Thanks for this video! Having worked as an artist on PS1 games ("Duke Nukem : TTK", "Madden", etc.), it's hilarious to see how much downgrading needs to be done in an engine these days to get what we considered state of the art back then. Lately I've been playing around with the idea of making a new game using an older style, and I'm having a lot of nostalgic fun in the process. Your video will definitely help me get closer to the look much faster. Thanks again. :)
Time to Kill got shit on but it was my introduction to Duke and probably the most fun I had on the PS1. The sprawling levels (shout-out to the reimagining of Hollywood from Duke3D and the Wild West) and epic boss fight (Moloch) was just ace. Thank you for contributing to such an influential part of my formative years as a gamer and later developer!
I found the same, the majority of forum posts linked out to the same PS1 effect shader, but that shader had affine effects (the weird ps1 stretch texture effect when near the camera) which, although more authentic, ruins modern retro effect games in my opinion
For years I have wanted to do a horror/mystery game with PS1 graphics. I love that you've done this video and, while I may not complete my dream project, I'm glad that others will have a shot with this excellent tutorial. Keep them coming!
For my fellow beginners who might be confused about the camera options like output not being there, make sure you have Universal RP installed in the package manager, you can find it under Unity Registry.
Oh man, this effect looks absurdly good. Before watching I was fully expecting you to hit us with a "then you just download this pixel shader I wrote" haha. Can't wait to give this a try!
You are rendering the whole area twice, one on each camera - set the LAYER on your overlays so only the ortho camera picks it up and make sure the main camera does not draw the overlay layer. You can move the ortho camera to the correct place needed instead of resizing the quad which may make it easier to setup for some people. You can also reduce things like colour depth on the texture settings. Or use a raw texture image on a gui :)
I actually plan to start making this kind of PS1 Horror game later on, I really love the overall aesthetics of any PS1 Horror, it feels more scarier. However, I am still learning C# in Unity so it will take some time
I know this is a bit too late but I was wondering if the canvas works as normal. Another thing I was wondering is if you can do stuff with the camera´s culling masks while using this technique. Nice video and very wll explained, a lot more simpler that using the hauntedpsx render pipelines.
Beautiful, thanks!! How can I exclude my (world space) canvas from this? The effect makes my dialogue unreadable. And I have buttons that listen for clicks, but they aren't detected through the render texture. Any tips? Cheers!
I might be too late...but thanks alot mate...people keep downloading stuff that I don't understand...people keep scripting aswell all I want is a simple ps1 game and your tutorial helped!!! I'm making a factory with these graphics and as I said it helped me alot
I have a problem, I can't find the analysis thingy on my main camera, or any other of the dropdown options, could you please tell me why this is? I am on unity version 2019.4.8f1, and I am using 3d.
This was a wonderful inspiration for something I'm currently working on. Thank you! One question. How did you create the effect where the objects closer to you are visible and the objects farther are hidden in the dark and appear as you move closer to them?
That's just the built in Fog level. In your Lighting tab (you might need to click Window > Rendering > Lighting) then scroll to the bottom and enable the fog option, then you can just mess around with the setting to get soehing you like
Yeah that's exactly how I did it. A single texture sheet with a front, side and back of a closet, then just unwrapped the model and matched the UVs to the texture
question: A lot of videogames manage to fullscreen with the ps1 look. Is there any way to do this without the lazy tv outline color picking technique? I'd like to make my stuff look as best as it can. Best regards!
This method was to get it as close to "real" as possible by using a 4:3 ratio. If you want a full screen ratio then you need to work out what size your render texture needs to be based on your original screen ratio, I usually start with 1920x1080 and divide the values by 8(ish) to get the final ratio for full screen
Great video, although I am experiencing 1 problem. Whenever I turn the directional light off the scene becomes extremely dark even if I put lights around the character. Is there a workaround to that? Thanks.
