Literally this is what was lacking in unity 6 a proper explanation
@thomasbrown7912Ай бұрын
Unity is back! Man trying to create a Scriptable Render Feature before 6 was absolutely painful due to the lack of standardization and documentation. Really amazing to see all these tutorials coming out from Unity!
@DanielKierkegaardAndersenАй бұрын
Omg yaaaasss, a Unity Tutorial with Code on Render Graph, this is Amazing!!
@davidblissett5315Ай бұрын
More!!! Quality Tutorial with Graphics and Solid Walkthrough. Love Render Graph. Perfect!!! Go Unity Team!!!
@uni-mal4433Ай бұрын
Great video! And thanks for new e-book about URP.
@hellfimАй бұрын
God, I love tutorials from this guy! Always on-point, no shady technics, and everything is brilliantly explained!
@xdxd-dn8jmАй бұрын
Unity is back 🎉
@GasimoАй бұрын
Very nice tutorial! We need more resources on those new systems
@Yoraiz0rАй бұрын
This is great! I would love to see a followup with submitting render requests from other cameras, from within a pass, in Render Graph!
@rareiridium77Ай бұрын
I love you Unity ❤
@krox477Ай бұрын
Unity you made a comeback like a king
@spikeborАй бұрын
Amazing so easy to code new Fullscreen effect with this. Thanks!
@EpicGamer63637Ай бұрын
Please do more of these
@AlvarPernrothАй бұрын
Thanks, It helps while updating to Render Graph!
@GameDevBoxАй бұрын
Thank you! This was very informative!
@비오네Ай бұрын
I'm waiting for this!
@justlama0Ай бұрын
where we can dowload sample scene (0:15) from this tutorial? thank you!
@not_even_toxicАй бұрын
Great tutorial. Perfect voice acting and demonstration. Before switching the director of unity, we could see very poor tutorials and small amount of them
@HahdJdjdjАй бұрын
Impressive
@galaxysgreatestchannelАй бұрын
OOOOOH this is sooo cool!
@eeeeee-n5mАй бұрын
good job unity
@PRodi_Ай бұрын
How can we make this compatible with VR? Currently, everything is visible only in the left eye, while the right eye remains black. Additionally, all visible elements are distorted during head movement.
@timothyalford53488 күн бұрын
I followed this to a T (started from scratch twice), it didn't work, I get the following warning: Execute is not implemented, the pass DitherEffectRendererFeature+DitherEffectPass won't be executed in the current render loop. UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) I pulled the git repo and that worked, but I can't see any meaningful differences, I copied the assets from it into my project still seeing that error, what am I missing?
@timothyalford53488 күн бұрын
To answered my own question... For me I had a setting on Project Settings > Graphics > Render Graph > Compatibility Mode (Render Graph Disabled) Must be disabled, must have come from an earlier version of unity
@kapoc9783Ай бұрын
I rly need this, thx
@tatoforeverАй бұрын
Everything looks good. However, how in the world Shader Graph doesn't have a built-in Luminance node? 👀
@EMB3D13 сағат бұрын
do you plan to implement virtualized geometry, like nanite, or at least some mesh shading? It would be great if unreal would not be the only engine with that feature.
@nibiruimagineeringАй бұрын
Boss! Thanks.
@BanJajwАй бұрын
👍👍
@alejmcАй бұрын
Really nice! Thanks for these resources, great introduction to get in the trenches. Had a question, the SSAO pass seems to have many draws, at least BiRP had a whole chain of mip maps and whatnot to get a nice and wide SSAO outcome; however, the RenderGraph only shows one Blit SSAO? That sounds like it would be the final mixing pass?
@ShrikeGFXАй бұрын
I hope its possible to use the SSAO pass in shader graph, that would open up a lot
@KandyMan90Ай бұрын
Any chance we can get an additional injection point for on after drawing ui toolkit/ugui overlay? It’s really frustrating trying to do a full screen effect and having the ui draw on top of it
@soggyinkgames2403Ай бұрын
Is there a code base somewhere or a github account?
