Thanks for the great video! I followed the each steps, but it seems like I'm not getting any additional lights.. :(
@vekan_rmbr2 күн бұрын
I found the reason I changed my rendering path to 'Forward' and it works (it was originally 'Forward+') It seems like I need additional hlsl coding for additional lights in 'Forward+'
@afrancis74755 күн бұрын
Awesome!
@RobinSeibold5 күн бұрын
Thank you! ❤️
@ramsey21555 күн бұрын
Can you go more in detail on how you implemented it? I have seen many solutions online but i hate them all because they either require manipulating materials at runtime or changing gameobject layers which is not ideal for me. Is yours using a screen space shader?
@RobinSeibold5 күн бұрын
The next short I make will probably go into more depth of the implementation! But basically it’s about adding and removing an additional material on highlighted objects, as well as running two custom render passes, one of them being a full screen Blit!
@AntonOhrn5 күн бұрын
looking gooood!
@RobinSeibold5 күн бұрын
Tack! 💕❤️
@diligencehumility69715 күн бұрын
Looking damn good
@RobinSeibold5 күн бұрын
Thank you Diligence! :D I thought the same first time I saw the result! :D
@harneethguttikonda54515 күн бұрын
Looks amazing! What a coincidence! I was thinking about making an outline system in Unity just today, when you released this short!
@RobinSeibold5 күн бұрын
Thank you! Interesting! I’ll probably release both a short and a devlog describing these new outlines more in depth in the future! It’s actually injecting a render pass directly instead of doing it with a renderer feature!
@harneethguttikonda54515 күн бұрын
@@RobinSeibold Thank you for the idea! Can't wait for the new devlog you described!
@AbelView5 күн бұрын
Hi, I’m just trying to learn but what is the difference between injecting a render pass and using a render feature? I thought render features injected passes too or not?
@harneethguttikonda54515 күн бұрын
@AbelView Even I am new to Unity and I don't know if this is correct, but I think a render feature is something that comes in post processing whereas injecting a render pass is before post processing. 🤷♂
@RobinSeibold5 күн бұрын
Honestly I’m still learning the new system in Unity 6 myself, but the documentation describes it the best: ”The key difference is in the workflow for the two methods, a Scriptable Renderer Feature must be added to a renderer in order to run, while Scriptable Render Passes offer more flexibility but require additional work to apply across multiple scenes.”
@derikdotnet5 күн бұрын
Looking good!
@RobinSeibold5 күн бұрын
Thank you Derik! ✨
@phee3D8 күн бұрын
more like velocity and position texture
@RobinSeibold5 күн бұрын
Maybe so?
@Legend286UK9 күн бұрын
It would be fun to make a normal map with this attached to random physics stuff
@RobinSeibold5 күн бұрын
Something similar is the plan!
@bewilderbeesty10 күн бұрын
It would be interesting to see this as manipulating data in a flow field
@RobinSeibold10 күн бұрын
Hell yeah! I’m planning to do something just like that! :D
@Rultiverse10 күн бұрын
I don’t know what visual effects can be made from this but I’m excited to know what they are
@RobinSeibold10 күн бұрын
Hopefully I’ll be able to show in a near future!
@harneethguttikonda545113 күн бұрын
Nice. I can't wait to see what all you are going to do with it.
@RobinSeibold13 күн бұрын
We’re hopefully gonna make some real beautiful stuff!
@diligencehumility697113 күн бұрын
Looks good man
@RobinSeibold13 күн бұрын
Thank you Diligence!
@harneethguttikonda545115 күн бұрын
B Although A and C look the most realistic as pointed out by many, B looks cool.
@sovpenguin28918 күн бұрын
Great Tutorial! Works well and looks great, tho I have three errors at 8:13 when attempting to add smoothstepping to the rim, and the material turns purple; [Workerl] Shader error in 'Shader Graphs/ToonShaderBaseV2': variable 's' used without having been completely initialized at Assets/Shader/CelShading.hlsl(84) (on d3d11) Shader error in 'Shader Graphs/ToonShaderBaseV2': variable 's' used without having been completely initialized at Assets/Shader/CelShading.hlsl(84) (on d3d11) [WorkerO] Shader error in 'Shader Graphs/ToonShaderBaseV2': variable 's' used without having been completely initialized at Assets/Shader/CelShading.hlsl(84) (on d3d11)
@RobinSeibold10 күн бұрын
Did you manage to fix it?