HEY! ive got a question! can you use this to switch between resolutions in game? like a graphics option setting. know what i mean? how would i accomplish this?
Ok, I think I got it. Set canvas render mode to camera, select main camera and set plane distance to 0.4 or something, and sorting layer in-front of everything.
Would this work with 3rd person games? I'm using a cinemachine camera and I can't see any of the render options for my camera in the inspector at 8:44 in your video
If you open up your Lighting window and scroll all the way to the bottom then you'll see a Fog section, the default colour is a dark grey but just change that to black and that should sort you out 👍
Essentially it would be. But the PS2 supported 480p resolution, so your render redture would need to reflect that, also the PS2 more commonly used higher resolution textures, 256x256 These were supported on the PS1 aswell but they were used a lot less often Other things to note with the PS2, characters had better/more detailed models, PS1 commonly used segmented characters Novel over, essentially yes this could be used to do PS2 graphics with a few tweaks 😂
Comp-3 Interactive Okay gotcha lmao , I knew there was a big difference between the two but never knew the actual details. I plan on making something inspired by “no players online” but ps2 graphics.
What's this? A tutorial that's actually helpful and doesn't spend 10 minutes getting to the point!? Your referral link for "awesome high quality 3d assets" is broken
Thanks for this video! Having worked as an artist on PS1 games ("Duke Nukem : TTK", "Madden", etc.), it's hilarious to see how much downgrading needs to be done in an engine these days to get what we considered state of the art back then. Lately I've been playing around with the idea of making a new game using an older style, and I'm having a lot of nostalgic fun in the process. Your video will definitely help me get closer to the look much faster. Thanks again. :)
Time to Kill got shit on but it was my introduction to Duke and probably the most fun I had on the PS1. The sprawling levels (shout-out to the reimagining of Hollywood from Duke3D and the Wild West) and epic boss fight (Moloch) was just ace.
Thank you for contributing to such an influential part of my formative years as a gamer and later developer!
@@theslamdancekid aw, super cool, thanks for the reply! Glad you had fun with the game and have gone on to be a developer yourself. Awesome! :)
@@jakfearon2945 Cool! Did you work on Silent hill? It was a really cool game!
@@KoroPSI Nope, didn't work on that, but yeah it's a great game. :)
@@jakfearon2945 I would love to play some of your games some time!
you did in 13 minutes what two hours of unity forums couldn't. great video, thanks a ton!
I found the same, the majority of forum posts linked out to the same PS1 effect shader, but that shader had affine effects (the weird ps1 stretch texture effect when near the camera) which, although more authentic, ruins modern retro effect games in my opinion
This is the ONLY tutorial i've seen that in less than 15 minutes has given me EVERYTHING i need for my game!!!
You sir are a diamond!
For years I have wanted to do a horror/mystery game with PS1 graphics. I love that you've done this video and, while I may not complete my dream project, I'm glad that others will have a shot with this excellent tutorial. Keep them coming!
For my fellow beginners who might be confused about the camera options like output not being there, make sure you have Universal RP installed in the package manager, you can find it under Unity Registry.
Great. Just installed the Universal RP and now all my game objects etc are all pink.
@@PeytoBismol L
@@PeytoBismol when that happens just turn every standard material into URP Lit and also make sure the render pipeline is URP too.
@@caiigoo why L?
I installed it and it did nothing!
Oh man, this effect looks absurdly good. Before watching I was fully expecting you to hit us with a "then you just download this pixel shader I wrote" haha. Can't wait to give this a try!
Nah screw shaders! We're all about physical rendering and manual compression around here 😂
This 2 year old video just saved me a lot of time, thank you a lot!
You are rendering the whole area twice, one on each camera - set the LAYER on your overlays so only the ortho camera picks it up and make sure the main camera does not draw the overlay layer. You can move the ortho camera to the correct place needed instead of resizing the quad which may make it easier to setup for some people. You can also reduce things like colour depth on the texture settings.
