Actually, from his first video I totally thought he was a jerk. I'm amazed to see his ability to listen to the public criticism and use it to improve the channel. In his second video you can see his effort on not cursing, for example. So yeah, I think he's a nice guy too :D
Te Oxysoft Sorry, perhaps not the best word to express what I thought. My English is pretty Basic. If you watch his first vídeo Today, you'll notice the difference.
Nice! I've been looking for nerdy instructions on how to work with shaders. I really appreciate your concise presentation as well. Subscribed! :) I look forward to watching your other videos and seeing any new Makin' Stuff Look Good in Unity videos. Thanks!
Not sure if this has been mentioned before, but the background music has to be from Deus Ex: Human revolution. Sorry had to get that out there....Great now I'm reinstalling Deus Ex! Thanks man!
Awesome video! At least from a "newbie" point of view to Unity this is incredible. Do you think you could explain a little more, either in another video ot just by texting somewhere about that final blurry-shader effect for the stealth mode? I found it pretty awesome to see, and I'd love to learn to do such things!
Thank you, I really enjoy watching these :) I just wonder how did you learn to know all this yourself and what do you think is the best way to learn about shaders and computer graphics?
Thanks for uploading these amazing videos :D Would you be able to do some on lightmapping or getting beautiful ambient occlusions and shadows in the game please?!
For anyone who's interested, here's a complete shader building on Tijmen van den Heuvel's idea below about rendering it all in one shader on one camera: pastebin.com/qhdYFz1s It combines the Standard shader with the additive outline effect from the video.
Hey, curious question, how would one go about re-creating this in Shader Graph? Upgrading to HDRP makes all the Xray-Replaceable materials pink and I'm not sure where to begin.
I downloaded the package you provided from your Google Drive. However, you didn't include the modified Standard Shader? And the outline is always visible eventhou my character's not behind a wall.. What am I doing wrong?
Yeah there's several variants like that in the comments. At the time, I was looking for a way to use the stencil buffer for something cool. In all likely hood, whatever you render should actually go to a separate buffer and capture only the surface fresnel, avoiding the interiors. In AAA games especially, you would never want the modeled internals of things like teeth/eyes made visible but an effect like this.
Hey nice tutorials! You Lost me in the editing of standard shader. I downloaded it. but where do i put it(i just put it in a random folder in my unity project/asset)? For me the demo scene just show white boxes when i have the second camera(xray camera) on :/
Hey, I'll be moving projects over to GitHub soon. This makes it so I can ship the proper project settings with the assets. So follow me on there for updates.
congrats with the new job :D... just a thought, what about inviting other people to create videos for the channel ?, naturally they'll have to meet x requirements for the video/project to be postet, it would kick more life into the channel, help millions-billions of confused indie developers getting some quality in their games without breaking the bank. and best of all, you'll gain a pretty solid network for your self ;D. just an idea, hope you get time to create more cool shader cases, i think you got something uniq here, don't let it slip away :).
Thanks for the great tutorial! It got me on the right track. Although, I found a little bit more elegant solution here: www.redowlgames.nl/2017/01/18/shader-selftuition-stencil-testing-in-unity/ . It uses just one shader with two passes. If I understood it correctly: The first pass renders the object normally and writes into the stencil buffer when ztest failes and the second checks for the stencil and renders that part in a different way (e.g. like your glowing). Like this you don't need the second camera with the replacement material and the "see through" objects don't need a different material either. This might have some other downsides, but I thought it was quite compelling.
Absolutely, I'm definitely doing some redundant drawing here. This was such a contrived example because I wanted to showcase the stencil buffer. Also at the time I probably didn't realize you could write to the Stencil on a depth test fail! Be mindful that with this technique you'll need to use Queue tags to render the special character shader later in the pipeline (after all other opaque objects) other wise you could run into weird scenarios where sometimes it draws correctly other times it does not based on how Unity decides to batch/sort draw calls. Aside from that this would be 100% better way of doing it, almost worth revisiting the video in the future (whenever that comes around).
