Recreating Darkwood's Vision Effect in Unity

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  • Опубліковано 28 січ 2025

КОМЕНТАРІ • 74

  • @berhangundogdu7297
    @berhangundogdu7297 4 роки тому +122

    "don't worry the people who wrote this (shader) was just as confused as we are"
    This is how you know that you are lost but have a feeling that this is the right place.
    You win a sub too

  • @Tantandev
    @Tantandev 4 роки тому +51

    'don't worry the people who wrote this (shader) was just as confused as we are'
    Most definitely lmao!

  • @ozgunleventkaya2867
    @ozgunleventkaya2867 4 роки тому +39

    Finally! I was trying to achieve this effect for so long. Thanks for the video

  • @davemurray9977
    @davemurray9977 5 місяців тому +3

    Thank you!!!!! Also, for anyone who's using this recently and are struggling to get it working, since this video was released, Unity added a 4th blend style option - so just set the vision light to the 4th blend style.

  • @mehultahiliani8797
    @mehultahiliani8797 3 роки тому +6

    “thank you for listening to my ted talk”
    I love the subtle humor of this channel

  • @viniciusrosa8215
    @viniciusrosa8215 4 роки тому +9

    You are a legend! I was trying to go for something like that and I had the same idea of the render texture (obviously didn't work). One month after I see this video and I was actually shacking just for reading the title. Really nice work and explanation of what works and what doesn't. Hope your channel grows a lot one day.

    • @aarthificial
      @aarthificial  4 роки тому +2

      Thank you so much! It really means a lot.

    • @viniciusrosa8215
      @viniciusrosa8215 4 роки тому +2

      @@aarthificial Hey, would you mind sharing the source code of the changes in the CombinedSharedLights shader? I was trying to replicate in my end but I couldn't follow the video very well.

    • @aarthificial
      @aarthificial  4 роки тому +5

      @@viniciusrosa8215 Sure thing, I've added a link to the source code in the description.

  • @Tomatech
    @Tomatech 3 роки тому +10

    I got stuck trying to find the four render textures when I tried doing this myself on my own when I first started experimenting on 2d lights, glad to see I wasn’t the only one with the idea, and that it’s actually possible.

  • @luvster3789
    @luvster3789 4 роки тому +9

    Leaving a like because you helped my friend through a hard wall, Thanks mate.

  • @pcccmn
    @pcccmn 3 роки тому +2

    Thanks so much for the shader code man. I spent like 2 days trying to replicate the lighting system in Among Us. Your shader code did the trick!

  • @fruitymario3742
    @fruitymario3742 5 місяців тому +2

    If you guys are using Unity 6, they updated the default lit sprite shader, so it's very different and no longer works if you try to implement this as is. You will need to get the new lit shader as well as the combined shape light shared include file from the packages folder, and make the same kind of changes to the shader files and the include file. The line "finalOuput = finalOutput * _UseSceneLighting + (1 - _UseSceneLighting) * color;" is no longer needed and should be omitted.

  • @mirox6271
    @mirox6271 2 роки тому +14

    can you mmake a little more in-depth video on this?

  • @FoleyX90
    @FoleyX90 2 роки тому

    I've been trying to achieve this for soooo long. Thank you so much!!!!

  • @matthew.wilson
    @matthew.wilson 2 роки тому

    Haha! I had the same reaction when I found that "Is this the right way to do this?" comment myself 😂 Glad to see it's made its way onto UA-cam now!

  • @GainZick
    @GainZick 3 роки тому

    this is great, very good recreation

  • @dak5327
    @dak5327 Рік тому +4

    Love the video, earned a sub! Is it possible for you to create a tutorial on this? I've been trying for a week to a vision effect like this but being a beginner, I understood nothing any forums or "guides" were talking about

  • @GiefCat
    @GiefCat 4 роки тому +1

    Very nice!

  • @gameplode7397
    @gameplode7397 7 місяців тому +2

    Please provide a full tutorial, I'm lost, man!

