URP Outline Shader - Unity Shader Graph (Tutorial)

  Рет қаралды 8,528

MichaelsGameLab

MichaelsGameLab

4 ай бұрын

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.4332
@tyb.c.4332 Ай бұрын
Clear instructions, no dillydallying, great video! Thanks!
@rambii.
@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!
@_dimitrisbr
@_dimitrisbr 3 ай бұрын
10/10, great tutorial, great shader!
@VidyaStudios
@VidyaStudios 2 ай бұрын
Dude, best outline shader out there thank you !
@Boysle
@Boysle 2 ай бұрын
Thank you very much for the video! It helped me a ton!
@jazzyleaf2317
@jazzyleaf2317 2 ай бұрын
Thank you!!!! This is lifesaving!
@a6gitti
@a6gitti Ай бұрын
thanks, really appreciate this tutorial 🙏🙏
@MightySuper9
@MightySuper9 4 ай бұрын
Really helpful, thanks!
@MichaelsGameLab
@MichaelsGameLab 4 ай бұрын
You're welcome!
@PatrikBergsten
@PatrikBergsten 4 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.
@Lodred
@Lodred 3 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
@MichaelsGameLab
@MichaelsGameLab 3 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.
@noosetime9423
@noosetime9423 2 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.
@MichaelsGameLab
@MichaelsGameLab 2 ай бұрын
Thanks for the info!
@Hinkel84
@Hinkel84 2 ай бұрын
Does it work for Unity 2020 aswell? Or just newer versions?
@MichaelsGameLab
@MichaelsGameLab 2 ай бұрын
I think it should work for unity 2020, but I have not tested it in that version.
@Hinkel84
@Hinkel84 2 ай бұрын
​@@MichaelsGameLab the problem is, unity 2020 shadergraph is not supporting render face... like back or Front.
@MichaelsGameLab
@MichaelsGameLab 2 ай бұрын
Oh, I see. Might need to update then :/
@lucutes2936
@lucutes2936 2 ай бұрын
how do you mix this with a toon shader?
@MichaelsGameLab
@MichaelsGameLab 2 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?
@biazwilosojati
@biazwilosojati 2 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?
@MichaelsGameLab
@MichaelsGameLab 2 ай бұрын
Did you follow the video? If you did make sure to set an outline thickness for the material.
@biazwilosojati
@biazwilosojati 2 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
@MichaelsGameLab
@MichaelsGameLab 2 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.
@biazwilosojati
@biazwilosojati 2 ай бұрын
Oh well, I will check it back again... Thank you@@MichaelsGameLab
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