Outline Post Process in Unity Shader Graph (URP)

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  • เผยแพร่เมื่อ 23 ก.ค. 2024
  • Until now, it's been tricky to make your own post processing effects in URP. It's going to become much easier in Unity 2022 through the new Fullscreen Shader Graph, and in this tutorial video, I'm going to create an outline post process to see how it all works!
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    ------------
    00:00 Introduction
    01:03 Setting Up
    02:36 Normal Edges
    04:41 Color Edges
    05:09 Graph Outputs
    05:59 Putting It Together
    07:28 Outro
    #gamedev #shaders #madewithunity
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ความคิดเห็น • 119

  • @mindscope404
    @mindscope404 ปีที่แล้ว +36

    just followed the whole tutorial in play mode. i love unity

    • @danielilett
      @danielilett  ปีที่แล้ว +4

      😭

    • @MrKuros
      @MrKuros ปีที่แล้ว +7

      Change the Unity Editor color when in playmode. Saved me a bunch of times.

    • @FOLDIK_UA
      @FOLDIK_UA 5 หลายเดือนก่อน

      😂

    • @Rdp0300
      @Rdp0300 2 หลายเดือนก่อน

      HAHAHAH

  • @renegadeloser777
    @renegadeloser777 3 หลายเดือนก่อน +11

    If anyone can't see the 'Pass Index' dropdown like I couldn't, you can click the three dots on the header for the Full Screen Pass Renderer Feature (the header where you should see the dropdown) and click 'Show Additional Properties".

    • @EZduzziteh
      @EZduzziteh 3 หลายเดือนก่อน +2

      helped me out, thanks!

  • @dominiauk
    @dominiauk ปีที่แล้ว +1

    Great video, quality as usual. Thanks for this.

  • @orpheuscreativeco9236
    @orpheuscreativeco9236 2 หลายเดือนก่อน +1

    Looks great! I can't wait to implement this in my game 🙌✨ Thanks for sharing!

  • @noobissk3001
    @noobissk3001 ปีที่แล้ว

    AWESOME tutorial, Thank you so much!

  • @AlexandreCoulonOldChannel
    @AlexandreCoulonOldChannel ปีที่แล้ว +2

    That is awesome Daniel, and made so easy by your explanations ! Thanks. It feel like a good tool to get creative with URP

  • @sivorifrancisco5055
    @sivorifrancisco5055 3 หลายเดือนก่อน +1

    Ty so much, im starting to practice shaders and not only your shader, your explication it´s good for my.

  • @subhradipmajumder4204
    @subhradipmajumder4204 ปีที่แล้ว +1

    I am realy looking forward for your videos thanks for sharing your knowladge with us :)

  • @PaidMonkey44
    @PaidMonkey44 หลายเดือนก่อน +2

    For additional thickness Change the ones in the Divide node to a higher value

  • @matthizzone
    @matthizzone 7 หลายเดือนก่อน

    Thank you so much Daniel, this is exactly what I needed to get down and dirty with custom post processing in URP

  • @momosietube
    @momosietube 11 หลายเดือนก่อน

    The best shader out here! Thanks, man!

  • @dasdaone9753
    @dasdaone9753 ปีที่แล้ว +1

    Best outline shader that's i've ever seen on youtube

  • @davdev793
    @davdev793 10 หลายเดือนก่อน +1

    I love unity in many areas, but not when we talk shaders , rendering and post process. I've learned to do this and cell shading on unreal wich I feel its way more intuitive and easier to do than it is on unity but I'm really glad it getting easier to do and understand on unity that is my favored engine. Just by staying on shader graph only is a big plus. I may try diving on those waters again . Thanks for sharing!

  • @dreamcatforgotten8435
    @dreamcatforgotten8435 ปีที่แล้ว +2

    I wonder if they could give us the option to choose a Sampler with the URP Sample Buffer.
    It seems like it would allow for a much more feathered/anti-aliased result, smoothing the Outlines more during the process.
    That said, I suppose you could simply try resizing the Render Texture scale to be a bit higher and/or use x8 AA settings to counteract some of the aliasing of the Outlines... or use a Sobel algorithm as opposed to the Robert's Cross approach to get a more refined result, at the cost of performance.

