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@HordorDev-ms7sj
@HordorDev-ms7sj 7 сағат бұрын
This helps a lot! You make my day!🤫
@sujayaryabodhi1164
@sujayaryabodhi1164 8 күн бұрын
what sorcery is this? i must know!!! we need a tuto
@ThingsMadeOfOtherThings
@ThingsMadeOfOtherThings 12 күн бұрын
Yes please do a tutorial!
@lulloxa
@lulloxa 25 күн бұрын
Great video, thank you for your work !
@pixtrick
@pixtrick 24 күн бұрын
It is my pleasure!
@watercat1248
@watercat1248 28 күн бұрын
This custom shadow's work on the floor and ever other mash I have on the Sean ? The reason I asked it's because if that is and If the transparentcy work with this I will able make shadow's for glass and other similar stuff. For example if have glass bottle I will able to make White showdow and experiment with paternt in the order to look like better. Shame on the beer bottle 🍾 I will make green transparent shadow and I will look so much better seen if I add normal shadow on those object looks pretty bad.
@pixtrick
@pixtrick 28 күн бұрын
This shader works only for opaque rendering, it does not handle the transparency unfortunately ... It would be something to dig in if I would remake this shader
@watercat1248
@watercat1248 28 күн бұрын
@@pixtrick i know that but if is possible to make the shadow to have lighter color's and add objects that only have shadow I'm probably able to make the system i wand to make.
@RindGame
@RindGame 29 күн бұрын
Nice Video, Learn A Lot
@pixtrick
@pixtrick 29 күн бұрын
That's good news!
@yourssincerely7857
@yourssincerely7857 Ай бұрын
Hello! Reallyyyy cool shader! Do you know why it makes my pattern still show in the whole object and not just the shadows that we create?
@pixtrick
@pixtrick Ай бұрын
Hey ! Thanks ! Yes it's my bad actually, I should do an updated version of this tutorial since it's quite old now. It's due to the order in the operations, I posted a fix last week on the GitHub repository if you want to take a look !
@m1glw97
@m1glw97 Ай бұрын
Is this effect somehow possible with depth priming set to auto or forced?
@pixtrick
@pixtrick Ай бұрын
Not sure, but all the tests I've made so far point to the fact it is not
@jarvinvruizeeslao
@jarvinvruizeeslao Ай бұрын
I'm confused as to why I'm getting this error. Shader error in 'Shader Graphs/Master': 'MainLight_float': output parameter 'Direction' not completely initialized at Texture/CustomLighting.hlsl(4) (on d3d11) Using Unity 2022.3.20f1
@pixtrick
@pixtrick Ай бұрын
Hey ! You can check the pinned comment, maybe it would solve your problem
@jarvinvruizeeslao
@jarvinvruizeeslao Ай бұрын
@@pixtrick I found the problem I was not using URP T_T Anyways awesome video and I appreciate the response!
@pixtrick
@pixtrick Ай бұрын
@@jarvinvruizeeslao happens x)
@watercat1248
@watercat1248 Ай бұрын
I think this 3D mask system i was looking for i will definitely do some tests tomorrow.
@pixtrick
@pixtrick Ай бұрын
Don't hesitate to message me on discord if you need anything
@Ari_M17
@Ari_M17 Ай бұрын
Hey, I'm using unity version 2022.3.27, I've used your shadergraph from github, however the material is not working and is just a pink output. Do you know what im doing wrong?
@pixtrick
@pixtrick Ай бұрын
Hey ! Have you also imported the .hlsl file that was provided in the files ?
@Ari_M17
@Ari_M17 Ай бұрын
​@@pixtrick Yea I did
@pixtrick
@pixtrick Ай бұрын
Can you contact me on discord? It would be easier to understand your issue
@Digildon
@Digildon Ай бұрын
I spent my entire childhood learning not to step on shadows. And I guess I figured out why.
@pixtrick
@pixtrick Ай бұрын
I'm still doing it today 😭
@bjaksel
@bjaksel 2 ай бұрын
Your brain is massive
@pixtrick
@pixtrick 2 ай бұрын
You're flattering me x)
@lulloxa
@lulloxa 2 ай бұрын
You explain very well! Good anim.
@pixtrick
@pixtrick 2 ай бұрын
Thanks a lot ! :D
@misterlonely6057
@misterlonely6057 2 ай бұрын
Woohoo, good topic! Can't wait for more content.