@sovpenguin28910 күн бұрын
@@RobinSeibold sadly not, and I havent been able to find out anything else about this issue :/
@sovpenguin2895 күн бұрын
Update: Did actually fix it, I just forgot something. Sorry, am quite new to hlsl lol
@neozoid700918 күн бұрын
Cool
@lobrazogames18 күн бұрын
Hi, I made a tutorial for updating the code in Unity 6 on my channel for those who are interested kzbin.info/www/bejne/jqfTgqRph7Sfhtk
@smarttarded20 күн бұрын
Bro is a certified yapper
@chaitanyadabbiru653524 күн бұрын
Fantastic, you have hands down the best outlines out of everything Ive seen. Thank you for sharing this
@RobinSeibold21 күн бұрын
Thank you and no problem! 💖✨
@MelonM13525 күн бұрын
hi! some great stuff here. i'm trying to use it in unity 2022.3.29f1, and i'm getting massive memory leaks (and thus a crash) when adjusting the outline settings in the renderer. do you have any ideas on what might be causing it? everything is released in your code so I assume it must be a unity issue.
@RobinSeibold21 күн бұрын
Hm, that doesn't sound good, and nothing I've experienced. Have you gotten to the bottom of it yet?
@MelonM13521 күн бұрын
@@RobinSeibold Didn't manage to fix it unfortunately, but I did find another outlines solution. I can't see anything wrong with your code, so I can only assume it's an issue with that unity version
@harneethguttikonda545126 күн бұрын
Nice!
@VarezYeyezАй бұрын
Hey, when I tried to build the game in Android with your shader in URP setting, the screen/camera only rendered black. Can you help me fix it?
@RobinSeibold21 күн бұрын
Have you fixed it yet?
@VarezYeyez17 күн бұрын
@@RobinSeibold I haven't. but the error code is ArgumentNullException: Value cannot be null. Parameter name: shader
@VarezYeyez17 күн бұрын
The problem is I haven't Include it on Always Included Shaders so the Code return null when Find it
@tron7604Ай бұрын
mind blowing editing
@tron7604Ай бұрын
Love the editing man, i was wondering how did you make the animation part in the edit look so flawless, usually I make too much mistakes to put the process of animation in an edit
@RobinSeiboldАй бұрын
You talking about the Unity editor UI animations?
@tron7604Ай бұрын
@RobinSeibold yea
@xyx6622Ай бұрын
could this help me on adding acceptor of pointlight in urp unlit toonshader,It always bothers me :)
@RobinSeiboldАй бұрын
What is acceptor of pointlight?
@darrenhu1233Ай бұрын
Awsome tutorial and insane editing. Just one question, is it possible to have different outline color for different object?
@RobinSeiboldАй бұрын
Thank you! Yes! But not out of the box, some additional changes will have to be made.
@harddev9181Ай бұрын
hiii
@RobinSeiboldАй бұрын
Hiii ~❤️
@YoyoDaleАй бұрын
Hi, I hope you reply. I'm creating a game, and I have a problem: when I build the game, I only get a gray screen. If you know what the issue might be, please let me know.
@YoyoDaleАй бұрын
P.S: Removing it fixes it
@YoyoDaleАй бұрын
Thank you, I’ve already fixed the issue, and by the way, your URP is awesome. Thanks! :)
@starplatinum3305Ай бұрын
Oh its like god of war 4's wind/grass
@RobinSeiboldАй бұрын
Haven’t played god of war, but probably something similar yeah! :)
@starplatinum3305Ай бұрын
@@RobinSeibold no no i mean theres a GDC presentation from Santa Monica studio (i think) about God Of War's wind and vegetation system which is extremely good
@RobinSeiboldАй бұрын
Oh! Gonna have to check that out!
