In short: The Image has such a small resolution, but in Unity he set it to a very high resolution in the scene. Now Unity recognizes that and wants to add in more pixels between each pixel of the image, but since the difference is so high, it has to add quite a lot of pixels. So it does that, but because Bilinear Interpolation is enabled too, it also tries to smooth out the difference between the pixels (which is generally what a gradient does) and creates the smooth nice image you see in the end. So in a way, he 'tricked' Unity into creating a much larger variant of his gradient for him.
Have u found any way to remove texture banding from any sprites or image completely and will look like as created from other software? Tried every compression method. Unity still keeps banding on texture.
@@samochreno tried built in render pipeline. It shows images correctly in built in render pipeline with no banding as I created. My source image didn't has any banding. But in URP the same image looks like it has banding. there is no doubt built in render pipeline has a better shader quality and render option.
Nice effect - but how do you make it appear _behind_ all of the 3D objects in the scene, like in your DOTween video? EDIT: sorry, stupid question, I see now that it's basically a sprite in world space, and there's a gap between camera and the sprite.
Nope, that's not it! It's a UI canvas set to camera space. Then you set its distance to 100 or so. Using this method let's you always keep its bounds perfectly aligned to the screen edge. Where as a sprite in world space would be difficult to do so
Jo man I'm having a problem where I programmed a level editor where you can stitch sprites together... Thing is, they all have a gradient and should fit together seamlessly... Is there some kind of shader that would do that for me? Like in a way that these sprites kind of work like masks for the same big gradient across the screen?
Very interesting! I'm blown away by how smooth it came out for such a small image
Wow, the falling leaves and wind effects are really awesome. Do you already have a tutorial on that?
It is a particle effect from an asset called Epic Toon Fx. I really like it too.
@@KennyCmd thanks
Best and quickest dev in the west🔥
Oh sh*t man! Your channel popped up in my feed and I have checked out the quality and it thoroughly deserves my subscription! BOOM!
Oh that's a great trick, time to replace all my gradients with that
That is slick as hell!
LMAO i love hacky solutions, well done
another option would be shadergraph then it could be dynamic both in color, but in gradient anchor locations
I didn't know it was so simple!!!
thanks for making this video Taro now i can make my game look better
Not sure what I just watched but it looks neat
With such great content I bet you will get more DOPAMINE soon Tarodev 😇BTW love your videos..
Insane 5head move, love it! xD
Very cool! Thank you!
This is the best channel on Unity with actual great tips!
This was helpful. Thank you!
That's genius
Fantastic!
I think your channel is gonna blow up soon 👌
Nice trick thanks ! I'm very curious about how this works so well with a so small image !
Taro explained that it's the bilinear interpolation
In short: The Image has such a small resolution, but in Unity he set it to a very high resolution in the scene. Now Unity recognizes that and wants to add in more pixels between each pixel of the image, but since the difference is so high, it has to add quite a lot of pixels. So it does that, but because Bilinear Interpolation is enabled too, it also tries to smooth out the difference between the pixels (which is generally what a gradient does) and creates the smooth nice image you see in the end.
So in a way, he 'tricked' Unity into creating a much larger variant of his gradient for him.
thank you !
It's bi-linear, not bili-near haha
As I said that word, I thought to myself "I bet I said that wrong". Haha
I heard Bill Near. =]
@@Vastlee Bill is always somewhere close by
Any reason why not to use powers of 2?
Hi, great video. I wanted to ask what kind of font is in the video preview image? It looks interesting
It's called 'you blockman'
Found it but I think you meant "you blockhead"
@@nexoDev44 I did :)
I want to know it will make game use more performance or not because I think it will take CPU to calculate this right?
This doesn't seem to work in Unity 2021.. I get banding regardless of Bilinear setting
whats the point of making the gradient pixaleted in the first place?
sadly this is no longer working with recent versions of unity (tested on unity 6 and the bending is definitely visible :/)
Have u found any way to remove texture banding from any sprites or image completely and will look like as created from other software?
Tried every compression method. Unity still keeps banding on texture.
i dont think you can fix banding, try enabling hdr on your camera and adding post processing grain should help it
@@samochreno tried built in render pipeline. It shows images correctly in built in render pipeline with no banding as I created. My source image didn't has any banding. But in URP the same image looks like it has banding. there is no doubt built in render pipeline has a better shader quality and render option.
Nice effect - but how do you make it appear _behind_ all of the 3D objects in the scene, like in your DOTween video?
EDIT: sorry, stupid question, I see now that it's basically a sprite in world space, and there's a gap between camera and the sprite.
Nope, that's not it! It's a UI canvas set to camera space. Then you set its distance to 100 or so.
Using this method let's you always keep its bounds perfectly aligned to the screen edge. Where as a sprite in world space would be difficult to do so
If we're making a portrait game, do we need to set the canvas to portrait in PS?
What are the fonts used in the thumbnail?
Jo man I'm having a problem where I programmed a level editor where you can stitch sprites together... Thing is, they all have a gradient and should fit together seamlessly...
Is there some kind of shader that would do that for me? Like in a way that these sprites kind of work like masks for the same big gradient across the screen?
Interesting. Can somebody explain how the pixelated image became so smooth once it's in Unity? And was the purpose to reduce file size?
It's the bilinear interpolation! Try changing the filter modes to see the results
Whaaaaat! xD
So that is how Fortnite did they background
"Billnear"
Yeah 😢
@@Tarodev It's okay, happens to everyone :) I used to say "Kepchut"
bro how to make this beautiful BG plz post the tutorial
Is it still cool to say first?
Only if you're first, which you were not! 😂
huh
too fast
bad