Outline Post Process in Unity Shader Graph (URP)

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Until now, it's been tricky to make your own post processing effects in URP. It's going to become much easier in Unity 2022 through the new Fullscreen Shader Graph, and in this tutorial video, I'm going to create an outline post process to see how it all works!
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00:00 Introduction
01:03 Setting Up
02:36 Normal Edges
04:41 Color Edges
05:09 Graph Outputs
05:59 Putting It Together
07:28 Outro

#gamedev #shaders #madewithunity
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just followed the whole tutorial in play mode. i love unity

mindscope
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If anyone can't see the 'Pass Index' dropdown like I couldn't, you can click the three dots on the header for the Full Screen Pass Renderer Feature (the header where you should see the dropdown) and click 'Show Additional Properties".

renegadeloser
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For additional thickness Change the ones in the Divide node to a higher value

PaidMonkey
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Great video, quality as usual. Thanks for this.

dominiauk
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That is awesome Daniel, and made so easy by your explanations ! Thanks. It feel like a good tool to get creative with URP

AlexandreCoulonOldChannel
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I am realy looking forward for your videos thanks for sharing your knowladge with us :)

subhradipmajumder
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Looks great! I can't wait to implement this in my game 🙌✨ Thanks for sharing!

orpheuscreativeco
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AWESOME tutorial, Thank you so much! <3

noobissk
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Thank you so much Daniel, this is exactly what I needed to get down and dirty with custom post processing in URP

matthizzone
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Ty so much, im starting to practice shaders and not only your shader, your explication it´s good for my.

sivorifrancisco
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The best shader out here! Thanks, man!

momosietube
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Best outline shader that's i've ever seen on youtube

dasdaone
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I love unity in many areas, but not when we talk shaders, rendering and post process. I've learned to do this and cell shading on unreal wich I feel its way more intuitive and easier to do than it is on unity but I'm really glad it getting easier to do and understand on unity that is my favored engine. Just by staying on shader graph only is a big plus. I may try diving on those waters again . Thanks for sharing!

davdev
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This is the best tutorial I have done on this, and I cant find any other videos to help, and all of it is in black and white, help please.

Im_Trustworthy
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I wonder if they could give us the option to choose a Sampler with the URP Sample Buffer.

It seems like it would allow for a much more feathered/anti-aliased result, smoothing the Outlines more during the process.

That said, I suppose you could simply try resizing the Render Texture scale to be a bit higher and/or use x8 AA settings to counteract some of the aliasing of the Outlines... or use a Sobel algorithm as opposed to the Robert's Cross approach to get a more refined result, at the cost of performance.

dreamcatforgotten
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I had gone with a different method in the past, writing my own renderer feature and rigging up a shader graph material that utilized the depth buffer instead. This graph you have now though looks quite a bit nicer than mine, and the fact you don't need to invent a new renderer feature is a big plus. Might just have to do a bit of refactoring ;)

tharsis
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for those who facing with black screen issue, make sure that you choose the outline material, not the shader graph itself

madddmunky
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Hello! Great tutorial. Maybe you can give some advice how to add thickness and noise to outline?)

antifreeze
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If anyone has a problem with the screen going black. Change the blend mode in the graph settings to premultiply!

NewlandInteractive
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Great Video, thanks for this. One issue I've found with trying this is that the outlines seem to ignore the z order. So for example if I have a UI health bar (in world space etc) say above a characters head then the outline from another character in the background can be seen through the green line, making it almost unreadable. Do you know if there is a way to resolve that? Thanks again for a really informative video.

andydom