Show a Silhouette When Hidden Using URP Renderer Features (Unity Tutorial)

  Рет қаралды 34,948

Ketra Games

Ketra Games

Күн бұрын

Пікірлер: 146
@KetraGames
@KetraGames 3 жыл бұрын
Thanks so much for watching the video. Please feel free to ask any questions in the comments. Also, we'd love to know what other uses for Renderer Features you've found. Thanks again 😊
@MrEljue
@MrEljue Жыл бұрын
Incredible! Looking at tutorials how to make this, it seemed so hard, and in only 5 mins I had it implemented following this tutorial. Also, love the clarity of how everything is explained, very professional
@harvey-jules
@harvey-jules 4 ай бұрын
After trying many other tutorials this one got me what I needed quickly and with perfect clarity! Thank you~
@KetraGames
@KetraGames 4 ай бұрын
Great to hear this, thanks 😊
@Sycoinc
@Sycoinc 3 жыл бұрын
This is exactly what i was looking for about a week ago and it so simple
@KetraGames
@KetraGames 3 жыл бұрын
Glad to hear this 👍
@ChadGatling
@ChadGatling 2 жыл бұрын
Thank you for a simple video that actually shows the concept and not just copy this code or buy this asset.
@KetraGames
@KetraGames 2 жыл бұрын
Glad it was useful 😊
@fredericfox6123
@fredericfox6123 2 жыл бұрын
OMG thank you so much, I used this concept for a totally different purpose, but your video was my saviour after 3 days of constant search for a solution! Thank you so much.
@KetraGames
@KetraGames 2 жыл бұрын
Great, so glad it was useful 😊
@Gorbba6632
@Gorbba6632 5 ай бұрын
thank you, this is the best and easiest solution I have found after hours of looking
@stefan429
@stefan429 3 жыл бұрын
i didnt realize URP had these extra features, this is a great alternative to shaders
@KetraGames
@KetraGames 3 жыл бұрын
G;ad you found the video useful 😊
@Chhrriiissss
@Chhrriiissss 2 жыл бұрын
This was a super useful tutorial, completely nailed what I was trying to do, thank you so much!
@KetraGames
@KetraGames 2 жыл бұрын
Great, thanks for this comment 😊
@Massive-3D
@Massive-3D 2 жыл бұрын
I've been subscribed for five years!
@radiocage
@radiocage Жыл бұрын
Thank you, this is hugely important to my project and I was about to be at my wits end trying to figure out the solution
@KetraGames
@KetraGames Жыл бұрын
Really glad to hear it was helpful 😊
@Wanderlust_Duo
@Wanderlust_Duo Жыл бұрын
OMG, that's awesome)) I suffered with shader writing )) but it was so easy ) Thank you!
@alperturan167
@alperturan167 2 ай бұрын
Thank you for this great and to the point video👍🏻 One question: I’ve seen some other tutorials, giving some examples made by shader graph. What is the main difference between your solution and others? Yours is absolutely very easy to understand, but I’m just curious about the other solution as well. Thank you 😊
@weckar
@weckar 2 жыл бұрын
The idea of render passes is so useful. Myself I'm trying to create orbcutting by the same means.
@bovineox1111
@bovineox1111 2 ай бұрын
Nice, I thought this would have to be the way. I wonder if there's a way to prevent too much clipping, i.e. incidental occlusions, I think there may be some z offset that can be applied but I think I need HLSL for that 🤔
@Ghillie
@Ghillie 2 жыл бұрын
Thank you so much this took way too long to figure out and this video make it so much easier to get the effect i wanted.
@KetraGames
@KetraGames 2 жыл бұрын
Great to hear, thanks 😊
@zekiozdemir420
@zekiozdemir420 2 жыл бұрын
nice, quick and simple tutorials thanks
@KetraGames
@KetraGames 2 жыл бұрын
Thanks for this comment 😊
@jz5153
@jz5153 28 күн бұрын
Is there a way to trigger it from code? What I have in mind is "detective" view similar to batman series, where when you hold button you can see all interactive object nearby
@joyoussuccess
@joyoussuccess 3 жыл бұрын
thank you very much!!! i had solution for this in built-in, but i need URP, this got it for me thank you very much!