@pixtrick
@pixtrick 2 ай бұрын
Thanks a lot !
@ilario-gd
@ilario-gd 2 ай бұрын
Very intersting, glad to see a new serie emerge, can't wait for the next episode ;)
@pixtrick
@pixtrick 2 ай бұрын
Thanks ! I'll try to post it as soon as possible
@bovineox1111
@bovineox1111 2 ай бұрын
Disabling the ground collider is fine for a single entity but you’re quite likely to have multiple entities and those will still rely on the ground entity!!
@pixtrick
@pixtrick 2 ай бұрын
Absolutely, that was just an example, it's totally up to you to improve this ;) In this case what you would do instead is disabling the collision between the 2 colliders basically
@TheGameLecturer
@TheGameLecturer 2 ай бұрын
This works greatly in Editor for me, but in the build it doesn't function properly (neither on Android nor on PC) and I just get plain geometry.
@pixtrick
@pixtrick 2 ай бұрын
What unity version are you using ?
@TheGameLecturer
@TheGameLecturer 2 ай бұрын
2022.3.17f1@@pixtrick
@pixtrick
@pixtrick 2 ай бұрын
You have to make sure that the depth priming is off, and I'm not entirely sure but I think setting the rendering path to forward can help as well
@TheGameLecturer
@TheGameLecturer 2 ай бұрын
@@pixtrick yes it is disabled and the rendering path to forward, I tried different depth texture modes as well. I'll try to isolate the problem by making a new project and make some test and I'll come back to you.
@pixtrick
@pixtrick 2 ай бұрын
@@TheGameLecturer all right ! By the way you can message me on discord if you prefer
@zave1776
@zave1776 3 ай бұрын
Is there any chance to apply the same effect in the HD render pipeline? needed very very much
@pixtrick
@pixtrick 3 ай бұрын
Hey, I'm not very sure about that, you should try ! In any case, if the render features are not available, you can still use the stencil buffer through custom shaders
@kahnetop
@kahnetop 3 ай бұрын
great explanation! is this possible in the build in render pipeline ? i struggle a lot to convert the technique correctly
@pixtrick
@pixtrick 3 ай бұрын
It is indeed possible, but you won't have access to the render features. Basically, the URP allows a per-layer rendering with its render features (so you don't have to worry about the materials of each object of the layer), whereas the built-in RP don't, so you'll have to write custom shaders to get the same result, it's a bit harder but 100% doable in my opinion.
@kahnetop
@kahnetop 3 ай бұрын
@@pixtrick thanks for the response! I finally succeeded! I think the hardest part was that i used Amplify and its stencil buffer parameters were some time buggy 😅 But you're explanation was really great and help me find the way!!
@InstantStarWars
@InstantStarWars 3 ай бұрын
Merci, maintenant c'est limpide
@marcmcdonald1132
@marcmcdonald1132 3 ай бұрын
this looks really cool i want a tutorial!
@hldfgjsjbd
@hldfgjsjbd 3 ай бұрын
Can these be done in Shader Graph?
@pixtrick
@pixtrick 3 ай бұрын
Unfortunately no, shader graph doesn't support the stencil buffer
@aprilyang8204
@aprilyang8204 4 ай бұрын
Hii, thank you so much for the tutorial, but I just tried everything you did in the video but there isn't any change or interaction for my shadow. I'm wondering could you share the project file somewhere so that I can take a look?
@helikaon00
@helikaon00 4 ай бұрын
I can't seem to follow your instructions when it comes to NOT using a shader to solve it. You pop up the render object settings but I can't figure out how to set it up to work. I am trying to solve this without shaders because I am developing something that can't use normal shaders at all. It could use shader graph, but I don't know how to do this in shader graph either.
@pixtrick
@pixtrick 4 ай бұрын
Hey ! You just have to use a render feature then. Basically, instead of using a shader for the mask material, you just have to create a render feature with a Never stencil comparison operation, so that it won't show on screen. You can use any material you want for that mask then since it won't show on screen at all. EDIT : I forgot to mention that after doing that, you'll have to use the Fail operation instead of the Pass operation, because the comparison operation will always be false, so that the Pass operation will never trigger.