  • @Im_Trustworthy
    @Im_Trustworthy 3 หลายเดือนก่อน +2

    This is the best tutorial I have done on this, and I cant find any other videos to help, and all of it is in black and white, help please.

  • @tharsis
    @tharsis ปีที่แล้ว +8

    I had gone with a different method in the past, writing my own renderer feature and rigging up a shader graph material that utilized the depth buffer instead. This graph you have now though looks quite a bit nicer than mine, and the fact you don't need to invent a new renderer feature is a big plus. Might just have to do a bit of refactoring ;)

    • @danielilett
      @danielilett  ปีที่แล้ว +4

      Yeah, there are a lot of ways you could have done an effect like this. I'm glad that this approach means you don't need to actually write a renderer feature, because I feel that's a big obstacle to a lot of people.

  • @andydom729
    @andydom729 ปีที่แล้ว +2

    Great Video, thanks for this. One issue I've found with trying this is that the outlines seem to ignore the z order. So for example if I have a UI health bar (in world space etc) say above a characters head then the outline from another character in the background can be seen through the green line, making it almost unreadable. Do you know if there is a way to resolve that? Thanks again for a really informative video.

  • @antifreeze88
    @antifreeze88 26 วันที่ผ่านมา

    Hello! Great tutorial. Maybe you can give some advice how to add thickness and noise to outline?)

  • @AlessandroSalvati
    @AlessandroSalvati ปีที่แล้ว +2

    Hi!
    I was hoping to eliminate the jagged edges by using TAA, but instead TAA makes it even worse!
    To be precise, it makes all the edges jitter - a lot. Probably as a result of how TAA is created.
    I tried to use SmoothStep instead of Step, but didn't change much.
    Any suggestion on how to make this (and I suppose other shaders you may have created) TAA friendly?

  • @madddmunky
    @madddmunky 3 หลายเดือนก่อน +1

    for those who facing with black screen issue, make sure that you choose the outline material, not the shader graph itself

  • @mitchell9687
    @mitchell9687 ปีที่แล้ว +6

    Great video, could you tell us how to control the thickness and also how to only effect certain layers?

    • @trashcaster
      @trashcaster ปีที่แล้ว +2

      Thickness likely can be achieved by sampling larger distance of pixels (multiply +/-1 by thickness). As far as per-layer effect, you cannot do that with this setup. You would have to use the older way of doing outlines to select layers (until Unity adds the option to filter by layers with this configuration)

    • @ThisIsHenn
      @ThisIsHenn ปีที่แล้ว

      You could add an Emission node to make the outline more noticable. Plug in the Overlay? into the color of the emission node and turn up the intensity of the node to your liking. Do not forget to enable bloom in your settings.

    • @Le_Mur
      @Le_Mur 11 หลายเดือนก่อน

      I though to blur the outline texture then step it. I'll test it.

    • @FlashBash64
      @FlashBash64 10 หลายเดือนก่อน

      you can change the thickness if you make an add node after the first split node. Its important you use very small values for it though

  • @mehmedcavas3069
    @mehmedcavas3069 ปีที่แล้ว +4

    finally was researching this for the last 3-4 days and they brought up the exact thing which I wanted. a bit creepy :D is it possible to get the same effect on urp 2021 lts? would be awesome to see a tutorial for that

    • @accountdisbanded
      @accountdisbanded ปีที่แล้ว +1

      Fullscreen Shader and Sample Buffer came out in 2022.2

  • @DrBergologo
    @DrBergologo 9 หลายเดือนก่อน

    Hey I've just started unity so mind my possibly silly question. After the screen node you have the divide node followed by a split node. Given that the output of the divide is a vector2, can't you simply take the 2 outputs from that same divide node and plug them into their corresponding vector2 node?
    This was a super neat video and made me understand everything quite well. Thanks a ton.

  • @NewlandInteractive
    @NewlandInteractive 26 วันที่ผ่านมา

    If anyone has a problem with the screen going black. Change the blend mode in the graph settings to premultiply!

