What is the value for your camera’s clear flags?
@juanpabloportilla4491
@juanpabloportilla4491 Жыл бұрын
@@malimakes you mean de clipping Panes? 0.3 to 1000
@DarkblueIbanez
@DarkblueIbanez 2 ай бұрын
So I'm having a strange problem with this. I downloaded your code directly from github and added it to my project and it doesn't work. No errors just doesn't pixelate anything. I still get the error on line 22 like you get in your video. I tried making a new project with the urp and just testing it on a basic cube. Still nothing. I'm really baffled I looked through your tutorial several times and I can't find anything you did different. I used your code directly from github with no changes.
@malimakes
@malimakes 2 ай бұрын
It’s an old tutorial, so some things might have changed with URP since, I don’t know for sure. My recommendation is to not download the code but try to implement it yourself with the aid of the tutorial so you can spot the issues as soon as they pop up along the process
@DarkblueIbanez
@DarkblueIbanez 2 ай бұрын
@@malimakes I'll try. Unfortunately the reason I downloaded it is because I don't really know anything about urp shaders. It'll probably be awhile before I have anything to show for it.
@coobbyo
@coobbyo Жыл бұрын
Uh oh, he lost his hair again. Hope you find it my man!
@malimakes
@malimakes Жыл бұрын
Hahahaha I swear the weather here is too hot for long hair 😭😭😭 I had to do it
@neozoid7009
@neozoid7009 Жыл бұрын
Can this work in Unity 2D URP ?
@malimakes
@malimakes Жыл бұрын
I think you might have to rewrite the shader
@DonMhylios
@DonMhylios 23 күн бұрын
I've been looking for a solution for weeks! Do you want to marry me? Thank you so much!!
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