@helikaon00
@helikaon00 4 ай бұрын
Hmm, yeah, I just can't seem to figure it out. I was trying to make something for the Apple Vision Pro but you can't use normal shaders, you can only use shader graph (or other node based shading methods), because they use MaterialX which requires node based shading. Thanks for your help though! Appreciate you taking the time to respond.@@pixtrick
@tufanaydin6340
@tufanaydin6340 4 ай бұрын
SSAO and DECALS not working how can we fix it ?
@pixtrick
@pixtrick 4 ай бұрын
Decals are not compatible with the stencil buffer, or at least I haven't find a way to make them work together yet. We discussed about it on the discord server of the community but didn't find a solution ... Regarding SSAO, I'm not entirely sure why it doesn't work as intended ... It may be either the AfterRenderingOpaques event queue or simply because objects rendered through a render feature are not considered as "real" geometries
@tufanaydin6340
@tufanaydin6340 4 ай бұрын
Thank you so much you done great job
@TheInSinging
@TheInSinging 4 ай бұрын
THIS IS THE BEST TUTORIAL out there for URP / Stencil / Depth mask - for AR masking as well. Don't search further. I checked other tutorials, this one is the best. Thank you for your work!
@pixtrick
@pixtrick 4 ай бұрын
Thanks for the kind words ! :D
@cometgamerid
@cometgamerid 5 ай бұрын
Op bro
@RT-qi7rn
@RT-qi7rn 5 ай бұрын
I'd really like to learn how to do it without requiring a special layer for the ground as I'm working on a game where the layers have already been carefully setup and can't really be changed
@pixtrick
@pixtrick 5 ай бұрын
I'll try to make a video on that
@empluna
@empluna 5 ай бұрын
Hi, how did you manage to make the inverted cube invisible from the side? Like the tunnel to go through? Great tutorial
@pixtrick
@pixtrick 5 ай бұрын
Hi ! It's an inverted render culling, you can access this parameter in the material editor
@ToniehGaming
@ToniehGaming 5 ай бұрын
New sub! I have a doubt, basically in the example of the letter it's as if it were a "hologram" on a cellphone using the position of your eyes (camera). Is there a possibility to obtain that texture relative to the camera position so that on the full screen I can create this hologram effect? This is not with stencils, but I have been looking for how to do this and can't find any information :c.
@pixtrick
@pixtrick 5 ай бұрын
Hey, thanks a lot ! I'm not sure to fully understand your request to be honest, is it about the floating text in the magic card? If that so, it's only a canvas in world space with appropriate dimensions
@ToniehGaming
@ToniehGaming 5 ай бұрын
@@pixtrick nonono, I have an eyetracker device, I can know the user position and I want that the monitor screen act like that portal to make that card effect, It's so tricky. If you atatch the game camara to the user real position works but not that good that the card effect
@ToniehGaming
@ToniehGaming 5 ай бұрын
It's hard to explain, also is similar to the 3d wallpaper efect, but that use the acelerometer, is not that real effect
@pixtrick
@pixtrick 5 ай бұрын
@@ToniehGaming ok i think i'm slowly getting it. Is it like a parallax effect ?
@ToniehGaming
@ToniehGaming 5 ай бұрын
@@pixtrick Not so much like a parallax, more like the monitor was a window and there were things through it. It looks the same as what the card effect looks like.
@WalrusesAreTheOne
@WalrusesAreTheOne 6 ай бұрын
Hi, one of the first portal tutorials I saw relied on a mask material instead of a stencil buffer, to make the outsides of the portal invisible. It seemed way easier to me than setting up a stencil buffer. Is there a reason this is better? Thanks!
@pixtrick
@pixtrick 6 ай бұрын
Hi ! I think that what you saw is also based on the stencil buffer, but perhaps the main difference here is the use of the URP which allows you to add stencil parameters on any rendered material. However, I agree it might be annoying to set up, so if you're only using hand-written shaders (shader graphs doesn't count), you can add these stencil behaviours way more easily. Does it answer your question? x)
@WalrusesAreTheOne
@WalrusesAreTheOne 5 ай бұрын
@@pixtrick Thanks! Yes, that answers it:)
@ninocoillard6775
@ninocoillard6775 6 ай бұрын
This is awesome however when I apply the card part to my game with a door I want to mask I can still see the shadow, do you know how to fix it ?