  • @zichaoye1274
    @zichaoye1274 ปีที่แล้ว

    great video! is it possible to get scene depth? depth is very important for effects like depthfog

  • @RivenbladeS
    @RivenbladeS 5 หลายเดือนก่อน

    Great. How to make the outline thicker

  • @iShanGameDev
    @iShanGameDev 5 หลายเดือนก่อน

    It works on the half top left side of the display

  • @kaixian17
    @kaixian17 3 หลายเดือนก่อน

    Hey nice video man! Just only one thing. Is there a way to add depth to this shader? I tried replacing nodes with the scene depth one (which barely works, in many spots the shader just does not work), but i cannot get a fully working result

  • @skloutown852
    @skloutown852 ปีที่แล้ว

    is possible to make a bloom post processing shader on a specific object layer with shader graph and 2022.3lts?

  • @luisenriquecendejassosa6805
    @luisenriquecendejassosa6805 หลายเดือนก่อน +1

    ufff 10/10

  • @dylan_kwok
    @dylan_kwok ปีที่แล้ว +2

    Very cool! Is there a way though to control the thickness of the resulting outline?

    • @matthiaspeene5631
      @matthiaspeene5631 ปีที่แล้ว

      Am wondering the same thing. Let me know if you've figured it out.

  • @gabrielpereira6930
    @gabrielpereira6930 ปีที่แล้ว +1

    Is it possible to convert this effect per object (material/object specific) instead of being a post process effect?

  • @AmitNetanel
    @AmitNetanel ปีที่แล้ว +2

    Great little video!
    Do you expect this to be performant (meaning viable) on mobile devices?

    • @danielilett
      @danielilett  ปีที่แล้ว +1

      I guess it depends on whether you mean high-end or low-end mobile but it's probably decently efficient. You end up doing 9 samples per pixel, but other edge detection techniques sometimes do more than that. You could remove either the color-based or normal-based nodes to bring it down to 5 samples if you want to improve performance at the expense of the effect looking a bit worse. Shader Graph sometimes has a bit of overhead compared to hand-writing an HLSL shader but it's probably not that much.

  • @enkhbatenkhjargal9447
    @enkhbatenkhjargal9447 11 หลายเดือนก่อน

    That is nice. Does it work on mobile and Vulkan graphics too? Or does it need to be higher than OpenGL ES 3.0?" 😄

  • @phrizee
    @phrizee ปีที่แล้ว

    Great tutorial, Bro! Thanx a lot, but I have one issue with this graph - when "Overlay ?" is off there is black screen under the outline (and when "Overlay ?" is on you can actually see 3D with ouulines on it).

    • @Am3ricium
      @Am3ricium ปีที่แล้ว +1

      thats because everything that is not outline is equal to 0 in the shader, and outline is white (1) multiplied by color. Thats how this shader is intended - you either see your scene with outlines, or black screen with outlines, controlled by the keyword.

  • @SubzeroBlack68
    @SubzeroBlack68 หลายเดือนก่อน

    I am COMPLETELY NEW to shaders and post processing. But I was wondering if there's a way to get this effect different per character. Like some characters having different outline colors and thickness.

  • @quantum_leap786
    @quantum_leap786 ปีที่แล้ว

    That looks good !
    I dont have the Full Screen pass renderer feature available. Any idea why?

    • @masteryoyo1510
      @masteryoyo1510 ปีที่แล้ว

      same thing wouldn’t appear for me, because we have older versions

  • @RAGNES7
    @RAGNES7 ปีที่แล้ว +2

    2022 LTS is taking soo long, but i hope its gonna be good.

    • @danielilett
      @danielilett  ปีที่แล้ว +3

      I have drawn several pentagrams on my floor to try and summon 2022 LTS but it hasn't worked yet. Fingers crossed it's soon!

    • @RAGNES7
      @RAGNES7 ปีที่แล้ว

      @@danielilett did u place 22 candles or 23?

  • @xxkillgamerxx8579
    @xxkillgamerxx8579 ปีที่แล้ว

    How can I make the lines show through the models?

