Gradient Background in Unity
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- Опубліковано 3 жов 2024
- Beautiful gradient backgrounds are quick and easy to setup with this little trick. You can create a wide array of eye-catching visuals by just altering the gradient you import! Experiment and have fun :)
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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
Oh that's a great trick, time to replace all my gradients with that
Best and quickest dev in the west🔥
That is slick as hell!
another option would be shadergraph then it could be dynamic both in color, but in gradient anchor locations
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!
With such great content I bet you will get more DOPAMINE soon Tarodev 😇BTW love your videos..
I didn't know it was so simple!!!
thanks for making this video Taro now i can make my game look better
LMAO i love hacky solutions, well done
Not sure what I just watched but it looks neat
This is the best channel on Unity with actual great tips!
Very cool! Thank you!
Insane 5head move, love it! xD
This was helpful. 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
Fantastic!
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.
I think your channel is gonna blow up soon 👌
thank you !
whats the point of making the gradient pixaleted in the first place?
This doesn't seem to work in Unity 2021.. I get banding regardless of Bilinear setting
I want to know it will make game use more performance or not because I think it will take CPU to calculate this right?
Any reason why not to use powers of 2?
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
So that is how Fortnite did they background
If we're making a portrait game, do we need to set the canvas to portrait in PS?
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?
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 :)
What are the fonts used in the thumbnail?
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.
Whaaaaat! xD
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
"Billnear"
Yeah 😢
@@Tarodev It's okay, happens to everyone :) I used to say "Kepchut"
Is it still cool to say first?
Only if you're first, which you were not! 😂
bro how to make this beautiful BG plz post the tutorial
huh
too fast
bad