@pixtrick
@pixtrick 6 ай бұрын
Hey there ! You just have to disable shadow casting in the mesh renderer
@ninocoillard6775
@ninocoillard6775 6 ай бұрын
Okay, and if I want to cast just when it is enabled and then when it is masked, disable it ?@@pixtrick
@pixtrick
@pixtrick 6 ай бұрын
@@ninocoillard6775 when you say enabled, do you mean when you can see through the door or do you have something that enables or disables the view through the door ?
@Shado_devlog
@Shado_devlog 6 ай бұрын
I'm dumb af and I don't know much about Unity nor C#, can you make a tutorial for 2D interactive shadows?
@pixtrick
@pixtrick 6 ай бұрын
I'll try !
@urod7149
@urod7149 6 ай бұрын
Hello. Big thanks for your tutorial. But my material, for some reason, doesn't render any self-cast shadows as it was shown on 3:50 of your video. I even tried to apply your shader from your github on my model but it still has no self-shadows. Do you happen to know what the problem might be?
@pixtrick
@pixtrick 6 ай бұрын
Hello there ! What unity version do you use ?
@urod7149
@urod7149 6 ай бұрын
@@pixtrick22.3.15f1. Also made that line fix you mentioned in the pinned comment
@fleity
@fleity 6 ай бұрын
I will ask this here because your video is truly one of the best stencil buffer explanations I have seen over the years (especially considering read/write mask)^^ You say turn off shadow casting for the ground. That is because the shadow caster pass does not care about the stencil value. That is really not ideal. I see the workaround of setting the walls to draw shadows both sided okay but it still feels a bit broken.. the same is true for for any kind of depth pre pass unfortunately. Since the ground is disabled from the regular rendering loop it does not show up in the depth pre pass at all which will prevent us from using depth priming as optimization and the objects will also be missing in the depth texture (except depth priming is disabled, but unfortunately this only applies the the game view, scene view is always using a depth pre pass). Btw SSAO in DepthNormals mode forces a depthNormals pre pass.. so the same issue applies here as well. That is why it was not working for stylie473joker5. After Opaque mode + priming disabled copies depth from the depth written by the color pass, but that works only in very few cases. Do you have any ideas how one could fix / work around that issue? The way you show here is the way everyone seems to implement stencil buffer usage in URP but it's seems incredibly limited due to these limitation. Thanks for thinking about it :)
@pixtrick
@pixtrick 6 ай бұрын
Hey! Thanks for the comment and the kind words I appreciate that! Now, about your question, I don't really think there's a real workaround for that, since the shadow caster pass uses the vertex data to draw shadows. Since the fake geometry created by the stencil buffer is not an actual geometry (I mean it is not some vertex data, it's just pixels on screen), the shadow caster pass cannot render there properly. Then, I don't really see any workaround for keeping the ground shadows while not rendering them into a hole. Now, if you really need your ground shadow (I assume it would be for like a platformer game or something), I would suggest not to use the stencil buffer unless you're really forced to. Use real geometries as much as you can. I think this is not (or maybe it is but it would be such a pain regarding performance) possible to draw shadows pixel by pixel, so that the shadows are not rendered into the hole but are rendered for the ground, but that is absolutely not reasonable. May I ask you what you are trying to achieve? Maybe there's a workaround in your situation and I would be glad to help :) Have a great day !
