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?
@semiterrestrial10 күн бұрын
Looks beautiful! Amazing work.
@lego339410 күн бұрын
loved this tutorial but i am wondering if there is a way to implement normal maps into this shader?
@RobinSeibold7 күн бұрын
Thank you! Yes, just alter the custom node input normal.
@lego33947 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_alex14 күн бұрын
And now, to rewrite it in URP 17 I'll need to dig into it myself
@RobinSeibold7 күн бұрын
Hahah, I'll probably do it when Unity 6 is stable!
@JamesArndt19 күн бұрын
How might I color/tint the specular in this shader?
@RobinSeibold7 күн бұрын
Like having the specular highlight be another color?
@basemosquit177623 күн бұрын
did you use post processing for the small glowing lights?
@RobinSeibold21 күн бұрын
Yes!
@hsiwatchdev25 күн бұрын
This is amazing. Subscribed and watching literally every video. I learned so much.
@RobinSeibold21 күн бұрын
Thank you! ❤
@nathantheteacherАй 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!
@DillsArtThingАй 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!
@RobinSeibold21 күн бұрын
Great to hear! Good luck with your project!
@Krhey-0Ай бұрын
He asked me if this would work even in versions like 2019
@RobinSeibold21 күн бұрын
Who? What? When?
@Krhey-021 күн бұрын
@@RobinSeibold Unity Version ':
@RobinSeibold21 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-021 күн бұрын
@@RobinSeibold uhmm, that's the one my PC runs decently
@ganeshk-xo4ivАй 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 "
@RobinSeiboldАй бұрын
github.com/Robinseibold/Unity-URP-Outlines
@virtual8207Ай бұрын
Is there any way to joink it?
@RobinSeiboldАй бұрын
What you mean?
@totoapps2 ай бұрын
Sorry I have a fever and back pain
@RobinSeiboldАй бұрын
Get well soon! ~❤
@StarkTech472 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!
@RobinSeiboldАй бұрын
Thank you! :D The terrain is the Unity terrain-component, but multiple such (4 I think) laid out as patches.
@StarkTech47Ай бұрын
@@RobinSeibold Thank you for the response! I can't wait to see what's next.
@GameswithDeath2 ай бұрын
These outlines are incredible. Nicely done.
@kylopootis64892 ай бұрын
so underrated
@ahmetbilginoglu2472 ай бұрын
This is majestic, works beautiful in unity. Thanks for allowing everyone to use it.
@felfar1972 ай бұрын
beautiful animations
@cdglade2 ай бұрын
hey! really support your ideas! if you need any help on music lmk! my discord is threetwelve
@OmarDevX2 ай бұрын
This looks amazing
@TheSunriseGames2 ай бұрын
Pls, slowly develop your way out of youtube
@RobinSeibold2 ай бұрын
No
@TheSunriseGames2 ай бұрын
@@RobinSeibold it was a kind command, you can’t choose
@Geffry9932 ай бұрын
can i ask why are you using Unity version from 2021?
@RobinSeibold2 ай бұрын
I think it was the latest stable release when I initially created the project. Might upgrade to Unity 6 in the future.
@Shasaur2 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 :)
@RobinSeibold2 ай бұрын
Thank you! :D
@corentinguillo55772 ай бұрын
You mean that you want to store monsters in your pocket? Like pocket monsters of sort?
@RobinSeibold2 ай бұрын
Yes exactly! Thinking about calling it ‘Digimon’!
@johnsysays2 ай бұрын
@@RobinSeibold 🤣💀
@BritBox7773 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.
@RobinSeibold2 ай бұрын
Thank you! The source code is available on my GitHub.
@kostyayeremenko79043 ай бұрын
I swear this is the most underrated channel I have ever seen
@RobinSeibold2 ай бұрын
Thank you, that mean a lot! ❤
@orionwright3563 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!)
@starplatinum33053 ай бұрын
Wait where do you learn all of these things 😭😭😭
@RobinSeibold3 ай бұрын
Hahah mostly from the internet and a lot of creating & experimenting!
@user-gi9tl5ey9m3 ай бұрын
Wow, good luck with the game, I like the style!
@RobinSeibold3 ай бұрын
Thank you!
@JEnciso3 ай бұрын
I love the ghibli movie looking style
@user-xx2gk1jo7o3 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!
@RobinSeibold3 ай бұрын
Thank you for the kind words and support! ❤️
@realinus3 ай бұрын
Very cool
@mikeriin86683 ай бұрын
wow
@andrewpullins88173 ай бұрын
The music is too loud compared to your voice. It's kinda hard to hear you.
@RobinSeibold3 ай бұрын
Yeah so I’ve heard, screwed up the mixing, and tried to adjust in the next videos!
@andrewpullins88173 ай бұрын
@@RobinSeibold yeah I saw the timestamp after I made that comment. I figured you knew.
@totoapps3 ай бұрын
Did I miss this😢
@RobinSeibold3 ай бұрын
Unfortunately had to do a shorter stream, but will be streaming tomorrow again! 🙂
@mrctte3 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)?
@RobinSeibold2 ай бұрын
It could, but we want the threshold value to depend on depth in this case!
@blulikefriendlyhit12133 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
@RobinSeibold3 ай бұрын
Green is adding as you said, yellow is change, and red is removal.
@monochroma38033 ай бұрын
looking great so far ! keep up with the good work
@RobinSeibold3 ай бұрын
Thank you! It’s starting to take shape!
@salvlox_3 ай бұрын
do not stop!!!
@RobinSeibold3 ай бұрын
I will do my best to continue!
@torus11833 ай бұрын
12:15 you can actually use "Fresnel Effect Node" for calculating direction from the camera to surface
@RobinSeibold2 ай бұрын
No? The Fresnel node takes view direction as input?
@rakotai99983 ай бұрын
Hey Robin, how are u able to animate your code in the video?
@RobinSeibold3 ай бұрын
Video editing magic!
@mrkieha5854 ай бұрын
Thank you! I've been looking for a long time how to add additional lighting
@b3rr754 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?
@RobinSeibold4 ай бұрын
At what point in the video, or at what file/line on GitHub?
@b3rr754 ай бұрын
Not video, file name "Outlines" shadergraph in Github!
@STORM-qw2gq4 ай бұрын
Varying thickness of outlines based on distance from camera how to add it to the shader graph
@RobinSeibold4 ай бұрын
It should be pretty straight forward, have you tried?
@vinhnguyen-o5z4 ай бұрын
at 4:29, why did you multiply specular by diffuse and smoothness? isn't multiplying it by diffuse enough?
@RobinSeibold4 ай бұрын
It can be, but I also wanted to be able to disable specular by setting smoothness = 0.
@vinhnguyen-o5z4 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?)
@RobinSeibold4 ай бұрын
I don't know, but it's possible!
@akshatpuri11994 ай бұрын
can you mention what you are tying to work on in your current stream in the description, makes it more interesting!
@RobinSeibold4 ай бұрын
Great point! Will try and remember to add that in the future!
@LuffyDuck91games4 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 ?
@RobinSeibold4 ай бұрын
Playing around with the EdgeConstants should achieve something of that sort!
@Vin500004 ай бұрын
11:19 how are you passing in the SceneViewSpaceNormals texture to shadergraph?