Rigging - Devlog 5
7:54
Жыл бұрын
Character Design - Devlog 4
7:03
2 жыл бұрын
Cel Shading - Devlog 3
11:09
2 жыл бұрын
Outlines - Devlog 2
13:47
2 жыл бұрын
The 3Cs - Devlog 1
10:43
2 жыл бұрын
The Beginning - Devlog 0
3:29
3 жыл бұрын
DOKEDO Official Teaser (2019)
1:01
5 жыл бұрын
MINI MEN Official Trailer (2018)
1:35
Пікірлер
@mehmeh8883
@mehmeh8883 5 күн бұрын
Super chill streams
@acciaio
@acciaio 6 күн бұрын
What values should i use for all parameters in the outline shader? And how would i convert this to use RTHandles, since rendertargetidentifier is now obsolete?
@semiterrestrial
@semiterrestrial 10 күн бұрын
Looks beautiful! Amazing work.
@lego3394
@lego3394 10 күн бұрын
loved this tutorial but i am wondering if there is a way to implement normal maps into this shader?
@RobinSeibold
@RobinSeibold 7 күн бұрын
Thank you! Yes, just alter the custom node input normal.
@lego3394
@lego3394 7 күн бұрын
@@RobinSeibold Should i just replace the normal vector node with a Texture2D Normal Sampler or i should add the texture node to the normal vector?
@zORg_alex
@zORg_alex 14 күн бұрын
And now, to rewrite it in URP 17 I'll need to dig into it myself
@RobinSeibold
@RobinSeibold 7 күн бұрын
Hahah, I'll probably do it when Unity 6 is stable!
@JamesArndt
@JamesArndt 19 күн бұрын
How might I color/tint the specular in this shader?
@RobinSeibold
@RobinSeibold 7 күн бұрын
Like having the specular highlight be another color?
@basemosquit1776
@basemosquit1776 23 күн бұрын
did you use post processing for the small glowing lights?
@RobinSeibold
@RobinSeibold 21 күн бұрын
Yes!
@hsiwatchdev
@hsiwatchdev 25 күн бұрын
This is amazing. Subscribed and watching literally every video. I learned so much.
@RobinSeibold
@RobinSeibold 21 күн бұрын
Thank you! ❤
@nathantheteacher
@nathantheteacher Ай бұрын
I'm new to development in unity and I had tried both full screen pass methods and the back face method, but ran into similar problems. Thank you so much for sharing what you've made, it made my aesthetic dream possible as well!
@DillsArtThing
@DillsArtThing Ай бұрын
Just followed this for my project in Godot. Looks awesome! Adapting it for the different shading system was a little harder but in the end i learned a lot more than i wouldve by just following a tutorial directly, so thank you!
@RobinSeibold
@RobinSeibold 21 күн бұрын
Great to hear! Good luck with your project!
@Krhey-0
@Krhey-0 Ай бұрын
He asked me if this would work even in versions like 2019
@RobinSeibold
@RobinSeibold 21 күн бұрын
Who? What? When?
@Krhey-0
@Krhey-0 21 күн бұрын
@@RobinSeibold Unity Version ':
@RobinSeibold
@RobinSeibold 21 күн бұрын
@@Krhey-0 Well I've tried it in 2021.2 and 2023.2, could be adjusted to work with other versions too. Making it work for 2019 might not be as straight forward as one would hope though.
@Krhey-0
@Krhey-0 21 күн бұрын
@@RobinSeibold uhmm, that's the one my PC runs decently
@ganeshk-xo4iv
@ganeshk-xo4iv Ай 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 Ай бұрын
github.com/Robinseibold/Unity-URP-Outlines
@virtual8207
@virtual8207 Ай бұрын
Is there any way to joink it?
@RobinSeibold
@RobinSeibold Ай бұрын
What you mean?