@ryanb974927 күн бұрын
yes, there is a copy on the github. I downloaded it and then I copy and pasted it into my project, and as far as I can tell everything seems to be setup the same but mine doesnt work for some reason. :|
@UmutBebek-m7d2 күн бұрын
Hi, it says "This is an Unsafe Render Pass. Only Raster Render Passes can be merged" when we implement a new one (or even get yours from the source code).
@kaasronald3623Ай бұрын
Fantastic. more of these please. I'm trying to render a layermask without creating a second camera. this was possible before render graph with render features, and it probably is now, but i have no idea how to do it with the new functions. so i am stuck in compatibility mode.
@bradleysmith9924Ай бұрын
Amazing.
@adamz8314Ай бұрын
amazing
@ryanb974927 күн бұрын
I am having an issue where: on the working model (github). public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) executes. On the non working model (my project) it doesnt. But on both the void create works. The intensity of the sphere volumes are set to 1. I copied the materials. Idk why it doesn't work.
@AnAngelineerАй бұрын
If I wanted the dithering effect to only occur on parts of my display, I presume I would have to use several cameras and then combine their outputs, right? I don't see anything in the graph about layers, so I assume tehy can not be treated differently from there. ...Or can they?
@stormsnow315Ай бұрын
Why can't i find the link of example project ?
@ELEC7ROАй бұрын
This is peak!
@marcoseliasmepАй бұрын
The editor on Linux keeps crashing here :( Is it just for me? haha Everytime I switch to Vulkan it becomes very unstable. Unfortunately Vulkan is needed for certain features of URP (GPU Resident Drawer).
@HomeMechАй бұрын
Definitely file a bug report--Vulkan is stable for me on Windows, but I had issues with DX12 and the team was very responsive.
@puretrack06Ай бұрын
How does the render pass work with entities?
@alaslipknotАй бұрын
Can anyone briefly explain why/how is this different than the classic post-processing effects ? Is it "just" because the classic post-processing usually only work after all the passes are finished, so first of all there are certain limitation, but also you are forced to work with more pixels that you necessarly needs. while in this approach you just use the data that you need for your effect. Is this it ? (this question is not asked in a pejorative way)
@DreadKyllerАй бұрын
It's more than just only needing the data you want, this is used for more than post-processing. It allows you to more easily customize the render pipeline to add custom render features in more locations. Sometimes you may wish to alter the data that gets sent to a later part of the rendering, you can't do that in post-processing because those steps have already been performed. The entire render pipeline is setup using render graph, it's simply a way to order the steps to perform when rendering, and allow functionality that's unused to be baked out and optimized. The example given in this video isn't particularly special in that it can be done several ways, but render graph is far more powerful than simply image effects.
@SHINOBIDARIUS-wy1sfАй бұрын
Hello, I am new to unity and I had an issue in accessing the asset manager and everything that I tried, (resetting deleting and updating) didn’t seem to work. I am very eager to use this program but I can’t get my assets I or other people has created. Does anyone else have this problem?
@lorenzo501Ай бұрын
but can you keep the original colors?
@HaieKaksidАй бұрын
❤
@qwolf1999Ай бұрын
Where is the link to the sample?
@puretrack06Ай бұрын
So can we make it so the rendergraph only effects certain objects within a volume ?
@bonzeroАй бұрын
maybe through rendering layers?
@legiran9564Ай бұрын
Can you do 3D but then give it the 16 bit 2D bitmap look and maintain that look while either zooming in or out? The closest that came to that look is Octopath Traveler but it still used 2D sprites.
@eduardooriz2715Ай бұрын
I think there are many ways to achieve that with Unity. You either use quads in a 3D lit scene (URP) and position them in 3D coordinates. or 2D sprites in a scene lit with URP 2D renderer, and 3D objects that use Sorting groups to be sorted among 2D sprites
@Cybored.Ай бұрын
Is this basically a custom Full Screen Pass Renderer Feature or is it different?