You actually made feel understand what's happening in the shader code. Subbed m8 and sharing your channel as much as I can!
Awesome! Always wanted to get a little more knowledge for writing my own shaders!
These are cool videos and you are a cool guy
(•_•)
( •_•)>⌐■-■
(⌐■_■)
I agree to you agreeing
Actually, from his first video I totally thought he was a jerk. I'm amazed to see his ability to listen to the public criticism and use it to improve the channel. In his second video you can see his effort on not cursing, for example. So yeah, I think he's a nice guy too :D
and why exactly did you think he was a jerk?
Te Oxysoft Sorry, perhaps not the best word to express what I thought. My English is pretty Basic. If you watch his first vídeo Today, you'll notice the difference.
Daniel, this is fantastic! I watch your videos regularly, you never disappoint. Cheers!
I'm really loving these tutorials! You've got a great format for tutorials explained in an organized way.
Keep up the good work :)
Hey! checkout our Xray/See through vision asset! assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/xray-see-through-vision-lwrp-159942
Nice! I've been looking for nerdy instructions on how to work with shaders. I really appreciate your concise presentation as well. Subscribed! :)
I look forward to watching your other videos and seeing any new Makin' Stuff Look Good in Unity videos. Thanks!
Your videos are awesome mate. Always wanted to learn about how this stuff works. Many thanks indeed!
Oh my, that's so complete and useful walkthrough. Thank you!
Great sense of humour and excellent content! Keep it up amigo!
I'm waiting so long for your video !!!
One of the best explanation..cheers and good work, we will surely support you :-)
I love your explanations... and you... but mostly your explanations.
Not sure if this has been mentioned before, but the background music has to be from Deus Ex: Human revolution. Sorry had to get that out there....Great now I'm reinstalling Deus Ex! Thanks man!
man, you are insane. tutorial like this is very difficult to find on the internet. and also it's free. IT'S FUCKING FREE!
thank you, tho.
Dude, that was awesome!
Awesome video! At least from a "newbie" point of view to Unity this is incredible. Do you think you could explain a little more, either in another video ot just by texting somewhere about that final blurry-shader effect for the stealth mode? I found it pretty awesome to see, and I'd love to learn to do such things!
After 1 1/2 year still awesome
Omg, yes. Keep them coming.
Thank you for doing this. You are awesome!
Its fantastic, congratulations
I would really like to see something relating to sunrays (or godrays) in games.
Love this video!
For the love of everything, please keep making videos T_T
awesome, like always
Amazing job as always! I learn so much!!
Amazing job dude! Thanks!
Thank you, I really enjoy watching these :) I just wonder how did you learn to know all this yourself and what do you think is the best way to learn about shaders and computer graphics?
Thanks for uploading these amazing videos :D Would you be able to do some on lightmapping or getting beautiful ambient occlusions and shadows in the game please?!
Thanks for this great video, keep it up mate you are doing great work! :)
Hey, you answered my question! Thanks a ton!
Where do you learn all that stuff ? For me as a Programming and Graphics - Outsider --> it seems so complicated !
Great video as always. Thanks.
I hope you're going to talk about "bryanhard" shield in Clover Swatch... I'm really interested on how that works.
Actually going to talk about Binston's bubble, but it's basically the same effect on a different piece of geometry.
For anyone who's interested, here's a complete shader building on Tijmen van den Heuvel's idea below about rendering it all in one shader on one camera: pastebin.com/qhdYFz1s
It combines the Standard shader with the additive outline effect from the video.
Gud
excellent tutorial, thanks
Really awesome. Does it support antialiasing?
Man I envy your knowledge so much
"What would it look like?" "I bet it would look super bad" hahaha love you man
Hey! checkout our Xray/See through vision asset! assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/xray-see-through-vision-lwrp-159942
Hey, curious question, how would one go about re-creating this in Shader Graph? Upgrading to HDRP makes all the Xray-Replaceable materials pink and I'm not sure where to begin.
super useful. love it.
this is rad
Brilliant!
