Shaders Case Study - Stealth Games' XRay Vision

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  • เผยแพร่เมื่อ 28 ต.ค. 2024

ความคิดเห็น • 89

  • @theharsay
    @theharsay 8 ปีที่แล้ว +1

    You actually made feel understand what's happening in the shader code. Subbed m8 and sharing your channel as much as I can!

  • @Niohoggify
    @Niohoggify 8 ปีที่แล้ว +51

    These are cool videos and you are a cool guy

    • @DanMoranGameDev
      @DanMoranGameDev  8 ปีที่แล้ว +42

      (•_•)
      ( •_•)>⌐■-■
      (⌐■_■)

    • @nuckm
      @nuckm 8 ปีที่แล้ว +2

      I agree to you agreeing

    • @CharlesFerreira
      @CharlesFerreira 8 ปีที่แล้ว

      Actually, from his first video I totally thought he was a jerk. I'm amazed to see his ability to listen to the public criticism and use it to improve the channel. In his second video you can see his effort on not cursing, for example. So yeah, I think he's a nice guy too :D

    • @nuckm
      @nuckm 8 ปีที่แล้ว

      and why exactly did you think he was a jerk?

    • @CharlesFerreira
      @CharlesFerreira 8 ปีที่แล้ว

      Te Oxysoft Sorry, perhaps not the best word to express what I thought. My English is pretty Basic. If you watch his first vídeo Today, you'll notice the difference.

  • @FJmus1C
    @FJmus1C 8 ปีที่แล้ว +1

    Awesome! Always wanted to get a little more knowledge for writing my own shaders!

  • @Terracorrupt0
    @Terracorrupt0 8 ปีที่แล้ว +3

    I'm really loving these tutorials! You've got a great format for tutorials explained in an organized way.
    Keep up the good work :)

    • @VVIZART_STUDIOS24
      @VVIZART_STUDIOS24 4 ปีที่แล้ว

      Hey! checkout our Xray/See through vision asset! assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/xray-see-through-vision-lwrp-159942

  • @jamesqmilton9901
    @jamesqmilton9901 7 ปีที่แล้ว +1

    Your videos are awesome mate. Always wanted to learn about how this stuff works. Many thanks indeed!

  • @cmdvolken6053
    @cmdvolken6053 8 ปีที่แล้ว +1

    Great sense of humour and excellent content! Keep it up amigo!

  • @JanPark
    @JanPark 8 ปีที่แล้ว +1

    Daniel, this is fantastic! I watch your videos regularly, you never disappoint. Cheers!

  • @brentwilkerson5704
    @brentwilkerson5704 8 ปีที่แล้ว +1

    Nice! I've been looking for nerdy instructions on how to work with shaders. I really appreciate your concise presentation as well. Subscribed! :)
    I look forward to watching your other videos and seeing any new Makin' Stuff Look Good in Unity videos. Thanks!

  • @ohmurr9403
    @ohmurr9403 7 ปีที่แล้ว +1

    Oh my, that's so complete and useful walkthrough. Thank you!

  • @ilhameffendi2737
    @ilhameffendi2737 7 ปีที่แล้ว +3

    man, you are insane. tutorial like this is very difficult to find on the internet. and also it's free. IT'S FUCKING FREE!
    thank you, tho.

  • @ClutchMonkey
    @ClutchMonkey 8 ปีที่แล้ว +1

    Not sure if this has been mentioned before, but the background music has to be from Deus Ex: Human revolution. Sorry had to get that out there....Great now I'm reinstalling Deus Ex! Thanks man!

  • @FarhanAli-kb5cl
    @FarhanAli-kb5cl 6 ปีที่แล้ว +1

    One of the best explanation..cheers and good work, we will surely support you :-)

  • @Havoc2003414
    @Havoc2003414 8 ปีที่แล้ว +1

    I love your explanations... and you... but mostly your explanations.

  • @andyma3864
    @andyma3864 8 ปีที่แล้ว +1

    I would really like to see something relating to sunrays (or godrays) in games.
    Love this video!

  • @auag666
    @auag666 8 ปีที่แล้ว +1

    I'm waiting so long for your video !!!

  • @allanoliveiVideos
    @allanoliveiVideos 8 ปีที่แล้ว +1

    Its fantastic, congratulations

  • @dragoran149
    @dragoran149 6 ปีที่แล้ว +1

    After 1 1/2 year still awesome

  • @Lost1nTranslation
    @Lost1nTranslation 5 ปีที่แล้ว +1

    For the love of everything, please keep making videos T_T

  • @MrGuardianX
    @MrGuardianX 8 ปีที่แล้ว +1

    Thank you for doing this. You are awesome!

  • @ZeitzenDesign
    @ZeitzenDesign 8 ปีที่แล้ว +1

    Amazing job dude! Thanks!

  • @Jazuhero
    @Jazuhero 8 ปีที่แล้ว +1

    Dude, that was awesome!

  • @seanloughran6714
    @seanloughran6714 8 ปีที่แล้ว +1

    Amazing job as always! I learn so much!!

