In this video I show how to create an inverted hull shader for model outlines using shader graph in Unity 3D for URP. #gamedev #unity #unity3d #shadergraph #unitytutorial #unitytutorialforbeginners #unitytutorials
Пікірлер: 25
@tyb.c.4332Ай бұрын
Clear instructions, no dillydallying, great video! Thanks!
@rambii.3 ай бұрын
Finally a tutorial on how to do hull outlines in shader graph. I've been searching for this for so long. Currently, I am using a hull outline shader that was made out of pure HLSL code, and because I don't know much about HLSL I couldn't expand on it to add other things. Finally, I can now do this in the shader graph. Thank you so much, man!
@_dimitrisbr3 ай бұрын
10/10, great tutorial, great shader!
@VidyaStudios2 ай бұрын
Dude, best outline shader out there thank you !
@Boysle2 ай бұрын
Thank you very much for the video! It helped me a ton!
@jazzyleaf23172 ай бұрын
Thank you!!!! This is lifesaving!
@a6gittiАй бұрын
thanks, really appreciate this tutorial 🙏🙏
@MightySuper94 ай бұрын
Really helpful, thanks!
@MichaelsGameLab4 ай бұрын
You're welcome!
@PatrikBergsten4 ай бұрын
For simple geometry with hard edges you can calculate the offset direction instead of using the Normal Vectors directly. (Position(Space:World) - Object Position).Normalize That will keep the edges of a cube together. It will however not work on more complex shapes since the offset direction will be from the objects pivot point. But a cube or a dodecahedron would be fine.
@Lodred3 ай бұрын
Could you do a tutorial of an Outline Shader by sampling the Depth and Normal maps to have both internal and external? Im trying to learn how the URP works to achieve something like that
@MichaelsGameLab3 ай бұрын
I think one of my next videos will be on the URP fullscreen shadergraph option and how to do an outline effect with the depth texture.
@noosetime94232 ай бұрын
it happens because they way light is calculated. simple version of it would be dot(normal,lightdir). because a normal is used rounding them essentially calculates light as if it is a rounded shape, making it look strange.
@MichaelsGameLab2 ай бұрын
Thanks for the info!
@Hinkel842 ай бұрын
Does it work for Unity 2020 aswell? Or just newer versions?
@MichaelsGameLab2 ай бұрын
I think it should work for unity 2020, but I have not tested it in that version.
@Hinkel842 ай бұрын
@@MichaelsGameLab the problem is, unity 2020 shadergraph is not supporting render face... like back or Front.
@MichaelsGameLab2 ай бұрын
Oh, I see. Might need to update then :/
@lucutes29362 ай бұрын
how do you mix this with a toon shader?
@MichaelsGameLab2 ай бұрын
The toon shader would probably be the base material. The outline material for this method is added in addition to a base material. They would be separate both both added to the mesh renderer, if that makes sense?
@biazwilosojati2 ай бұрын
It's not working on me, after deal with shader graph the object that I assigned with materials graph doesn't show the outline shader. Anyone can help me?
@MichaelsGameLab2 ай бұрын
Did you follow the video? If you did make sure to set an outline thickness for the material.
@biazwilosojati2 ай бұрын
After watching the whole process making of an outline shader, then I create material from the shader. Even, try to create outline shader 2 times. The object doesn't want to show the outline. I don't know what is the issues...@@MichaelsGameLab
@MichaelsGameLab2 ай бұрын
Can you see it if you remove the main material and only have the outline material assigned? You might also need to enable read/write on the model.
@biazwilosojati2 ай бұрын
Oh well, I will check it back again... Thank you@@MichaelsGameLab