Shader Case Study - Glowing Object Outlines

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I've been dissecting your videos piece-by-piece to learn how to program shaders for school. One of the objectives I set for myself was writing an outline shader. This will help me so, so much! Obviously won't just copy it one-on-one, but your videos are so, SO helpful to me that this will make my life a lot easier! Thanks a lot!

roelzwakman
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This is one of my favorite channels on YouTube right now, so glad to see you back.
As someone else who works in games as a contractor (and also has a Unity-centric tutorial channel), totally understand the hiatus. Keep up the great work dude. = )

marshallparsons
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Probably the best resource for writing shaders out there. Thank you for making these.

TheBirdBag
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Excellent content, as always. Glad you're back !

BastienGIAFFERI
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Wow amazing, a whole new dimension of programming to explore. The past 2 years I've been working in C#, never really dove deep into shaders, dude great video.

ryanfranks
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Good to know you're back! Amazing videos man.

amarinofranca
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Thank you so much. This is a really usefull tutorial! The technique solves so many problems i had, like outlines etc.

joshuastein
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Awesome good to see you back, I was getting the junkie itch :) This was the missing step in the Xray video- happy to see it get covered!

poalman
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YAY! excited to have more in this series

cookiec
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Yesss! Was hoping you'd make a video on this!

slimabob
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God damn! I hit the shader tutorial jackpot!!! You should start naming your tutorials with the keywords: Unity, Tutorial. Because when I look for shader tutorials I search, and probably many others also, along the lines of "Unity Shader Tutorial." Your videos for some reason never come up in a search. The only reason I found out about your channel was from someone I am working along side with. Anyways...Great videos!

mkowalik
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omg thank you so much. I have been wondering how to do this for weeks!

gokunorris
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It seems like this could be simplified a bit. You could probably render your blurred geometry to a separate buffer as normal. Draw the rest of the scene as normal and then render the glowing objects as a blurred effect on top of that. Then finally render the that buffer again (non-blurred) on top of that a third time. This eliminates a buffer and a shader step. You could probably also use the depth buffer to handle the overglow effects (4:30) -- also if you still wanted the cutouts you could use a stencil buffer on that first glow-object render (but you probably won't be able to get that inner shadow effect).

CobaltHex
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I'm loving this channel! Btw, can you make a video about objects getting transparent when too close to the camera using a dithering effect?

rodolforubens
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Wow, this is awesome! Thank you so much!

timbarrett
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Wow, thanks so much for the video and a free example project!

This is exactly what I was looking for, I was about to use the stencil buffer for masking out the object silhouette, didn't even think to use the original rendered color!

I hate stencil buffer in Unity's shader syntax. It's beyond incomprehensible.

Eudaimonium
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Hey! Really awesome video, it has been helping me a ton with some of the custom shaders I have been writing for my own game.

I wanted to ask how you think you would change the project if you wanted the Intensity factor to be object-specific, rather than being a global multiplier attached to the Main Camera.

Thanks for your effort, anxiously looking forward to the next video!

Tommyhillpicker
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awesome video dude! you should do one on subsurface scattering. i dont know if unity has it yet tho. but im always fascinated by it when you can see it with glowing metal.

CodyD
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Have you a suggestion on how to achieve the occlusion of the outline if an object is in front of the outlined one?

andrea_benedetti
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I would really like to see a detailed look into cell shading and how that can be done/used please ^_^

psinjo