@KetraGames
@KetraGames 3 жыл бұрын
Great, glad to hear this 😊
@ronkh7560
@ronkh7560 2 жыл бұрын
Hello there! Thanks for the tutorial and the whole channel content. It's brilliant and so useful in bunch of cases. Love it :) A small question here, cant handle it by myself - Can I reach same effect for the surface wich is not opaque but transpanent with alpha channel set to 1? I mean the surface seems opaque but it's transparent. Tried reading docs and playing with settings - no result. Glad if u have an advice for my case. Thank ya and best of luck :)
@albertobalsera2259
@albertobalsera2259 Жыл бұрын
I have the same problem. Surely it can be done by changing the order in which it is executed but I can't find the correct order
@anthonymorales2915
@anthonymorales2915 2 жыл бұрын
thank you i had created my first unity character motion and lanscape using your tutorial
@KetraGames
@KetraGames 2 жыл бұрын
Great to hear 😊
@meglin13
@meglin13 Жыл бұрын
Thank you very much for the tutorial! It really helped out! Love your videos!💚
@KetraGames
@KetraGames Жыл бұрын
Great to hear, thank you 😊
@16rosati
@16rosati 3 жыл бұрын
Thats awesome and well explained, thank you!
@KetraGames
@KetraGames 3 жыл бұрын
Thanks for this comment 😊
@maheshnainar8576
@maheshnainar8576 2 жыл бұрын
This works well for obstacles but it doesn't work on particle effects. Is there any other way to show player when player is in particle effect?
@KetraGames
@KetraGames 2 жыл бұрын
Hi, sorry I'm not sure. Have you tried VFX Graph for the particles?
@marcoszanre
@marcoszanre 2 жыл бұрын
Amazing tutorial, as always! Thank you! 👏👏👏
@KetraGames
@KetraGames 2 жыл бұрын
Thanks for your support 😊
@Manas-co8wl
@Manas-co8wl 2 жыл бұрын
Thanks this is a good starting point
@watercat1248
@watercat1248 2 жыл бұрын
ok cool but is ther eny way to make this hiden and unhined to wean the object is behind off spfic objects ?
@RumzyYy
@RumzyYy 3 ай бұрын
Is it possible to do this with a range? So if an object that is using this rendering method is too far away from my first person player it wont be rendered at all
@RumzyYy
@RumzyYy 3 ай бұрын
Answering my own question, I guess I can change the material/layer on runtime to achieve this
@weckar
@weckar 2 жыл бұрын
Silly question - why do we cull the visible player rendering from the main render at all if we are just going to just re-add it? I am not noticing any real difference with just leaving it visible instead? EDIT: I see, it is to prevent shinethrough with the self :)
@halfbakedc00kie
@halfbakedc00kie Жыл бұрын
Is there a way to make this work with sprites? They don't become invisible when removed from the opaque layers of the render pipeline
@unclefeather22
@unclefeather22 Жыл бұрын
try removing the player from the transparent layer mask (just below the opaque layer mask), and in the Render Objects Override, where it says Queue, select Transparent instead of Opaque
@allanramos6855
@allanramos6855 2 жыл бұрын
Nice video! Helped me a lot
@KetraGames
@KetraGames 2 жыл бұрын
Glad it was useful 😊
@stylie473joker5
@stylie473joker5 2 жыл бұрын
You can even make a cool looking material with shader graph and use it as silhouette thanks for the awesome video
@KetraGames
@KetraGames 2 жыл бұрын
Thanks for this comment 😊
@jadonut249
@jadonut249 3 жыл бұрын
Thank you for this video! Greatly appreciated :)
@KetraGames
@KetraGames 3 жыл бұрын
👍🏻😊
@believer5375
@believer5375 2 жыл бұрын
Cool tutorial! Thank you!
@KetraGames
@KetraGames 2 жыл бұрын
Thanks for this comment 😊
@AssassinateThisEzio
@AssassinateThisEzio 2 жыл бұрын
Hey, for some reason I have a UI Camera just rendering black once I add a feature. Any idea what might be causing this? Thanks.
@1001Bastiano
@1001Bastiano Жыл бұрын
I followed this and it worked perfectly, but then when I went to a different scene, for some reason the player is now invisible the whole time.. I have double checked any everything appears to look the same, with the player being on the correct layer etc but I cannot get it to work, any thoughts?
@stylie473joker5
@stylie473joker5 11 ай бұрын
Did you find a solution ?