@totoapps
@totoapps 2 ай бұрын
Sorry I have a fever and back pain
@RobinSeibold
@RobinSeibold Ай бұрын
Get well soon! ~❤
@StarkTech47
@StarkTech47 2 ай бұрын
I just discovered this video and wow, this is amazing, the atmosphere, the explanations, the animations, everything is so good. But I can't help but ask one question, how did you get that huge terrain in Unity? I thought it was Unreal. Great video!
@RobinSeibold
@RobinSeibold Ай бұрын
Thank you! :D The terrain is the Unity terrain-component, but multiple such (4 I think) laid out as patches.
@StarkTech47
@StarkTech47 Ай бұрын
@@RobinSeibold Thank you for the response! I can't wait to see what's next.
@GameswithDeath
@GameswithDeath 2 ай бұрын
These outlines are incredible. Nicely done.
@kylopootis6489
@kylopootis6489 2 ай бұрын
so underrated
@ahmetbilginoglu247
@ahmetbilginoglu247 2 ай бұрын
This is majestic, works beautiful in unity. Thanks for allowing everyone to use it.
@felfar197
@felfar197 2 ай бұрын
beautiful animations
@cdglade
@cdglade 2 ай бұрын
hey! really support your ideas! if you need any help on music lmk! my discord is threetwelve
@OmarDevX
@OmarDevX 2 ай бұрын
This looks amazing
@TheSunriseGames
@TheSunriseGames 2 ай бұрын
Pls, slowly develop your way out of youtube
@RobinSeibold
@RobinSeibold 2 ай бұрын
No
@TheSunriseGames
@TheSunriseGames 2 ай бұрын
@@RobinSeibold it was a kind command, you can’t choose
@Geffry993
@Geffry993 2 ай бұрын
can i ask why are you using Unity version from 2021?
@RobinSeibold
@RobinSeibold 2 ай бұрын
I think it was the latest stable release when I initially created the project. Might upgrade to Unity 6 in the future.
@Shasaur
@Shasaur 2 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 2 ай бұрын
Thank you! :D
@corentinguillo5577
@corentinguillo5577 2 ай бұрын
You mean that you want to store monsters in your pocket? Like pocket monsters of sort?
@RobinSeibold
@RobinSeibold 2 ай бұрын
Yes exactly! Thinking about calling it ‘Digimon’!
@johnsysays
@johnsysays 2 ай бұрын
@@RobinSeibold 🤣💀
@BritBox777
@BritBox777 3 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 2 ай бұрын
Thank you! The source code is available on my GitHub.
@kostyayeremenko7904
@kostyayeremenko7904 3 ай бұрын
I swear this is the most underrated channel I have ever seen
@RobinSeibold
@RobinSeibold 2 ай бұрын
Thank you, that mean a lot! ❤
@orionwright356
@orionwright356 3 ай бұрын
I am trying to use your code from GitHub in my project and I confess I don’t really know what I’m doing. I was wondering if there was a way to make it draw outlines on the terrain as well. I am trying to use it with MapMagic. (I sent you a message on Reddit but I thought you might be more active on KZfaq, sorry for the bother!)
@starplatinum3305
@starplatinum3305 3 ай бұрын
Wait where do you learn all of these things 😭😭😭
@RobinSeibold
@RobinSeibold 3 ай бұрын
Hahah mostly from the internet and a lot of creating & experimenting!
@user-gi9tl5ey9m
@user-gi9tl5ey9m 3 ай бұрын
Wow, good luck with the game, I like the style!
@RobinSeibold
@RobinSeibold 3 ай бұрын
Thank you!
@JEnciso
@JEnciso 3 ай бұрын
I love the ghibli movie looking style
@user-xx2gk1jo7o
@user-xx2gk1jo7o 3 ай бұрын
Amazing looking style! Keep working, dont stop. There's still a long road ahead i believe you gonna go through, i definitely will follow your progress, good luck to you!
@RobinSeibold
@RobinSeibold 3 ай бұрын
Thank you for the kind words and support! ❤️
@realinus
@realinus 3 ай бұрын
Very cool
@mikeriin8668
@mikeriin8668 3 ай бұрын
wow
@andrewpullins8817
@andrewpullins8817 3 ай бұрын
The music is too loud compared to your voice. It's kinda hard to hear you.
