Show a Silhouette When Hidden Using URP Renderer Features (Unity Tutorial)

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In this Unity game development tutorial we're going to look at how we can use URP Renderer Features to create a silhouette of a character when they're hidden by an obstacle.

We'll start looking at how to remove the rendering of the character completely by assigning it to a layer and removing this layer from the renderer.

Then we'll add two render passes to draw the character.

The first will use a flat material to draw a silhouette for parts of the character that are hidden.

The second will draw the character using the original material for parts that are not hidden.

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Introduction - 0:00
Creating a material for the silhouette - 0:38
Explanation of Renderer Features - 1:13
Removing the character from the renderer - 1:37
Drawing the silhouette - 2:14
Drawing the rest of the character - 3:34
Summary - 04:00

#KetraGames #LearnUnity #UnityTutorials #UnityTips
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Thanks so much for watching the video. Please feel free to ask any questions in the comments. Also, we'd love to know what other uses for Renderer Features you've found. Thanks again 😊

KetraGames
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Incredible! Looking at tutorials how to make this, it seemed so hard, and in only 5 mins I had it implemented following this tutorial. Also, love the clarity of how everything is explained, very professional

MrEljue
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After trying many other tutorials this one got me what I needed quickly and with perfect clarity! Thank you~

harvey-jules
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This is exactly what i was looking for about a week ago and it so simple

Sycoinc
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Thank you for a simple video that actually shows the concept and not just copy this code or buy this asset.

ChadGatling
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ok cool but is ther eny way to make this hiden and unhined to wean the object is behind off spfic objects ?

watercat
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Nice, I thought this would have to be the way. I wonder if there's a way to prevent too much clipping, i.e. incidental occlusions, I think there may be some z offset that can be applied but I think I need HLSL for that 🤔

bovineox
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Is this mobile friendly? Does it works fine for low end devices?

Brainyplanet
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OMG thank you so much, I used this concept for a totally different purpose, but your video was my saviour after 3 days of constant search for a solution! Thank you so much.

fredericfox
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Thanks, looks super cool, but where does the Universal Render Pipeline object comes from in first place? I don't have it by default in my project. I am using an URP project in Unity 6

joaq
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Silly question - why do we cull the visible player rendering from the main render at all if we are just going to just re-add it? I am not noticing any real difference with just leaving it visible instead?

EDIT: I see, it is to prevent shinethrough with the self :)

weckar
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Thank you for this great and to the point video👍🏻 One question: I’ve seen some other tutorials, giving some examples made by shader graph. What is the main difference between your solution and others? Yours is absolutely very easy to understand, but I’m just curious about the other solution as well. Thank you 😊

alperturan
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Hello there! Thanks for the tutorial and the whole channel content. It's brilliant and so useful in bunch of cases. Love it :) A small question here, cant handle it by myself - Can I reach same effect for the surface wich is not opaque but transpanent with alpha channel set to 1? I mean the surface seems opaque but it's transparent. Tried reading docs and playing with settings - no result. Glad if u have an advice for my case. Thank ya and best of luck :)

ronkh
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This was a super useful tutorial, completely nailed what I was trying to do, thank you so much!

Chrriiisssss
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thank you, this is the best and easiest solution I have found after hours of looking

Gorbba
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I've been subscribed for five years!

Massive-D
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i didnt realize URP had these extra features, this is a great alternative to shaders

stefan
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This works well for obstacles but it doesn't work on particle effects. Is there any other way to show player when player is in particle effect?

maheshnainar
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Is there a way to trigger it from code? What I have in mind is "detective" view similar to batman series, where when you hold button you can see all interactive object nearby

jz
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If anyone has a problem with the objects drawn with Render Objects being semi-transparent when they shouldn't be, the reason is probably Screen Space Ambient Occlusion, which is added by default as a Renderer feature in the newer Unity version. If you don't need it, just disable this feature, otherwise you have to turn on the After Opaque property in its settings. I don't know for sure how it works in older versions, because I tried it with the new Unity 6 Preview.

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