@@HovlStudio I respect your time, so I tried to solve the issue myself. I discovered that excessively large values in a Vector 2 caused visual problems on Quest 2 after building. Lowering these values by a factor of 100 resolved the issue. Thank you :)
Absolutely simple and great.. can we do this effect with no full screen pass shader?? like with render texture and a camera? and the material applied to a raw image showing the render texture????
Of course yes, you can do it in "china" way just by using single plane in front of the camera. It's 100 time more optimized because you can have millions of post effects before the camera and enable only effects you need.
It's really cool! but is there a way to make this for specific shader? I want to create a material that glow like this, but not affect anything around object with material that uses the shader.
You need another shader for specific objects. But using depth in 1 shader you can control any position for edge detection. For example distance from camera to object or direct world position. You can make outline by x, y or z position or by sphere radius. You can see the abilities here: realtimevfx.com/uploads/default/original/3X/e/9/e92e296429b4404322c7d3fe0aabd1006fb84165.jpeg
Hey there! The shader is really cool, however, Im running into a problem. Whenever I look up a bit in the game, most of the terrain suddenly becomes the color chosen by the shader, like not the outlines, all of it. Any idea how to fix it?
Maybe you have an Idea... I only need the mesh edges to mask them. Is there a easy way to achieve that with like normals?
Спасибо! Отличный урок! Просто и красиво!
Great tutorial! Btw. Do you know how to make it compatible with: XR Multiview for Quest 2 because it is not working correctly after build???
Let's try to solve this. Please write me an email with a screenshot.
@@HovlStudio I respect your time, so I tried to solve the issue myself. I discovered that excessively large values in a Vector 2 caused visual problems on Quest 2 after building. Lowering these values by a factor of 100 resolved the issue. Thank you :)
1:40 I can't even tell where the mouse is moving at 0.5 speed without doing quaternion rotations by hand.
Absolutely simple and great.. can we do this effect with no full screen pass shader?? like with render texture and a camera? and the material applied to a raw image showing the render texture????
Of course yes, you can do it in "china" way just by using single plane in front of the camera. It's 100 time more optimized because you can have millions of post effects before the camera and enable only effects you need.
It's really cool! but is there a way to make this for specific shader? I want to create a material that glow like this, but not affect anything around object with material that uses the shader.
Is it available for download?
Is there a way to only affect specific layers (or specific objects) with this technique ?
You need another shader for specific objects. But using depth in 1 shader you can control any position for edge detection. For example distance from camera to object or direct world position. You can make outline by x, y or z position or by sphere radius. You can see the abilities here: realtimevfx.com/uploads/default/original/3X/e/9/e92e296429b4404322c7d3fe0aabd1006fb84165.jpeg
@@HovlStudio this is exactly what a need, but I don't know how to do, can u make a tutorial about it? I would appreciate
@@alanbruno7919sorry, I don't have plans t do such tutorial
@@HovlStudio thaks anyway bro, your tutorials are amazing
Hey there! The shader is really cool, however, Im running into a problem. Whenever I look up a bit in the game, most of the terrain suddenly becomes the color chosen by the shader, like not the outlines, all of it. Any idea how to fix it?
Got any solution for this ?
@@SylvyrrocK nope :/
Cool
im pretty impressed to be honest but whatt
word of advice, If you wanna provide a tutorial with the word simple in the title, slow down
😄