  • @napstablook8858
    @napstablook8858 หลายเดือนก่อน +1

    got a problem where the outline only applies on half the screen in blit mode (also the outline won't appear in the game view), any idea as to why it happens? pls I am desperate

  • @theoddones9489
    @theoddones9489 14 วันที่ผ่านมา

    Having a problem where everything is black in scene, I looked at some other comments and changed blend modes, and all leave the scene black except additive, which just shows me the scene as normal without outline, anyone got a fix?

  • @rohanpatel2608
    @rohanpatel2608 11 หลายเดือนก่อน

    Hi Daniel, Do you know if we can somehow add a threshold so that if the object is far outlines are not drawn, as right now far away objects turns all back because of it

    • @789blablajaja
      @789blablajaja 9 หลายเดือนก่อน

      The shader is missing the depth buffer. Meaning you would also not have outlines, when another object is behind an object, and the normals + colors are matching.
      So first you would need to copy paste the setup again for depth buffer.
      Then, to get rid of the outlines far from the camera, add a smoothstep on the depth value, use a new threshold for that too, and multiply the output with the overlay alpha. Done.

  • @BrandonTwede
    @BrandonTwede 3 หลายเดือนก่อน

    Is it possible to change the outline thickness when using this method?

  • @dbp_pc3500
    @dbp_pc3500 หลายเดือนก่อน

    Is it possible to use this post process on a specific layer only?

  • @AlexTheGamer69
    @AlexTheGamer69 ปีที่แล้ว +4

    Any idea how this can be applied only to certain layers?

    • @dreisemesterzumerfolgdsze3453
      @dreisemesterzumerfolgdsze3453 ปีที่แล้ว +1

      Not to certain layers, but certain Gameobjects. Set Material in Graph Settings to StackLit. Plug the "Overlay?" into an Add node. Add a SampleTexture 2D plug it into the add node. Assign your texture in the Texture input of the sample texture node. Works in HDRP 2022.2.20

  • @Le_Mur
    @Le_Mur 11 หลายเดือนก่อน

    I've got the impression you only get difference of up, down, right and left pixels, but not the left up, right up, right down and left down. Am I right or do I get it wrong ?

  • @digibass1799
    @digibass1799 10 หลายเดือนก่อน +1

    hi, I have this issue with black and white screen after adding the outlines. Do not know why

    • @helearme3744
      @helearme3744 หลายเดือนก่อน

      Hey, you've probably fixed it by now, but I was having the same issue and I found the solution, so I'll leave it just in case. You go to Graph Settings and change blend mode to multiply

  • @melcara5099
    @melcara5099 10 หลายเดือนก่อน +3

    Is there are way to exclude objects from the outline?

    • @pauliusginiotis385
      @pauliusginiotis385 2 หลายเดือนก่อน

      You would have to render outlined objects on a different camera. You can have per-camera renderer assets, so if you have two cameras, one would have the renderer feature enabled, the other one wouldn't.
      Though make sure they are renderered in the correct order.

  • @simleGuy
    @simleGuy 7 หลายเดือนก่อน

    Hmm. Is there a way to make outlines thinner depend on the distance between camera and outline?

    • @spaget_
      @spaget_ หลายเดือนก่อน

      hey did you ever figure out a way? stuck on the same problem 😅

  • @PRodi_
    @PRodi_ ปีที่แล้ว +1

    Great video - btw. how performant is this shader and does it work with VR?

    • @danielilett
      @danielilett  ปีที่แล้ว +1

      It's decently performant, in the ballpark of most edge detection and outline techniques. I don't have a VR headset so unfortunately I can't test that, but I have heard that Unity is trying to improve VR support with code-based Renderer Feature effects. Basically they're deprecating some Blit methods in favour of the new Core Blitter API which is more VR-friendly (forum.unity.com/threads/how-to-blit-in-urp-documentation-and-or-a-unity-blog-post-on-what-every-blit-function-does.1211508/#post-7735527). I assume Fullscreen Shader Graph uses the same underlying API so maybe VR support for effects is a given.

