Thanks for the tutorial. One thing I found out: When purifying at time 05:35, if you really want to make your color appear in its pure color, instead of a blending color, just add a Clamp node between the Subtract and Add nodes.
Great tutorial. Btw, there's no need for the custom Amount slider limit to be 0 > 1.1. You could just Add 1 to Outline Thickness, giving a DynamicMaxValue. Assign that value to the Y of a Vector2 node (0, DynamicMaxValue). Then you can remap Dissolve Amount from (0, 1) to (0, DynamicMaxValue). This way, no matter the Thickness, Dissolve Amount can always be between 0 and 1.
Hello, thank you for the tutorials! I am stuck in the bloom section, why is the bloom affecting the scene color ( there is like a color tint on the scene now )
I've got a URP/Lit material that utilizes a slightly transparent base map color (you can see through it a bit) as well as HDR color. At runtime I turn up the intensity of the HDR for a sort of "activation" effect. Would it be possible to create a dissolve shader that works with this type of material? So far all I've found are shaders that don't allow for this transparency + adjustable HDR values...
Really good tutorial for 95% of it. Here's a like! Looking forward to the next podcast. What i dislike, not particularly about this, but about Unity tutorials in general is how coroutines are used for things they are not needed for. Coroutines are amazing because they can bring complex behaviour that would require switching states into a sequence which is easier to understand and creates more maintainable code. But coroutines also come with an overhead of memory allocation and they are not "parallel" and not faster. This dissolve-lerp could have easily been done in the Update-method.
Great tutorial, everything is pretty clear. Only at me for some reason BLOOM highlights everything, even the default-sprite material, how can this be fixed?
Yes with these! Absolutely knocking it out of the park with the video lineup. Thank you.
Saw you on Unity Asset Store front page - congrats!
Hey, thanks!
Thanks for the tutorial. One thing I found out: When purifying at time 05:35, if you really want to make your color appear in its pure color, instead of a blending color, just add a Clamp node between the Subtract and Add nodes.
OMG is this confusing, perfect example for a code based shader approach :D
Great tutorial. Btw, there's no need for the custom Amount slider limit to be 0 > 1.1. You could just Add 1 to Outline Thickness, giving a DynamicMaxValue. Assign that value to the Y of a Vector2 node (0, DynamicMaxValue). Then you can remap Dissolve Amount from (0, 1) to (0, DynamicMaxValue). This way, no matter the Thickness, Dissolve Amount can always be between 0 and 1.
Love it, as always top class!
Shaders are still magic to me but this was super helpful and you explained everything so well. Thanks!
I don't use Unity but man this makes me want to try it out. Nice Video.
Love the tutorials! Super helpful
You save my final report in school project homework, thanks
Is there any way to assign this shader to UI-element like icon in button inside Canvas?
Hello, thank you for the tutorials! I am stuck in the bloom section, why is the bloom affecting the scene color ( there is like a color tint on the scene now )
For some reason theres a weird thing were my sprite from MainTex is not being put onto the Player
I've got a URP/Lit material that utilizes a slightly transparent base map color (you can see through it a bit) as well as HDR color. At runtime I turn up the intensity of the HDR for a sort of "activation" effect. Would it be possible to create a dissolve shader that works with this type of material? So far all I've found are shaders that don't allow for this transparency + adjustable HDR values...
Can I still accomplish this using the Built In Render pipeline instead of the URP?
Really good tutorial for 95% of it. Here's a like! Looking forward to the next podcast.
What i dislike, not particularly about this, but about Unity tutorials in general is how coroutines are used for things they are not needed for. Coroutines are amazing because they can bring complex behaviour that would require switching states into a sequence which is easier to understand and creates more maintainable code. But coroutines also come with an overhead of memory allocation and they are not "parallel" and not faster. This dissolve-lerp could have easily been done in the Update-method.
What about the damage flash MAT won't it remove it
How i make the shader cast shadows?
I dont see the URP option?
Thank you man!
Another Step Node 😏
Nice tutorial, but can you slow down a bit while creating nodes? I couldn't get a single one right without repeating the video.
Great tutorial, everything is pretty clear. Only at me for some reason BLOOM highlights everything, even the default-sprite material, how can this be fixed?
Same question, dude
Did you find a solution?
great video thansk
What do you mean ? What Color "intensity" ? Where ? 5:35
the exposed hdr color property
does it work for pixel art?
Now it's not working my Y sortening
Very nice effect! Can you explain a bit why you used 1.1 for the sliders and not 1.0? Thank you!
Cause with just 1 you could still see a tiiiiiny bit of the character outline effect. Needed the extra .1 to clear that up
is this works for 3d too?
if you use HDRP instead of URP then it will I beleive
Hey man I want to develop a game and I have the budget can we discuss the game if u have time
neeed in 3d project
perfectly nerdy approach... it's not fast enough you need to type faster!! You can do this in half the time!!
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First