@adityahoon6824
@adityahoon6824 5 ай бұрын
Thanks for the help!
@Bouffeur2Q
@Bouffeur2Q Жыл бұрын
Hi, I'm working with 2D asset, when I remove the layer "Player" from opaque layer mask, my asset is still visible in the scene, is it normal? Thanks a lot for the video!
@KetraGames
@KetraGames Жыл бұрын
Hi, I've not tried it with a 2d asset. Have you set the layer of the object to the Player layer?
@John-APCL
@John-APCL 2 жыл бұрын
Hi, really great and interesting video. Very nice for some games. Is there also a quick URP way to do the opposite: making the objects between camera and player transparant instead of using the silhouette of te player?
@KetraGames
@KetraGames 2 жыл бұрын
Hi, sorry I'm not aware of any quick tricks to do this. Let us know if you find a way.
@misal-isahabe5281
@misal-isahabe5281 3 жыл бұрын
Thanks was so good tutorial!
@KetraGames
@KetraGames 3 жыл бұрын
Thanks for this comment 😊
@Ghillie
@Ghillie Жыл бұрын
I seem to have found an issue with this method, when the wall has a material of surface type "Transparent" the effect stops working, do you know a way around this?
@KetraGames
@KetraGames Жыл бұрын
Hi, you're correct. Unfortunately I've not found a solution to this 😞
@Ghillie
@Ghillie Жыл бұрын
@@KetraGames no worries thank you
@Brainyplanet
@Brainyplanet Жыл бұрын
​@@Ghillie do you find any solution to it
@serkanyilmazyesil
@serkanyilmazyesil 2 жыл бұрын
When I get Build and try it on the phone, I can't see the effect. What setting should I do?
@serkanyilmazyesil
@serkanyilmazyesil 2 жыл бұрын
I solved my problem by choosing high quality in quality settings. But the performance on the phone has dropped unbelievably.
@이비이비-g4i
@이비이비-g4i Жыл бұрын
Thanks for your video. Please make a course for Invisibility of all objects between player and camera
@ronpepmeyer812
@ronpepmeyer812 10 ай бұрын
If used with SSAO, you'll want to check "After Opaque" for the SSAO or you'll get the SSAO of what's *behind* your player applied *to* your player.
@oozcroom
@oozcroom 2 жыл бұрын
Amazing video it works great thank you! I'm wondering if there's a way to exclude certain layers from being affected by the silhouette material though? I want the effect happening only when going behind specific objects
@oozcroom
@oozcroom 2 жыл бұрын
Actually i just realized by adding the layer you want unaffected to the render feature it fixes it!
@KetraGames
@KetraGames 2 жыл бұрын
Glad you found a solution. Thanks for sharing 😊
@youssefderbel3435
@youssefderbel3435 2 жыл бұрын
hi friend , I tried same solution but when I put the see through obstacle in front of blocking obstacle , the object stay visible . do you have solution for that ?
@MohanABK
@MohanABK 2 жыл бұрын
Is there a way to apply the "hidden" material only on certain walls? In my game, there's like small rocks and grass everywhere, and the player's legs are being rendered "hidden" behind the littlest of things. I only want it to do the hidden thing if it's behind tall walls that I can set.
@KetraGames
@KetraGames 2 жыл бұрын
Hi, you should be able to do this with Layers. If you add all the little things to their own layer, you can exclude this layer when rendering the "hidden" version of the character. You just need to remove the layer from the Opaque Layer Mask. Hope that helps 😊
@ДосталиЕвский
@ДосталиЕвский 7 ай бұрын
@@KetraGames Suppose I want the 'NOTHIDE' layer to hide the player. Could you please provide a detailed explanation of what I need to do? How can I exclude this layer when rendering the "hidden" version of the character?
@Brainyplanet
@Brainyplanet Жыл бұрын
Is this mobile friendly? Does it works fine for low end devices?
@Fran-vt9zf
@Fran-vt9zf Жыл бұрын
Hi, when i add the player to the player layer, it doesnt remove from the renderer
@bradleysmith1839
@bradleysmith1839 2 жыл бұрын
Will this work with sprites against sprites?
@jorrizopnda
@jorrizopnda 2 жыл бұрын
still searching a solution for sprite
@Somiaz
@Somiaz 10 ай бұрын
How would I avoid this effect if my player goes behind a semi transparent object?
