Unity 2D Scene Tutorial - Layers, lighting, post-processing, blur camera etc

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#2dgames #unity #tutorial #postprocessing #art #devlog
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"it's very easy to forget stuff you've been working for a while. Especially after you moved on to something else" - literally my job rofl.

Great video (wish I had something like this back in the Uni days :D )

Tudoran
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Amazing tutorial, I learned a lot! Thanks!!

cesarsfalcao
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The best tutorial ever! I was always thinking on how to achieve this effect. Thanks a lot! ♥

fire
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The camera stack trick seems to not work for me. Lights get horribly displaced somehow. Also I'm using Cinemachine and it doesn't detect main camera if its render mask doesn't have Default layer.

SMT-ksyp
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You can use depth of field on URP materials, it works without rendering multiply cameras, you can have 4 layers of blur + more layers for blured forgrounds with Brokeh depth of field (doesn't work on transparent URP Material, only opaque)

glimpsygames
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Really really amazing video !!! :-) I have a question related to the use of the blur effect with overlay camera. In your example you used just two overlay camera. Can you please explain me if is it possible to use more than two overlay cameras with the purpose to set different blur intensity to different background layers? Thank you a lot for sharing your knowledge.

rlzflis
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Thank you for this amazing tutorial. This comment is from Colombia. I have a question: Can we apply a volume to a camera that is positioned between two others, ensuring that it avoids affecting those behind the one with the volume?

rafaelblancoNET
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Great and can you make scenes like ori the blind forest game from start to finish

kirandonkada-elll
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Hello. First of all, I'd like to thank you for making a good lecture.
This lecture that delivers very important know-how very easily.

I also figured this out while studying Blur in 2DURP.
But the work I'm making needs to blur the foreground layer as well as the background.

This method was finally not used to my project because the higher stacked volume also affects all the lower cameras.
Do you have a solution in this problem?

editer
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Thank you for your video! Unfortunately, I am experiencing an issue.

I switched the ‘Depth of Field’ effect to ‘Color Adjustments’ and adjusted the ‘Hue Shift’. However, this effect applies to all cameras, regardless of how I set the layer, post-processing check, clear depth check or volume mask. The only workaround I found was to change my 2D Renderer to a Forward Renderer, but I don’t believe that’s suitable for a 2D project.

Do you know of a proper way to fix this issue? Thank you!

GeGugu-cxui
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I have a question soo when making a hole level we gonna do the same steps all over again? Doesn't that effect the game performance since we gonna put a lote of sprite and tiles?

sosonena
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awesome, but I tried to add blur to foreground camera layer only - it is impossible, blur applies to all back camera layers :/

sergeit
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Can i download the the Ground you used in your video?

Oskar_DEV
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These overlay cameras are so bad on performance, I tested it, only 3 overlay cameras reduce FPS by 200 Frames, and they were rendering nothing, no post proccess

glimpsygames
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You not doing any more videos? Just so I can subscribe or not.

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