  • @Rowland4825
    @Rowland4825 2 роки тому

    thank you I hope this still works after all theys years

  • @S41L0R
    @S41L0R 3 роки тому

    how did I miss this video

  • @Danee2108
    @Danee2108 3 роки тому +3

    Thanks for this amazing video! I've got one question. Are these two shaders made so they work with each other? I tried using the entity shader alone, but the entities were desaturated.

  • @diogocichocki4947
    @diogocichocki4947 3 роки тому +1

    You could make the new saw thing to stay on that position until you look again. Maybe te the thing will be there... maybe not.

  • @bub1x
    @bub1x 2 роки тому +2

    Hey man, great video, but I'm new to Unity and have literally no idea on how to get this to work. I downloaded the source code but don't understand how to implement it into my own project.

  • @EzyGaming
    @EzyGaming 3 роки тому

    Hi, I am making a similar project but when the point light source get too close to the shadow casted, it seems like it don't completely block it, it let light pass through the wall(light go over behind the shadow created(Player)( Light )(wall)( Shadow )( ?Light? ))? (the wall currently have a shadow caster just like in the video)
    Question

    • @aarthificial
      @aarthificial  3 роки тому +1

      From my experience, the effect you're describing usually occurs when the spacing between vertices is too big.
      Try subdividing your shadow caster more. Even if it's just a rectangle, try adding more vertices along the sides

    • @EzyGaming
      @EzyGaming 3 роки тому

      @@aarthificial That is AMAZING!!! Although it take many time to add the shape one by one, it does solve my problem! Thanks for your fast response as I have already search for this problem for two whole days XD. May I know why subdividing the shape help remove the light behind the shadow and is there any way to subdivide shadow caster shape faster than adding it one by one?

  • @waffln
    @waffln Рік тому

    Hii, can you please create a tutorial about the simple player controller you used in this video? Thank you!

  • @AltepEN
    @AltepEN 2 роки тому

    MAN I LOVE YOU I LOOKED FOR IT LIKE FOR 2 WEEK I WANTED SOMETHING LIKE AMONG US

  • @sgoff9
    @sgoff9 4 роки тому +1

    This is wonderful, any idea how to achieve this with text? For example if you have a player name displayed above the character?

    • @sgoff9
      @sgoff9 4 роки тому +2

      Figured it out. I just want white player text so setting final output to
      half4 finalOutput = (0, 0, 0, color.a * visionMask);
      in ShapeLightVisionEntity solved it for me (I also was able to remove most of the body of CombinedShapeLightShared as I don't care about calculating color, only alpha)

    • @aarthificial
      @aarthificial  4 роки тому

      I'm so sorry I don't know why I haven't seen your comments up until now.
      Anyway, glad you figured it out!

  • @AtomicBrainbag
    @AtomicBrainbag 3 роки тому +1

    Hello, I have popped your awesome asset into my project but I seem to be having an issue. I'm using unity 2021.2.7f1 and there appears to be a problem with lights with a low radius value. When the radius is set low the lighting effects are intermittant, causing the player to see through walls.
    Is this an issue you have encountered before and do you know of a fix for it? I have looked over everything but my understanding of shaders and the like is very limited. Any help would be amazing.

    • @aarthificial
      @aarthificial  3 роки тому

      Hmm, I'm not sure what may be the problem. Maybe the shadow casters you're using don't have enough points/vertices? Sometimes it causes the light to pass through them which, in this context, could cause the player to see through them

  • @renzbolado153
    @renzbolado153 2 роки тому +1

    Do you think its possible to create this effect in a first person, 3d setting?

  • @StarrkrinGamer
    @StarrkrinGamer Рік тому

    Im trying to implement this but i have a problem, i need that the vision light dont light up anything, and that things are only visible when im looking at them and there is light on them

  • @bubblemage
    @bubblemage 2 роки тому

    Is there a way to make the player not be able to see through walls, like at all? So when you're next to a wall, you only see "darkness" on the other side, hiding literally everything else until the player reaches the other side or hits a corner that would allow the player to see more.

    • @klaudiah9209
      @klaudiah9209 9 місяців тому

      Just don't use global light

  • @lehcaR_0731
    @lehcaR_0731 2 роки тому

    I have a question: all the scene objects use the shader in this video to not be lit, so if some Tilemap objects need to use some other material (eg grass jitter), how to add it? Only one shader can be added to each object, at least for Tilemaps...