@docuke9525
@docuke9525 2 жыл бұрын
Thank you
@KetraGames
@KetraGames 2 жыл бұрын
👍😊
@rib_rob_personal
@rib_rob_personal 3 жыл бұрын
Hey there! I'm doing this in a 3D game where the character is depicted with a sprite renderer. When walking to the right, the sprite render flips on the X axis, but the silhouette won't show when it's flipped. Any ideas on how to fix this? I imagine it's not too complicated but idk what to change to fix this.
@KetraGames
@KetraGames 3 жыл бұрын
Hi, I think it may be because the shader is not set to render both sides. This forum post should hopefully help point you in the right direction - stackoverflow.com/questions/60192970/double-sided-shader-with-shader-graph
@trachinusdraco
@trachinusdraco 2 жыл бұрын
Thank you. Really simple process to follow {3
@KetraGames
@KetraGames 2 жыл бұрын
Great to hear 😊
@cutesnitch1156
@cutesnitch1156 9 ай бұрын
I followed this, but now my character is completely invisible when I hit Play? He's visible in the editing scene.... *confused*
@cutesnitch1156
@cutesnitch1156 9 ай бұрын
Turns out I hadn't ticked 'Player' in the Camera's culling mask.
@ani-gamer320
@ani-gamer320 3 жыл бұрын
Hello Ketra can u please make tutorial on saving image with the help of playerprefs or something else like saving help panel if closed don't show again ❤️❤️👍🏻
@KetraGames
@KetraGames 3 жыл бұрын
Hi, thanks for the suggestion. We definitely have saving and loading game data on the list of future videos.
@personmuc943
@personmuc943 2 жыл бұрын
Is it possible to do this in Shader Graph instead? What nodes can do it?
@KetraGames
@KetraGames 2 жыл бұрын
Hi, something similar could probably be created in Shader Graph but not sure which nodes you would need to use. Sorry 😊
@personmuc943
@personmuc943 2 жыл бұрын
@@KetraGames Thank you for the response! After so many hours of researching, finally I found a way to create the effect, here it is. - First you need to create a 'Position' node and change its space to 'view' and output it to the 'Split' node, Drag the 'B' from the split node and drop it to the 'Negate' node, Set the outputs of both the 'Negate' and the 'Scene Depth' nodes to a 'Comparison' node, Set the 'Scene Depth' sampling to 'Eye', And set the 'Comparison' to 'Less or Equal', Now link the Comparison output to a 'Branch' node, Create two different colors and link them to the True and False values of the Branch, Now link your branch's output to the fragment's base color, Now go to the Graph inspector and click 'Graph Settings' and change the Depth Test to 'Always', This works for me!
@KetraGames
@KetraGames 2 жыл бұрын
Glad you worked it out, and thanks for sharing your solution 😊
@dabyain
@dabyain 3 жыл бұрын
Thank You Very Much , You saved My life !
@KetraGames
@KetraGames 3 жыл бұрын
Thanks for this comment 😊
@steeltm521
@steeltm521 3 жыл бұрын
Hello again! As always, love your videos, it really helps me learning Unity. I have a question: can you make a tutorial about ground alignment (like in Sonic games, when character normal matches ground normal) with your character controller from previous videos? That would be amazing.
@KetraGames
@KetraGames 3 жыл бұрын
Hi, this is quite a popular request so definitely something we'll look to cover in the future. We'll have to move away from the Character Controller and use a Rigidbody for this as the Character Controller is designed to always be upright. Are you interested in this for a 2D/2.5D game like traditional Sonic or a full 3D game?
@steeltm521
@steeltm521 3 жыл бұрын
@@KetraGames Thanks a lot for answering! No pushing, only if you want to do this tutorial. For 3D, and early Sonic games like Heroes or Adventure, nothing too complicated.
@Pixintendo
@Pixintendo 3 ай бұрын
If anyone has a problem with the objects drawn with Render Objects being semi-transparent when they shouldn't be, the reason is probably Screen Space Ambient Occlusion, which is added by default as a Renderer feature in the newer Unity version. If you don't need it, just disable this feature, otherwise you have to turn on the After Opaque property in its settings. I don't know for sure how it works in older versions, because I tried it with the new Unity 6 Preview.