    • @PRodi_
      @PRodi_ ปีที่แล้ว

      @@danielilett Thank you for your in depth response

    • @Reikanable
      @Reikanable หลายเดือนก่อน +1

      For your information, it works great in VR. Test with a Vive Pro and a Meta Quest 3

  • @SantanaOnYoutube
    @SantanaOnYoutube 3 หลายเดือนก่อน +1

    Is there a way so separate this post process effect in a separate layer? For use in specific objects for example?

    • @danielilett
      @danielilett  3 หลายเดือนก่อน +1

      Not easily. Or at least, I'm not sure how you would with this method, or if it's even possible. That's something I definitely want to look into though, because it would be very useful to apply this to specific objects.

    • @SantanaOnYoutube
      @SantanaOnYoutube 3 หลายเดือนก่อน

      @@danielilett I wanted to separate it for separate characthers. One of the things I found was by making renderer features via C# code an set it up there, But I still need to study the renderer feature documentation though

  • @NTDev4
    @NTDev4 หลายเดือนก่อน

    Anyone tried this in Unity 6? It's all working except the effect is only happening to one half (triangle) of the screen.

    • @NTDev4
      @NTDev4 หลายเดือนก่อน

      Figured it out. The render feature "Pass" must be kept at "DrawProcedural" now.

  • @mochou-p
    @mochou-p ปีที่แล้ว +1

    2022 LTS out since yesterday, but 7:10 there is no pass index, still works tho

    • @danielilett
      @danielilett  ปีที่แล้ว +1

      Ah good spot. I figured there would be minor changes between 2022.2 and 2022.3 LTS, but good to know it still works.

    • @atanki5682
      @atanki5682 ปีที่แล้ว

      @@danielilett Hey, man! This works great, thank you for sharing. But I've got a question, how could I increase the outline thickness?

    • @scoop2446
      @scoop2446 3 หลายเดือนก่อน +1

      i'm a bit late to this, but the pass index is still there... click the 3 dots on the full screen pass renderer feature in the inspector in the top right corner and activate "show additional properties". then a "pass" option will appear, which essentially is the pass index

  • @ilovebirds4080
    @ilovebirds4080 18 วันที่ผ่านมา

    I exactly followed your tutorial to the end and it didn't work, was so frustrated and went to a other tutorial, the same results, the URP Sample Buffer for some reason gives me black backgrounds, but then I found your project files on your description, loaded it out from the latest unity version and seems to work just fine ^_^, so that means I kinda messed up right?, I feel dumb, and yea I'm dumb xD

  • @foundtexas5424
    @foundtexas5424 ปีที่แล้ว

    This is only with the experimental features in the 2022 versions right?

    • @danielilett
      @danielilett  ปีที่แล้ว

      Yeah! It would have been great if it were backported to earlier Unity versions, but it's only in 2022 and upwards.

  • @chalobeats8971
    @chalobeats8971 ปีที่แล้ว

    How can you accomplish this effect with the depth as opposed to normals and color?

    • @danielilett
      @danielilett  ปีที่แล้ว

      I think you can still use the Scene Depth node in Fullscreen graphs to get depth information, then you do the same process of calculating the difference in depth between adjacent pixels. Just note that there's a "Depth Texture" option on the URP Asset (in the Assets/Settings folder) that needs to be ticked to generate the depth texture.

    • @chalobeats8971
      @chalobeats8971 ปีที่แล้ว

      @@danielilett Thank you very much for this info! I actually managed to get it working haha. I'm now wondering if it's possible to get a normal based outline shader that is material/object specific, as opposed to a post processing image effect. I don't want everything in the scene to have normals, so I've realized either the render feature needs to work with only certain layers, or the effect needs to be object specific. Unfortunately the URP sample buffer doesn't seem to do much unless it is on a fullscreen material, so I'll have to find a way to use the world normals instead. If you have any tips that would be much appreciated. Thanks again for your videos!

  • @helearme3744
    @helearme3744 หลายเดือนก่อน +2

    My entire scene goes black and white when I put the material into the High Fidelity Renderer. None of the object textures appear, it's all white with black outlines

    • @nazarenabernal6251
      @nazarenabernal6251 5 วันที่ผ่านมา

      Same here, did you ever manage to fix it?

