It's a nice beginner tutorial... but for the future videos - PLEASE, consider built-in UA-cam subtitles, instead of hardsub, especially with such a giant font. To anyone who can understand english in audio, the only thing these subtitles do is distracting.
wow ty! This was the most straight forward one i've found for render features so far. I appreciate how you explain _why_ you're doing what you're doing every step instead of just pasting code and saying "this is just required". It actually makes sense now!
Very excited to see you covering URP! I found your channel a while ago while looking for some tips on a screen space ripple effect - at first your tutorials seemed like exactly what I needed, but I’m using URP and I realized the tutorials were for the standard RP, so I decided to put the effect in my backlog for the moment. Now that you’re covering custom URP post processing, I think it might be time for me to take another swing at it! Love the videos, thanks!
I was so much pleased to find out this tutorial at the beginning, then I saw you were using the old method with RenderTargetIdentifier and I was so disapointed... Would you make an update version of this tutorial with the new RTHandle methods ?
i did the same with the same code, but it didn't work. To make it work → Assets/settings/URP-HighFidelity-Renderer/AddRenderFeature and select "TintRenderFeature"
This is important. I noticed in his screen he added there, but did not tell. Also, I don't know why, but I had to add ".SetTexture("_MainTex", _source);" to link the shader texture sampler with the shader pass source (after the blits). There are 2 things that could be the reason for that: I used the Blitter.BlitCameraTexture, instead of Blit and I used RenderingUtils.ReAllocateIfNeeded() for the temp Texture, instead of cmd.GetTemporaryRT(). But, i will mark this down as a win.
Hello Benjamin, your lessons are really important and useful to me. It is very pleasing that you share such important information for us. I am a fan of yours. I have to ask you a question. While watching the lesson steps, I saw that the cameraColorTarget expression did not appear while I was writing code. The version I use is 2022.3.7f1. What can I use instead of this expression in this version?
Thanks so much for the tutorial! It hqs helped me a lot, I am learning by myself about shaders. I have a question... I followed the tutorial, also I saw several times and paused to compared my code with yours and still my global illumination is not working. Do you have any idea that could help me to solve it? And again, thanka for the videos. Today I bought your course in udemy😉👍
i did the same with the same code, but it didn't work. To make it work → Assets/settings/URP-HighFidelity-Renderer/AddRenderFeature and select "TintRenderFeature"
This is an excellent tutorial, thank you Ben. I am however facing an issue (Unity 2021.3.14f1) where decals render over the top of the custom effect. I've exposed the RenderPassEvent in the Render Feature so you can select it from a drop down which works, but doesn't help with the decal issue (sidenote: the custom effect doesn't render if you use AfterRenderingPostProcessing or AfterRendering). If you've any idea I'd really appreciate a reply, thanks.
I suspect this is a limitation of 2021. In 2022 there's a new 'Fullscreen' graph output that can be used, rather than Unlit which works correctly with decals and transparent effects. EDIT: Scratch that - I didn't have my 2021 shader set to transparent surface type. It's now rendering over decals correctly.... :/
Hey nice tutorial, i've followed it from start to finish but my unity can somewhy not " resolve symbol 'ScriptableRendererPass' "which causes things such as "Blit" and ScriptableRendererContext to not function at all. Even though i do have the latest URP of my engine version, post processing and everything imported so i don't understand why its not working does anyone have a suggestion?
Great tutorial. I struggled for days with GPT4 and different forums. Your video brought insights, but also did not work. No tint at all. What I have found out so far: cameraColorTarget should be replaced by cameraColorTargetHandle. also the shader: #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" in your sample you just have .h as extension. Did someone make it work on Unity 2022.3.28f1 or later?
I hope you found this helpful. If you want to support my Patreon you can do so here ua-cam.com/video/UtwJGnif2OU/v-deo.html
It's a nice beginner tutorial... but for the future videos - PLEASE, consider built-in UA-cam subtitles, instead of hardsub, especially with such a giant font.
To anyone who can understand english in audio, the only thing these subtitles do is distracting.
wow ty! This was the most straight forward one i've found for render features so far. I appreciate how you explain _why_ you're doing what you're doing every step instead of just pasting code and saying "this is just required". It actually makes sense now!