@RobinSeibold
@RobinSeibold 3 ай бұрын
Yeah so I’ve heard, screwed up the mixing, and tried to adjust in the next videos!
@andrewpullins8817
@andrewpullins8817 3 ай бұрын
@@RobinSeibold yeah I saw the timestamp after I made that comment. I figured you knew.
@totoapps
@totoapps 3 ай бұрын
Did I miss this😢
@RobinSeibold
@RobinSeibold 3 ай бұрын
Unfortunately had to do a shorter stream, but will be streaming tomorrow again! 🙂
@mrctte
@mrctte 3 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 2 ай бұрын
It could, but we want the threshold value to depend on depth in this case!
@blulikefriendlyhit1213
@blulikefriendlyhit1213 3 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 3 ай бұрын
Green is adding as you said, yellow is change, and red is removal.
@monochroma3803
@monochroma3803 3 ай бұрын
looking great so far ! keep up with the good work
@RobinSeibold
@RobinSeibold 3 ай бұрын
Thank you! It’s starting to take shape!
@salvlox_
@salvlox_ 3 ай бұрын
do not stop!!!
@RobinSeibold
@RobinSeibold 3 ай бұрын
I will do my best to continue!
@torus1183
@torus1183 3 ай бұрын
12:15 you can actually use "Fresnel Effect Node" for calculating direction from the camera to surface
@RobinSeibold
@RobinSeibold 2 ай бұрын
No? The Fresnel node takes view direction as input?
@rakotai9998
@rakotai9998 3 ай бұрын
Hey Robin, how are u able to animate your code in the video?
@RobinSeibold
@RobinSeibold 3 ай бұрын
Video editing magic!
@mrkieha585
@mrkieha585 4 ай бұрын
Thank you! I've been looking for a long time how to add additional lighting
@b3rr75
@b3rr75 4 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 4 ай бұрын
At what point in the video, or at what file/line on GitHub?
@b3rr75
@b3rr75 4 ай бұрын
Not video, file name "Outlines" shadergraph in Github!
@STORM-qw2gq
@STORM-qw2gq 4 ай бұрын
Varying thickness of outlines based on distance from camera how to add it to the shader graph
@RobinSeibold
@RobinSeibold 4 ай бұрын
It should be pretty straight forward, have you tried?
@vinhnguyen-o5z
@vinhnguyen-o5z 4 ай бұрын
at 4:29, why did you multiply specular by diffuse and smoothness? isn't multiplying it by diffuse enough?
@RobinSeibold
@RobinSeibold 4 ай бұрын
It can be, but I also wanted to be able to disable specular by setting smoothness = 0.
@vinhnguyen-o5z
@vinhnguyen-o5z 4 ай бұрын
in unity 2022 there's a new fullscreen shader graph and a new urp buffer node that allows access to normal map easily. do you think it is possible to replicate this effect in the shadergraph now? (i don't think layermask is replicable, but maybe other features would work?)
@RobinSeibold
@RobinSeibold 4 ай бұрын
I don't know, but it's possible!
@akshatpuri1199
@akshatpuri1199 4 ай бұрын
can you mention what you are tying to work on in your current stream in the description, makes it more interesting!
@RobinSeibold
@RobinSeibold 4 ай бұрын
Great point! Will try and remember to add that in the future!
@LuffyDuck91games
@LuffyDuck91games 4 ай бұрын
i would like to get more borders on the shadows to get a smoothest transition between lit and unlit parts. How could i do it ?
@RobinSeibold
@RobinSeibold 4 ай бұрын
Playing around with the EdgeConstants should achieve something of that sort!
@Vin50000
@Vin50000 4 ай бұрын
11:19 how are you passing in the SceneViewSpaceNormals texture to shadergraph?
@RobinSeibold
@RobinSeibold 4 ай бұрын
It's set up as a global shader variable.