@ramsey2155Ай бұрын
Looks Beautiful!! But maybe you could have used a screen-space shader instead of making the whole terrain reactive? Not sure what kind of end result you want to achieve but i am sure you have already considered it
@RobinSeiboldАй бұрын
Thank you, it’s a start! :D I’ve gone back and forth between this and a screen space solution, eventually I started experimenting with this because I want to support snow, and creatures affecting it even though they are not in view! I have high hopes for the end result, but still a far way to go!
@gattraАй бұрын
Tutorial on the water shader? looks really good!
@RobinSeiboldАй бұрын
Thank you! That is eventually the goal!
@siematojaigor_SP18Ай бұрын
His feet should be in the water
@RobinSeiboldАй бұрын
They are! But just a tiny tiny bit! The water is only 5cm deep.
@vinantichaudhari2386Ай бұрын
Cool!
@mans74322 ай бұрын
Buenisimo
@RobinSeibold2 ай бұрын
Thank you!
@diligencehumility69712 ай бұрын
Looks awesome as always
@RobinSeibold2 ай бұрын
Thank you Diligence 💕
@virusplax2 ай бұрын
Can u add rain
@RobinSeibold2 ай бұрын
It’s on the TODO!
@ZamMaPL2 ай бұрын
dev listening to the community in important fixes, this game is going to be epic
@RobinSeibold2 ай бұрын
Haha yeah even for minor stuff like this ;) Epic is the aim!
@nights3123122 ай бұрын
Wish this supported URP
@RobinSeibold2 ай бұрын
It does.
@nights3123122 ай бұрын
@@RobinSeibold Oh i tried it before i commented but perhaps im missing this "Custom Lighting in Shader Graph" ?
@Space_Masters2 ай бұрын
No splash effect when walking?
@RobinSeibold2 ай бұрын
Not yet my man, we’re gonna get there soon enough!
@ramsey21552 ай бұрын
Still waiting for the jawline update...
@RobinSeibold2 ай бұрын
Ehh, that one is gonna take a bit longer!
@isaiahthompson79752 ай бұрын
What game engine, a d program language are you using?
@RobinSeibold2 ай бұрын
Unity and C#
@Luno21372 ай бұрын
why do you keep working on stuff you usually work on last instead of showing us the main game mechanics and system this game will have? for now it looks like you're making a tech demo and not a game
@RobinSeibold2 ай бұрын
Because currently this is what I want to work on!
@Luno21372 ай бұрын
@@RobinSeibold I get it since I also prefer to work on the eye candy first, but with this workflow I don't see this project ever getting even remotely close to anything playable you've envisioned
@RobinSeibold2 ай бұрын
I tend to have an easier time finishing games/projects if they are visually pleasing the way through, easier to get traction too! I sure hope to finish this one as well, we’ll have to see!
@SanyaBane2 ай бұрын
Shader looks great. I hope you will completely change character model in future, since this one... is not exactly what I would described as "pleasant to look".
@MarcIndieDev2 ай бұрын
Personally I quite like the style
@RobinSeibold2 ай бұрын
Thank you! For the first part, the second part hurts! :D
@SanyaBane2 ай бұрын
@@MarcIndieDev I might be in minority here 🙂
@mehmeh88832 ай бұрын
@@SanyaBane i actually really like the character lol
@andrewpullins88172 ай бұрын
Is the grid supposed to be the ground under the water? Because it looks odd.
@RobinSeibold2 ай бұрын
Yes, it’s ground with a prototype grid material.
@GIGANTOMECHA2 ай бұрын
i think its awesome
@RobinSeibold2 ай бұрын
Thank you!
@ramsey21552 ай бұрын
He needs some boots, or his socks will get wet
@RobinSeibold2 ай бұрын
Haha true! There actually exists wearable boots in the game, I just forgot to put them on before recording :D
@mehmeh88832 ай бұрын
I wanna drink that water, need a full breakdown someday for sure!