I downloaded the package you provided from your Google Drive. However, you didn't include the modified Standard Shader? And the outline is always visible eventhou my character's not behind a wall.. What am I doing wrong?
Very nice. Btw, any idea how to achieve same effect but using deferred rendering?
Can this be done in the deferred camera rendering path? I'm using SSR and have to use deferred rendering but I also want this : (
that`s cooool! but also can use two pass(by ZTest Greater and LEqual) to render this effective
Yeah there's several variants like that in the comments. At the time, I was looking for a way to use the stencil buffer for something cool.
In all likely hood, whatever you render should actually go to a separate buffer and capture only the surface fresnel, avoiding the interiors. In AAA games especially, you would never want the modeled internals of things like teeth/eyes made visible but an effect like this.
Hello, where can we find the StandardShaderXRayGUI.cs
How I can merge this shaders with standard unity shader (to get normal map, ambient occlusion etc.)?
I love you man, i fucking love you ;(
ua-cam.com/video/ix9wpslKwBE/v-deo.html
How did you make it glow so bright? And not on whole screen??
cube based shapes don't seem to show the outline for me, instead their surface glows.
Hey nice tutorials! You Lost me in the editing of standard shader. I downloaded it. but where do i put it(i just put it in a random folder in my unity project/asset)? For me the demo scene just show white boxes when i have the second camera(xray camera) on :/
Hey, I'll be moving projects over to GitHub soon. This makes it so I can ship the proper project settings with the assets. So follow me on there for updates.
congrats with the new job :D... just a thought, what about inviting other people to create videos for the channel ?, naturally they'll have to meet x requirements for the video/project to be postet, it would kick more life into the channel, help millions-billions of confused indie developers getting some quality in their games without breaking the bank. and best of all, you'll gain a pretty solid network for your self ;D. just an idea, hope you get time to create more cool shader cases, i think you got something uniq here, don't let it slip away :).
Can you do a vid on game superhot ?
Insta like, cuz I already know it will be good :D
youre a wizard
How did you make it actually glow? I can't seem to find where you added the haze around the outlines.
That's using the default Bloom from Standard Image Effects!
When I'm trying this it's doing it to the whole screen, and not just the 2nd camera's Xray output. What am I missing?
do i have to get the old built ???
love you
hey, video its cool.But it's work for 2d images?
p.s. We crate 2d game.
How can I togle in/off the effect?
Just figured out.
Have only to call Replacemente in the Updande and than ResetReplacementShader.
You have a great channel here! I wanted to do something similar, but never found time. Maybe one day.
cool
Thanks for the great tutorial! It got me on the right track. Although, I found a little bit more elegant solution here: www.redowlgames.nl/2017/01/18/shader-selftuition-stencil-testing-in-unity/ . It uses just one shader with two passes. If I understood it correctly: The first pass renders the object normally and writes into the stencil buffer when ztest failes and the second checks for the stencil and renders that part in a different way (e.g. like your glowing). Like this you don't need the second camera with the replacement material and the "see through" objects don't need a different material either. This might have some other downsides, but I thought it was quite compelling.
Absolutely, I'm definitely doing some redundant drawing here. This was such a contrived example because I wanted to showcase the stencil buffer. Also at the time I probably didn't realize you could write to the Stencil on a depth test fail!
Be mindful that with this technique you'll need to use Queue tags to render the special character shader later in the pipeline (after all other opaque objects) other wise you could run into weird scenarios where sometimes it draws correctly other times it does not based on how Unity decides to batch/sort draw calls. Aside from that this would be 100% better way of doing it, almost worth revisiting the video in the future (whenever that comes around).
Doesn't work on the latest Unity. Everything becomes solid white.
You skip over so much stuff, I don't understand any of what you're doing.