  • @Gef105
    @Gef105 8 ปีที่แล้ว +1

    Omg, yes. Keep them coming.

  • @rafakarp9530
    @rafakarp9530 8 ปีที่แล้ว +1

    awesome, like always

  • @DJDarkness65
    @DJDarkness65 8 ปีที่แล้ว +1

    Awesome video! At least from a "newbie" point of view to Unity this is incredible. Do you think you could explain a little more, either in another video ot just by texting somewhere about that final blurry-shader effect for the stealth mode? I found it pretty awesome to see, and I'd love to learn to do such things!

  • @gerot
    @gerot 8 ปีที่แล้ว +1

    Thanks for this great video, keep it up mate you are doing great work! :)

  • @SnickyMcNibits
    @SnickyMcNibits 8 ปีที่แล้ว +2

    Hey, you answered my question! Thanks a ton!

  • @bip901
    @bip901 6 ปีที่แล้ว +1

    "What would it look like?" "I bet it would look super bad" hahaha love you man

    • @VVIZART_STUDIOS24
      @VVIZART_STUDIOS24 4 ปีที่แล้ว

      Hey! checkout our Xray/See through vision asset! assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/xray-see-through-vision-lwrp-159942

  • @alexh1687
    @alexh1687 6 ปีที่แล้ว +1

    Man I envy your knowledge so much

  • @YakinZigouram
    @YakinZigouram 8 ปีที่แล้ว +1

    Great video as always. Thanks.
    I hope you're going to talk about "bryanhard" shield in Clover Swatch... I'm really interested on how that works.

    • @DanMoranGameDev
      @DanMoranGameDev  8 ปีที่แล้ว +1

      Actually going to talk about Binston's bubble, but it's basically the same effect on a different piece of geometry.

  • @ghua
    @ghua 7 ปีที่แล้ว +1

    excellent tutorial, thanks

  • @themalmana
    @themalmana 8 ปีที่แล้ว +2

    Thank you, I really enjoy watching these :) I just wonder how did you learn to know all this yourself and what do you think is the best way to learn about shaders and computer graphics?

  • @jorchay
    @jorchay 8 ปีที่แล้ว +1

    this is rad

  • @RKD1010
    @RKD1010 5 ปีที่แล้ว +1

    Hey, curious question, how would one go about re-creating this in Shader Graph? Upgrading to HDRP makes all the Xray-Replaceable materials pink and I'm not sure where to begin.

  • @animaux1999
    @animaux1999 8 ปีที่แล้ว +2

    Where do you learn all that stuff ? For me as a Programming and Graphics - Outsider --> it seems so complicated !

  • @tadeajiboye2415
    @tadeajiboye2415 2 ปีที่แล้ว

    super useful. love it.

  • @gonzalolog
    @gonzalolog 8 ปีที่แล้ว +11

    I love you man, i fucking love you ;(

    • @DanMoranGameDev
      @DanMoranGameDev  8 ปีที่แล้ว +13

      th-cam.com/video/ix9wpslKwBE/w-d-xo.html

  • @parthsoni7590
    @parthsoni7590 8 ปีที่แล้ว +1

    Thanks for uploading these amazing videos :D Would you be able to do some on lightmapping or getting beautiful ambient occlusions and shadows in the game please?!

  • @tomassvedin8229
    @tomassvedin8229 7 ปีที่แล้ว +1

    I downloaded the package you provided from your Google Drive. However, you didn't include the modified Standard Shader? And the outline is always visible eventhou my character's not behind a wall.. What am I doing wrong?

  • @RogoDigital
    @RogoDigital 8 ปีที่แล้ว +7

    For anyone who's interested, here's a complete shader building on Tijmen van den Heuvel's idea below about rendering it all in one shader on one camera: pastebin.com/qhdYFz1s
    It combines the Standard shader with the additive outline effect from the video.

  • @petermorris1769
    @petermorris1769 8 ปีที่แล้ว +1

    Brilliant!

  • @madsnylarsen
    @madsnylarsen 7 ปีที่แล้ว +1

    congrats with the new job :D... just a thought, what about inviting other people to create videos for the channel ?, naturally they'll have to meet x requirements for the video/project to be postet, it would kick more life into the channel, help millions-billions of confused indie developers getting some quality in their games without breaking the bank. and best of all, you'll gain a pretty solid network for your self ;D. just an idea, hope you get time to create more cool shader cases, i think you got something uniq here, don't let it slip away :).

  • @davidkleinii1911
    @davidkleinii1911 7 ปีที่แล้ว +1

    cube based shapes don't seem to show the outline for me, instead their surface glows.

  • @3489vlad
    @3489vlad 8 ปีที่แล้ว +1

    Really awesome. Does it support antialiasing?