@fleity
@fleity 6 ай бұрын
​@@pixtrickThanks so much for the reply :) I think, I figured out two possible solutions by now but either way it sucks a bit that this is so exhausting to do. Beware this will be a long text, thanks for letting me rubberduck a bit. It is in fact not a plattformer, rather an isometric adventure type of game. I am making this example up but the situation is basically like this. Imagine a hill and ground mesh with a meteor crater on top. The crater is the hole I would like to stencil out. I can not build this right into the mesh because it is procedurally placed. Inside the crater I have a plane which reads the depth texture to create some fog-ish dust. Issue 1: Shadows of the hill are drawn without the stencil cutout hence everything in the crater is shadowed. Turning of the shadows would mean no shadows in the surrounding area by the hill. Issue 2: the information in the depth texture is also wrong. This is a bit harder to explain and needed a bit of digging in the frame debugger and render pipeline. The Render objects feature only writes to the cameras color target. The color target contains a depth channel but it is only used when certain conditions are met. For example in the game view, if depth priming is disabled and nothing else forces a depth pre pass (like ssao in depthNormals mode). The scene view always uses a depth pre pass not matter what we do. When we remove the ground from the regular render loop and only render it through render objects it is completely removed from the depth pre pass because the render objects feature does not set that up and the mask definition that we have set excludes it from ALL main passes (except for shadows...). I wonder why this isn't done in the render feature but that I guess that this is the reason why the feature still says experimental. Unity didnt figure out a way to make it compatible with any possible srp renderer. This is an issue what the typical "hey draw the characters silhouette" tutorials don't have because they draw the character in the regular loop too. As for solutions, one option I can make work is not using stencils at all. Render everything in the main loop, set the queue for ground materials to 1990 and create a depth mask shader + material that overwrites the depth where it is rendered with infinitely far away. Then everything that is rendering afterwards renders as usual and even shadows are correct (because the shadow passes use the depth only passes of the shaders too). The other solution is to modify the render objects feature to also create a depth pre pass or inject the missing draw calls into the existing pass with the correct stencil renderblock set and render the stencil render objects feature extremely early (before pre passes). Second solution is more flexible / cleaner and actually allows using the stencil buffer fully but it is much more work. I am at the point where stuff renders in the depth pass but not with stencils yet. I guess my issue here is simply summarized with: Render Objects does not work with depth pre pass, stencil in render objects does not work with shadows in URP, but it could, unity just didn't finish it yet 😕.
@pixtrick
@pixtrick 6 ай бұрын
Hmmm your thinking process might be good, but I think there's a much simpler solution for such a problem. Basically, your problem is : how to generate a hole in a procedurally generated terrain. To me, this is much simpler than having to deal with depth pre passes and everything, plus it would be much more cleaner. As I said before, you have to use real geometries as much as you can, and only use the stencil buffer when it's needed. To me, you shouldn't use the stencil buffer at all for this problem since the crater will not move in your scene (I mean I assume it won't move). I don't know how you generate your terrain and how it should look, but I think you should use techniques such as the wave function collapse that allows you to design "tiles" that you can put together in numerous ways. That way, you can keep a procedurally generated terrain and would only have to make a tile where there is the crater. If you still really want to use the stencil buffer, well don't xD I cannot really help since I think it would feel broken ether way. Still, it was extremely interesting to read your different solutions, but yeah to me you should change your approach to this problem. Hope that helps !
@muhammedensarsandkc4466
@muhammedensarsandkc4466 6 ай бұрын
Just excellent.
@pixtrick
@pixtrick 6 ай бұрын
Thank you so much !
@armint9109
@armint9109 7 ай бұрын
Thank you so much for the amazing explanation!
@pixtrick
@pixtrick 7 ай бұрын
You're welcome :D
@Smash_ter
@Smash_ter 7 ай бұрын
11:50 you could also assign those faces as separate materials
@pixtrick
@pixtrick 7 ай бұрын
Definitely yeah, I didn't talk about the UV mapping either but that was not the sake of the video
@Smash_ter
@Smash_ter 7 ай бұрын
@@pixtrick i feel the focus more on the stencil aspect was more important imo. And yet there's still a lot that i dont know about stencils like the satuates and wraps. This at least should help many get a decwnt understanding
@Ch1psi-k
@Ch1psi-k 7 ай бұрын
does this work in Unity HDRP?
@pixtrick
@pixtrick 7 ай бұрын
I think there would be a way to use the stencil buffer in hdrp, but I don't know how honestly (i mean without having to hard code it in a shader)
@aldendelvecchio5123
@aldendelvecchio5123 7 ай бұрын
This music is nice but it also makes me want to off myself for some reason
@pixtrick
@pixtrick 7 ай бұрын
You're not the first one to tell me that actually x) I'll definitely check other musics for my future videos
@-lunte.
@-lunte. 7 ай бұрын
presentation quality off the charts! liked and subbed <3
@pixtrick
@pixtrick 7 ай бұрын
Thank you so much :D
@jamestanubrata6782
@jamestanubrata6782 7 ай бұрын
Are you still continue making tutorial for this?
@pixtrick
@pixtrick 7 ай бұрын
I'll see. I have a lot of work IRL and a big project at the same time
@othmanmoat
@othmanmoat 7 ай бұрын
Hey I'm interested in holes that do not require a special layer for the ground ;) Also, for the hole collider, is it not possible to not have it convex? (I guess it would be possible to make a non-convex shape by making multiple convex shapes work together)
@pixtrick
@pixtrick 7 ай бұрын
It is indeed possible but you'll then have to procedurally generate a concave mesh that fits the hole geometry. I'll maybe make a video on that later since it's very interesting but quite advanced too
@TamLe-cg8xn
@TamLe-cg8xn 7 ай бұрын
I would love to see a tutorial on this!