@ahslanabananaАй бұрын
it's more that that, it represents all rendering passes (built in ones, custom ones) in a single graph with resource lifetime tracking
@Cybored.Ай бұрын
@@ahslanabanana I got the part about the use of the graph, but i was curious if the demo was to create the fullscreen render feature but from scratch!
@bigspecgames6050Ай бұрын
Why apply it to a volume if it's full screen?
@eduardooriz2715Ай бұрын
volumes are needed for post-procesing, and the local volume is an example of how to trigger it on/off during gameplay
@bigspecgames6050Ай бұрын
@@eduardooriz2715 I thought when he was applying it to a sphere, you would just see the effect inside the sphere. I know you can do this with render features and objects. I thought he was showing that here. No worries.
@eduardooriz2715Ай бұрын
@@bigspecgames6050 ah I can understand why, but nope. the sphere is just a collider to trigger the pass on/off
@thiago-ui9mdАй бұрын
Dragon age 4 with purple color is similar to a game made with Unreal Engine, Dragon Age 4 with dark mod is similar to a game made with Unity Engine, I like dark colors.
@LousyBook01Ай бұрын
epic
@shinkouhai919Ай бұрын
Well, seems I'm not ready yet for this. I'm gonna be back later....
@zAudio951Ай бұрын
BUT ACEROLA
@meida_oficialАй бұрын
I love your voice ❤
@SkinnyFG3 күн бұрын
All 3 of you
@AutodeskFTWАй бұрын
Couldn’t make Unity compatible with Windows 8.1😢 I hate upgrading windows 😢😢 yes I’m usually 6 to 10 years behind the times.
@swekenchuАй бұрын
This setup seems way too complicated for what it's doing. 99% of all screenspace effects simply just need a material and some variables. It really does seem superfluous having to do all this boilerplate to run your own custom full screen shaders. Unity used to be about simplicity. This is not it.
@eduardooriz2715Ай бұрын
It's a workflow that can be used for simple use cases like the one in the video, simple for educational purposes, but also very very specific and complex ones... so it has to be system that contemplates all the possibilities. Full screen effects can still be accomplished in simpler ways.
@swekenchuАй бұрын
@@eduardooriz2715 would be great if this simpler method was demonstrated in another tutorial then. Blitting with material covers so many use cases. In Unreal you'd simply just add a post process material to a volume and you're done. No need to write any code.
@tubaeseries570515 күн бұрын
@@swekenchu you can do the same in unity, there's a custom renderer feature block that accepts full screen materials and works out of the box
@eduardooriz2715Ай бұрын
First 😊
@thiago-ui9mdАй бұрын
Dragon Age 4 = Xbox 360, Dragon Age 4 + Vktrfly's Dark Fantasy Look-Up Table (LUT) mod = PS3, I liked the PS3's graphics better than the X360's graphics because the PS3 had darker colors. I want The Elder Scrolls 6 with dark colors, I like the Unity Engine because its games have dark colors, the Unreal Engine has very colorful graphics, these graphics don't please me.
@MiguelAngelValdepenaDelgadoАй бұрын
okay
@cyuxiАй бұрын
The word "Graph" is just pointless and misleading. The current graph literally is just a pipleline GUI for you to look at, but you cannot add or edit any features on it. You will need to go through boilerplate codes in order to get few things done. Why call it boilerplate, because in every step you have to stick to the rule and templates behind it, otherwise you will be getting tons of error out of nowhere. I think Unity need to focus on the purpose and practical usage of such modules. For now I just find it very confusing.
@torginus11 күн бұрын
Finally someone who sees sense. Not sure why the fanboys here are raving about Unity replacing one needlessly complicated system with another.
@daftcruzАй бұрын
Unity 6 >>> UE5
@Денис-ж3ф5рАй бұрын
Unity ???? Never again ❤❤❤
@kryob1Ай бұрын
Evil Ricitiello times are over dude
@KevinayaАй бұрын
Why do y'all watch unity videos just to hate bro. If u hate unity move on