Or use a raw texture image on a gui :)
I'm new to Unity but this was my first though. Rendering the whole thing twice ... isn't that a performance killer?
@@lapcsanka yep. Recommend the raw image on the gui with the output rendertexture on it :)
@@Braneloc i tried using canvas/raw image but my crosshair goes out, what can I do?
goat comment
I absolutely HATED PS ONE graphics back in the day but now I find the enduring, this was great!! Thank you!
So when ps2 release we was amazed by the fact all this pixels dissapear with the linear filter.
Years later, we need to back to the pixel ! XD
hey, my camera looks a lot different than yours, mine doesn't have an output setting, any idea for this?
Very nicely done! Well explained , great pacing, and simple to follow!
Thanks bro! this is perfect for making a weirdcore/PS1 style for my game!
I actually plan to start making this kind of PS1 Horror game later on, I really love the overall aesthetics of any PS1 Horror, it feels more scarier. However, I am still learning C# in Unity so it will take some time
Hows it going?
How's the progress
Oh my god! Thank you for this one! We for sure will be trying this to get working in our game concept development course!
I know this is a bit too late but I was wondering if the canvas works as normal. Another thing I was wondering is if you can do stuff with the camera´s culling masks while using this technique. Nice video and very wll explained, a lot more simpler that using the hauntedpsx render pipelines.
i've had an idea recently for a ps1 style plate-former game recently. this tutorial might come in handy later in the future.
you can use canvas and raw image for render
Beautiful, thanks!! How can I exclude my (world space) canvas from this? The effect makes my dialogue unreadable. And I have buttons that listen for clicks, but they aren't detected through the render texture. Any tips? Cheers!
Do you knwo what filter you used for rewind or die??? awesome vid btw
Could you possibly post a video explaining the lighting you used?
I might be too late...but thanks alot mate...people keep downloading stuff that I don't understand...people keep scripting aswell all I want is a simple ps1 game and your tutorial helped!!! I'm making a factory with these graphics and as I said it helped me alot
Can you help with the TV overlay, please i need it.
wow i thought you would need a shader to accomplish this, but this is way simpler!
Very well explained, thank you!
This is brilliant
Thanks a lot,really wanted to do a horror game like Petscop
I have a problem, I can't find the analysis thingy on my main camera, or any other of the dropdown options, could you please tell me why this is? I am on unity version 2019.4.8f1, and I am using 3d.
This tutorial helped so much, Thanks alot! I was wondering if i can have the TV Overlay because I don't know how to create it. Thank you :D
Would it be possible to play this game in browser with WebGL or something?
Man, Thank you so much.
im defo using this in this horror game im making!
This was a wonderful inspiration for something I'm currently working on. Thank you!
One question.
How did you create the effect where the objects closer to you are visible and the objects farther are hidden in the dark and appear as you move closer to them?
That's just the built in Fog level. In your Lighting tab (you might need to click Window > Rendering > Lighting) then scroll to the bottom and enable the fog option, then you can just mess around with the setting to get soehing you like
@@comp3interactive Thank you so much!
I've recently found your videos and watched them and love the content so far.
Subbed :)
Thanks man, appreciate it!
for some reason i don't have the same camera settings as him? Probably something i'm doing wrong but if anyone could help, i'd be thankful
im facing the same problem, tho u shoud install universal RP
Great tutorial
But i have a question
How did you make the tv overlay ?
Thanks you so much for this amazing tutorial
you could try a transparent PNG maybe and overlay it as a UI
Thank you for the video. I have an off topic question. How did you texture the closet? Did you just use a photo of the closet?
Yeah that's exactly how I did it. A single texture sheet with a front, side and back of a closet, then just unwrapped the model and matched the UVs to the texture
@@comp3interactive thanks for the answer
@@comp3interactive where did you find the texture sheet?