@TheKr0ckeR
@TheKr0ckeR 7 ай бұрын
This is a high level video. Instead of showing what to do, you also explained how it works actually. Great tutorial.
@pixtrick
@pixtrick 7 ай бұрын
Thanks for these kind words :D
@HansPeter-gx9ew
@HansPeter-gx9ew 8 ай бұрын
thank you for the video but tbh it was not was I was looking for. Using a complicated custom function is IMO always a bad choice bc tutorials are best when self contained. also you did not explain 80% of the steps (what is step function doing etc.) I don't intend to be toxic but when your goal is to make tutorial then explain please more
@pixtrick
@pixtrick 8 ай бұрын
You're 100% right. When I made this video, my goal was more about trying to understand the concepts instead of actually teaching things. I apologize for that. Now, I really want to go deeper in the explanations and I'm currently working towards that. I will probably share a video about a more elegant way to do this, using shaders only and not the shader graph. Anyways, I'm aware I'm not a professional, but I swear I really try to improve ;)
@HansPeter-gx9ew
@HansPeter-gx9ew 8 ай бұрын
@@pixtrick I'm sorry too tbh I get your video now! For the last 5 days I've been trying hard to understand SRP and Shader Graph, and most of the videos were too superficial to understand, and it was really frustrating because I couldn't even get the simplest things to work (like Sobel Convolution). For example, I didn't know how to use a custom HLSL function in Shader Graph, etc. I still don't know how to place your passes using C# with seems super boiler code heavy etc. After watching countless online tutorials, blog posts, etc... I finally feel a little more proficient. Udemy with holistic3D in particular has helped me. Your video is fine, but also not for total beginners like I was, who know how to program shaders and the math, but nothing about how to do it in SRP or HDRP The custom function you use is a standard procedure, but it doesn't work in HDRP, which is what I used! I didn't find that out until later, so I was pissed about the non-standalone part. Also not your fault. So I feel bad, you did your best to teach some concepts for free, but spending hours on it and not understanding why something doesn't work really bugged me.. My only suggestion would be that when you make a video, please don't leave anything out (like checking a bool on etc), so make it exactly like this video, but maybe explain more intermediate steps (like what exactly is shadow attentuation etc). Cheers!
@pixtrick
@pixtrick 8 ай бұрын
I appreciate the time and effort you put in your comment ! But yeah, learning these things is super complex because of the amount of "tutorials" (mine included ngl) that do not cover the basics. I'm really trying to do so in my more recent videos, but this one is one of my firsts, so yeah, mistakes were made, sorry for that. Thanks for your honesty by the way, it motivates me a lot to make better content :D
@arthurfoucault7358
@arthurfoucault7358 8 ай бұрын
Hi ! Really appreciate your work ! I think I managed to follow all the steps but there's only one little thing I'm struggling with at the end : the shadow texture appears nicely on shaded areas but is also slightly visible on lit areas.. Does anyone managed to deal with something similar? (I'll continue tweaking things and hopefully I'll find out, but would really appreciate some help ! =D )
@pixtrick
@pixtrick 8 ай бұрын
Hey, thanks for your comment ! This is basically due to how the effect is made in shader graph, so I'm afraid there's no real solution for that. The only thing I found was to increase the intensity of the base color to 1, but that's so ugly in my opinion ... I'll try to make another video about a cleaner approach to get this effect, stay tuned !
@arthurfoucault7358
@arthurfoucault7358 8 ай бұрын
@@pixtrick I will ! Thanks a lot for taking time answering. That's what I was thinking after a lot of tweaking. At least it gives me an opportUnity to be a little bit more at ease with shadergraphe basics. For now, i've just put asside the idea of having hatch texture based shadows. However, with only the simple shadows, the effect stays pretty convincing to me. Thanks again for the good work!
@pixtrick
@pixtrick 8 ай бұрын
@@arthurfoucault7358 you're welcome ! Nice pun by the way xD
@shun_almya
@shun_almya 8 ай бұрын
what how
@pixtrick
@pixtrick 8 ай бұрын
Hehe i made a tutorial about this if you wonder how it works ;)