  • @JimSuo11
    @JimSuo11 9 місяців тому

    Background rendering will cause sprite rendering errors in versions after unity2023.2. How can I fix it?

  • @OIndieGabo
    @OIndieGabo 2 роки тому

    Hey! This is awesome! Thanks a lot! Got it working on the 2020.3 unity version but when I try using the shader on 2021.3 (default URP package version 12.1.7) it crashes and ge really buggy. Any directions on how to make it work on most recent LTS versions of Unity?

  • @lightweightuavs1942
    @lightweightuavs1942 2 роки тому

    Hi, awesome work! Do you also have a solution for the text, e.g. enemy's name to disappear outside of the field of view? If the vision material is applied to the text, then it turns the letters black completely...

    • @tomix604
      @tomix604 Рік тому

      Did you figured it put? I’m also strugling with black text

  • @tomix604
    @tomix604 Рік тому

    How to hide also a TextMesh pro? If I put the shader on text, it works but the text is always black, can't chage color of it

  • @BBore
    @BBore Рік тому +1

    how do i add it to my project?

  • @dragontear1638
    @dragontear1638 3 роки тому

    Out of curiosity, would it be possible to add a layer that is a animated fog texture or the like, having it become translucent when close enough to the player?

  • @Caduceus80
    @Caduceus80 3 роки тому +1

    Hello. Thank you very much for this project. But what version of Unity need? I downloaded your sources from Git, tried to run in last Unity - and nothing. Scene "showcase" showing only blue screen

    • @aarthificial
      @aarthificial  3 роки тому

      Hmm, I believe it was 2019.3
      I'll take a look at it later today

    • @Caduceus80
      @Caduceus80 3 роки тому +1

      @@aarthificial I find a reason. All PNG images in Sprites folder downloaded like non-correct files - therefore scene is empty. I downloaded each PNG manually - and all works fine now. Thank you!

    • @aarthificial
      @aarthificial  3 роки тому +1

      Oh, that's right, it's cuz I'm using git fls to store these. I'll add proper info to README

    • @Caduceus80
      @Caduceus80 3 роки тому +1

      @@aarthificial Thanks! Another question - why if I duplicate Inner Wall and place copy in other position - shadows are not works for this new wall?

    • @aarthificial
      @aarthificial  3 роки тому +1

      There's a shadow caster 2d component in the scene that describes how shadows are casted. You need to modify it as well.
      Here's more info on it: docs.unity3d.com/Packages/com.unity.render-pipelines.universal@10.3/manual/2DShadows.html

  • @lordzockt1853
    @lordzockt1853 3 роки тому

    Question: What is your Visual Studio's Code Theme called?

  • @LocutusMoW
    @LocutusMoW Рік тому

    I wish someone could replicate this in Unreal Engine.

  • @MorisaKirisame-u2d
    @MorisaKirisame-u2d 2 місяці тому

    If you're using the shader file in this video for a 2D side-scroller, it will have issues with normal rotation and unexpected sprite map translucency.
    If anybody needs help, u can contact me.

  • @neutron3768
    @neutron3768 2 роки тому +1

    this video is very nice, but it is not instructive, I would be very happy if you make a tutorial video about it.

  • @meepwagon8031
    @meepwagon8031 2 роки тому +3

    Yes, darkwood. Thats the first game i think of that uses this mechanic. There definitely isnt any other more popular games that are kind of sus with impostors that use this mechanic

  • @ronishrohan
    @ronishrohan 4 роки тому +1

    i think i found out a way simpler method

  • @Danee2108
    @Danee2108 3 роки тому

    Thanks for this amazing video! I've got one question. Are these two shaders made so they work with each other? I tried using the entity shader alone, but the entities were desaturated.

    • @aarthificial
      @aarthificial  3 роки тому

      Hm... no, they should work alone. The entity shader by itself shouldn't desaturate anything, it only changes the alpha value.
      Do your entities still disappear when they go out of view?

    • @Danee2108
      @Danee2108 3 роки тому

      @@aarthificial Yep, the entities still dissapear when outside of the vision light.