@@abouttripod4830 I made it from images
question: A lot of videogames manage to fullscreen with the ps1 look. Is there any way to do this without the lazy tv outline color picking technique? I'd like to make my stuff look as best as it can. Best regards!
This method was to get it as close to "real" as possible by using a 4:3 ratio. If you want a full screen ratio then you need to work out what size your render texture needs to be based on your original screen ratio, I usually start with 1920x1080 and divide the values by 8(ish) to get the final ratio for full screen
@@comp3interactive Okay, awesome. Thanks! Got me subbed, cant wait for new content.
great video , this is not topic you see everyday !
btw i dont have rendering neither envoirment settings on my camera , do anybody have any idea why ?
Easy to follow good video.
makes me wanna make a WipEout game
Thank you for this tutorial.
Great video, although I am experiencing 1 problem. Whenever I turn the directional light off the scene becomes extremely dark even if I put lights around the character. Is there a workaround to that? Thanks.
garbaj has a good video on this. its about ps1 graphics
Watch on 240p for full effect!
I want it more pixelated. can you do more? if so how?
HEY! ive got a question! can you use this to switch between resolutions in game? like a graphics option setting. know what i mean? how would i accomplish this?
thanks for the video! im just wondering where you found the wallpaper texture with the wood
Thwyre just from royalty free texture sites
@@comp3interactive is there a safe texture site you would recommend? btw thanks for the reply!
This is the one I use a lot ambientcg.com/
Haven't heard the name SteveUK in years
How do you get rid of the light to have no real time lighting like the ps1
Thank you :D
a better solution would have been to write a shader for that, but you also missed quite some stuff
Great video! But how can I apply this effect to the UI too?
Ok, I think I got it. Set canvas render mode to camera, select main camera and set plane distance to 0.4 or something, and sorting layer in-front of everything.
Would this work with 3rd person games? I'm using a cinemachine camera and I can't see any of the render options for my camera in the inspector at 8:44 in your video
How do you get your shadows so dark? Mine are always grey
If you open up your Lighting window and scroll all the way to the bottom then you'll see a Fog section, the default colour is a dark grey but just change that to black and that should sort you out 👍
nice!
How do you map textures to the walls like that so they don’t stretch and distort
Better modelling & texturing with UV unwrapping, or object/world space shaders.
Couldn't you just render the RenderTexture on an Image that's on Canvas? This way you'd have it on your UI and you wouldn't need another Camera.
Love your accent
RayCast работает криво при таких настройках.. Не знаю, что делать.
Hey did you get the nightvision idea from my game Nightcare 1974?
Are you the voice in The Keeper?
Nah that's not me. It's a friend I used to go to school with Bck in the day
my camera doesnt have such a thing 3:53
nvm i found it but it just isnt on a "output" section lol
This tutorial doesn't work for Unity 2021.x
I feel like the title is misleading, this doesn't tell us anything about making a game, it tells us how to add a style to an existing scene
Would this basically be the same for ps2 graphics ?
Essentially it would be. But the PS2 supported 480p resolution, so your render redture would need to reflect that, also the PS2 more commonly used higher resolution textures, 256x256
These were supported on the PS1 aswell but they were used a lot less often
Other things to note with the PS2, characters had better/more detailed models, PS1 commonly used segmented characters
Novel over, essentially yes this could be used to do PS2 graphics with a few tweaks 😂
Comp-3 Interactive Okay gotcha lmao , I knew there was a big difference between the two but never knew the actual details. I plan on making something inspired by “no players online” but ps2 graphics.
That's sounds pretty cool! So like Red Faction style graphics?
Comp-3 Interactive Yeah something like that, Love that game I almost beat it back in the day but lost my memory card.
Get it on PS4/5 man! Great nostalgia trip 😂
This could be helpful…
What's this? A tutorial that's actually helpful and doesn't spend 10 minutes getting to the point!?
Your referral link for "awesome high quality 3d assets" is broken
fess bewk
The only real way to say Facebook 😂