@downthecrop
@downthecrop 4 ай бұрын
thanks!
@KetraGames
@KetraGames 4 ай бұрын
👍😊
@alexxosborne5051
@alexxosborne5051 2 жыл бұрын
Thank you!!!
@KetraGames
@KetraGames 2 жыл бұрын
👍😊
@DeathSong9403
@DeathSong9403 Жыл бұрын
Masterful !
@matthewbergman6803
@matthewbergman6803 2 жыл бұрын
Can you do this in the current non URP version of Unity?
@KetraGames
@KetraGames 2 жыл бұрын
Hi, sorry not as far as I know
@pushingpandas6479
@pushingpandas6479 2 жыл бұрын
will that work with 2d?
@4rtochka
@4rtochka 2 жыл бұрын
Thank you is very cool advise
@KetraGames
@KetraGames 2 жыл бұрын
👍😊
@DonDisainer
@DonDisainer Жыл бұрын
love this tut, but i changed to hdrp, no idea how to do this again!!! help :c
@timurradman3999
@timurradman3999 3 ай бұрын
Have you figured it out? :) It seems like it's much more complicated
@DonDisainer
@DonDisainer 3 ай бұрын
@@timurradman3999 not really, there are not much tutorials on hdrp :c
@timurradman3999
@timurradman3999 3 ай бұрын
@@DonDisainer At this point, I realized that I can do everything that I'm doing in URP instead of HDRP (except for blur effect in post-processing) I checked the custom passes in HDRP, but non of them do that exactly...
@DonDisainer
@DonDisainer 3 ай бұрын
@@timurradman3999 lol I started using hdrp because the blur thing, if i find something will postit here
@timurradman3999
@timurradman3999 3 ай бұрын
@@DonDisainer At this point, I think it's easier to do blur in URP than custom renderers in HDRP
@dont_smoke_here1188
@dont_smoke_here1188 2 жыл бұрын
amazing, thank you
@KetraGames
@KetraGames 2 жыл бұрын
Thanks very much for this comment 😊😊
@brmgranado
@brmgranado 2 жыл бұрын
Hi, thanks for the video. Is there any way to do this with transparent walls? It would be very useful. won a subscriber 😊
@KetraGames
@KetraGames Жыл бұрын
Hi, sorry, we've had a play and can't find an easy way to achieve this for transparent walls using the Renderer features. Let us know if you find a way.
@kencessna
@kencessna Жыл бұрын
Hi Bruno, did you find a way for transparent walls=
@milkyywayyyy259
@milkyywayyyy259 6 ай бұрын
Why doesn't this work in WebGL builds?
@OEngines003
@OEngines003 Жыл бұрын
but this not working in android build working in unity
@mnar786
@mnar786 17 күн бұрын
did u find any solution for android build working for this shader?
@Nirikin
@Nirikin 9 ай бұрын
Does anyone know if there is a way to achieve this effect on Roblox? Having issues with it rn
@rubpty
@rubpty Жыл бұрын
This is very easy for 3D games. What about for 2D games using URP?
@Ishimaru_Kaito
@Ishimaru_Kaito 3 жыл бұрын
That's clever!
@KetraGames
@KetraGames 3 жыл бұрын
👍😊
@thanhatnguyen8137
@thanhatnguyen8137 2 жыл бұрын
After follow this tutorial, my model be transparent, i choose on step filtering Opaque Layer mask : Everything. It's work.
@miaan9374
@miaan9374 2 жыл бұрын
ThanksThank you beautiful 😘
@KetraGames
@KetraGames 2 жыл бұрын
👍😊
@adalutegames
@adalutegames 2 жыл бұрын
Is there a 2d equivalent to this?
@KetraGames
@KetraGames 2 жыл бұрын
Hi, Sorry I'm not aware of a 2D equivalent
@Computerarts100
@Computerarts100 2 жыл бұрын
A cool real game example of this effect would be Valorant. Next time, when you jump into a Valorant game, pay good attention to your teammates when you are not able to see them directly.
@qasimahamad5075
@qasimahamad5075 2 жыл бұрын
WOW
@fablesalive
@fablesalive 4 ай бұрын
thanks 👌
@KetraGames
@KetraGames 4 ай бұрын
👍😊
@SestoMazzanti
@SestoMazzanti 2 ай бұрын
thank you
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