  • @aweife7341
    @aweife7341 8 ปีที่แล้ว +1

    Can this be done in the deferred camera rendering path? I'm using SSR and have to use deferred rendering but I also want this : (

  • @fanzhang4449
    @fanzhang4449 7 ปีที่แล้ว +1

    that`s cooool! but also can use two pass(by ZTest Greater and LEqual) to render this effective

    • @DanMoranGameDev
      @DanMoranGameDev  7 ปีที่แล้ว +1

      Yeah there's several variants like that in the comments. At the time, I was looking for a way to use the stencil buffer for something cool.
      In all likely hood, whatever you render should actually go to a separate buffer and capture only the surface fresnel, avoiding the interiors. In AAA games especially, you would never want the modeled internals of things like teeth/eyes made visible but an effect like this.

  • @specjal2882
    @specjal2882 5 ปีที่แล้ว +1

    How I can merge this shaders with standard unity shader (to get normal map, ambient occlusion etc.)?

  • @andreik7912
    @andreik7912 8 ปีที่แล้ว +2

    Very nice. Btw, any idea how to achieve same effect but using deferred rendering?

  • @andeliseev
    @andeliseev 8 ปีที่แล้ว +1

    How did you make it glow so bright? And not on whole screen??

  • @xBELVAx
    @xBELVAx 8 ปีที่แล้ว +1

    Hello, where can we find the StandardShaderXRayGUI.cs

  • @roboto_
    @roboto_ 7 ปีที่แล้ว +1

    youre a wizard

  • @ryomad
    @ryomad 8 ปีที่แล้ว +1

    Hey nice tutorials! You Lost me in the editing of standard shader. I downloaded it. but where do i put it(i just put it in a random folder in my unity project/asset)? For me the demo scene just show white boxes when i have the second camera(xray camera) on :/

    • @DanMoranGameDev
      @DanMoranGameDev  8 ปีที่แล้ว

      Hey, I'll be moving projects over to GitHub soon. This makes it so I can ship the proper project settings with the assets. So follow me on there for updates.

  • @afandiyusuf04
    @afandiyusuf04 8 ปีที่แล้ว +1

    love you

  • @zacpier
    @zacpier 8 ปีที่แล้ว +2

    How did you make it actually glow? I can't seem to find where you added the haze around the outlines.

    • @DanMoranGameDev
      @DanMoranGameDev  8 ปีที่แล้ว +3

      That's using the default Bloom from Standard Image Effects!

    • @poalman
      @poalman 8 ปีที่แล้ว +1

      When I'm trying this it's doing it to the whole screen, and not just the 2nd camera's Xray output. What am I missing?

  • @barax9462
    @barax9462 6 ปีที่แล้ว +1

    do i have to get the old built ???

  • @stef0262
    @stef0262 8 ปีที่แล้ว +1

    Insta like, cuz I already know it will be good :D

  • @officialabhijeetsingh
    @officialabhijeetsingh 8 ปีที่แล้ว +1

    Can you do a vid on game superhot ?

  • @WinDArtArh
    @WinDArtArh 7 ปีที่แล้ว +1

    hey, video its cool.But it's work for 2d images?
    p.s. We crate 2d game.

  • @heroclix0rz
    @heroclix0rz 8 ปีที่แล้ว +1

    You have a great channel here! I wanted to do something similar, but never found time. Maybe one day.

  • @tamelo
    @tamelo 7 ปีที่แล้ว +1

    How can I togle in/off the effect?

    • @tamelo
      @tamelo 7 ปีที่แล้ว

      Just figured out.
      Have only to call Replacemente in the Updande and than ResetReplacementShader.

  • @paulsovushkin1532
    @paulsovushkin1532 8 ปีที่แล้ว +1

    cool

  • @yakuzajoe
    @yakuzajoe 7 ปีที่แล้ว +1

    Doesn't work on the latest Unity. Everything becomes solid white.

  • @wiedemannd
    @wiedemannd 6 ปีที่แล้ว

    Thanks for the great tutorial! It got me on the right track. Although, I found a little bit more elegant solution here: www.redowlgames.nl/2017/01/18/shader-selftuition-stencil-testing-in-unity/ . It uses just one shader with two passes. If I understood it correctly: The first pass renders the object normally and writes into the stencil buffer when ztest failes and the second checks for the stencil and renders that part in a different way (e.g. like your glowing). Like this you don't need the second camera with the replacement material and the "see through" objects don't need a different material either. This might have some other downsides, but I thought it was quite compelling.

    • @DanMoranGameDev
      @DanMoranGameDev  6 ปีที่แล้ว

      Absolutely, I'm definitely doing some redundant drawing here. This was such a contrived example because I wanted to showcase the stencil buffer. Also at the time I probably didn't realize you could write to the Stencil on a depth test fail!
      Be mindful that with this technique you'll need to use Queue tags to render the special character shader later in the pipeline (after all other opaque objects) other wise you could run into weird scenarios where sometimes it draws correctly other times it does not based on how Unity decides to batch/sort draw calls. Aside from that this would be 100% better way of doing it, almost worth revisiting the video in the future (whenever that comes around).

  • @mpixel2058
    @mpixel2058 4 ปีที่แล้ว

    You skip over so much stuff, I don't understand any of what you're doing.