Very excited to see you covering URP! I found your channel a while ago while looking for some tips on a screen space ripple effect - at first your tutorials seemed like exactly what I needed, but I’m using URP and I realized the tutorials were for the standard RP, so I decided to put the effect in my backlog for the moment. Now that you’re covering custom URP post processing, I think it might be time for me to take another swing at it!
Love the videos, thanks!
Yeah for sure I'll be more URP focused!
Thank you Benjamin for these tutorials! I also bought your Udemy course, always very interesting! You deserve a lot more visibility! Great job! 💪
Thanks a lot! Appreciate the support
I was so much pleased to find out this tutorial at the beginning, then I saw you were using the old method with RenderTargetIdentifier and I was so disapointed... Would you make an update version of this tutorial with the new RTHandle methods ?
More URP!
For sure!
i did the same with the same code, but it didn't work.
To make it work → Assets/settings/URP-HighFidelity-Renderer/AddRenderFeature and select "TintRenderFeature"
This is important. I noticed in his screen he added there, but did not tell.
Also, I don't know why, but I had to add ".SetTexture("_MainTex", _source);" to link the shader texture sampler with the shader pass source (after the blits).
There are 2 things that could be the reason for that: I used the Blitter.BlitCameraTexture, instead of Blit and I used RenderingUtils.ReAllocateIfNeeded() for the temp Texture, instead of cmd.GetTemporaryRT().
But, i will mark this down as a win.
The kind of course I wish we had in our master's degree
Hello Benjamin, your lessons are really important and useful to me. It is very pleasing that you share such important information for us. I am a fan of yours.
I have to ask you a question. While watching the lesson steps, I saw that the cameraColorTarget expression did not appear while I was writing code. The version I use is 2022.3.7f1. What can I use instead of this expression in this version?
Thanks so much for the tutorial! It hqs helped me a lot, I am learning by myself about shaders. I have a question... I followed the tutorial, also I saw several times and paused to compared my code with yours and still my global illumination is not working. Do you have any idea that could help me to solve it?
And again, thanka for the videos. Today I bought your course in udemy😉👍
i did the same with the same code, but it didn't work.
To make it work → Assets/settings/URP-HighFidelity-Renderer/AddRenderFeature and select "TintRenderFeature"
Since this is pulling a volume into the feature for the RP, does that mean you cannot localize the custom feature to a specific camera?
Can this be done with shader graph?
Great I can write shaders (mostly GLSL), but I need to write 300 miles of c# code to use them.... 😞
This is an excellent tutorial, thank you Ben. I am however facing an issue (Unity 2021.3.14f1) where decals render over the top of the custom effect. I've exposed the RenderPassEvent in the Render Feature so you can select it from a drop down which works, but doesn't help with the decal issue (sidenote: the custom effect doesn't render if you use AfterRenderingPostProcessing or AfterRendering). If you've any idea I'd really appreciate a reply, thanks.
I suspect this is a limitation of 2021. In 2022 there's a new 'Fullscreen' graph output that can be used, rather than Unlit which works correctly with decals and transparent effects.
EDIT: Scratch that - I didn't have my 2021 shader set to transparent surface type. It's now rendering over decals correctly.... :/
Hey nice tutorial, i've followed it from start to finish but my unity can somewhy not " resolve symbol 'ScriptableRendererPass' "which causes things such as "Blit" and ScriptableRendererContext to not function at all.
Even though i do have the latest URP of my engine version, post processing and everything imported so i don't understand why its not working does anyone have a suggestion?
Possible without adding TintRenderFeature ? i don't really want to add a renderfeature for every effect i have
So i found an answer -> no.. You can try to modify some files located in Packages but don't do it -> Universal RP -> Runtime -> Passes
Great tutorial. I struggled for days with GPT4 and different forums. Your video brought insights, but also did not work. No tint at all.
What I have found out so far: cameraColorTarget should be replaced by cameraColorTargetHandle.
also the shader:
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" in your sample you just have .h as extension.
Did someone make it work on Unity 2022.3.28f1 or later?
Hi, does this work on VR?
High quality tutorial, but let's be honest, Unity is making this super overcomplicated. I kinda wonder what the benefit of using URP is really
...lost me at 9:05...where does that "name" come from?
The name is arbitrary. It is whatever you want the feature to be labeled as in your pipeline asset
it would be great if you have a discord channel or something so that I can ask...!
0:41 The tutorial starts here.
absolute brainrot cant handle 40 seconds of explanation