    • @helearme3744
      @helearme3744 3 วันที่ผ่านมา +1

      @@nazarenabernal6251 Yes. You go to Graph Settings and change blend mode to multiply. Sorry it took me a bit to respond

    • @nazarenabernal6251
      @nazarenabernal6251 3 วันที่ผ่านมา

      @@helearme3744 thank you!!

  • @fastest_mia
    @fastest_mia 8 หลายเดือนก่อน +1

    Hey, I've got an issue where only the colour edge detection seems to be working but it's not detecting the normal edges at all. Any pointer on why this might be happening? I did exactly as you did in the shadergraph. I set up the edge detection correctly as the colour outlines work great. It's just the normals outlines that won't show at all
    edit:
    I just loaded up the sample project from the github in the description and it does work even in the newer version of unity I'm using. (2022.3.9). Which means I must have missed something, whether in the shader or the urp settings.
    edit2:
    So I've downloaded the example project linked in the description and been working in that instead since it has the correct settings. However I've been writing custom hlsl urp shaders and now those don't seem to have outlines even though the default materials now do. They're unlit urp shaders so I assume that is part of the issue?

    • @AdrianDLGA
      @AdrianDLGA 3 หลายเดือนก่อน +1

      Im having the exact same problem, did you figure out what it was?

    • @fastest_mia
      @fastest_mia 3 หลายเดือนก่อน +1

      @@AdrianDLGA its because I was doing custom lighting in an unlit cgprogram shader. It wasn't providing the normal information to the camers. You need to add a "depth normal pass" to the shader yourself for it to pass that information to the camera

    • @AdrianDLGA
      @AdrianDLGA 3 หลายเดือนก่อน

      @@fastest_mia Oh I see, but where you able to do it in a different project or you just kept using the git hub one? 😅

    • @fastest_mia
      @fastest_mia 3 หลายเดือนก่อน +1

      @@AdrianDLGA after copying the sample project files it did seem to work yea

    • @AdrianDLGA
      @AdrianDLGA 3 หลายเดือนก่อน +1

      @@fastest_mia thank you!

  • @umtbmt2395
    @umtbmt2395 10 วันที่ผ่านมา

    using this shader on HighFidelity give me fps drop from 140 to 15~40, switching to balanced works perfect,

  • @qin6409
    @qin6409 ปีที่แล้ว

    Can’t believe post processing can be managed by shader graphic, actually just modify the last frame of the game, shader node post processing did make scenes

  • @thedavinci1414
    @thedavinci1414 4 หลายเดือนก่อน

    I have follow exact steps but I am getting outlines with black white screen. Anyone had this problem?

    • @erikm.hasenknopf2960
      @erikm.hasenknopf2960 3 หลายเดือนก่อน

      I have the exact same problem. did you find a solution? :D

    • @kriztov
      @kriztov 2 หลายเดือนก่อน

      @@erikm.hasenknopf2960 i have the same issue, did you guys find an answer?

    • @grufendrot7076
      @grufendrot7076 หลายเดือนก่อน

      ​@@kriztov ​ @erikm.hasenknopf2960 idk if you still need this but go inside the shader graph and set the blend mode to additive

  • @fokozuynen2048
    @fokozuynen2048 6 หลายเดือนก่อน

    i test it and with MSSA is not the best .

  • @daleodorito
    @daleodorito 6 หลายเดือนก่อน

    Ey, maybe I am absolutely fucking dumb; but for some reason I did all the steps and is only... applying to half of the screen? Like a diagonal slice of it, the upper part to be precise. Any idea why this may happen? I am pretty sure I did all the steps right, but this just seem like I am only taking a sample of half the screen to apply the shader to and I don't know why. I have tried conecting the vector2 node that is conected to the screen node directly to the final output of the shaderGraph (to see if I somehow failed at applying the math nodes) and still only works for half the screen; it shows a yellow triangle blocking the top and left part of the screen in both the game and scene views.
    Could it be the renderer? Or it is for sure something wrong with the shaderGraph?

    •  6 หลายเดือนก่อน +1

      Hey, according to the documentation:
      "This error can happen when you use a full-screen shader with a custom pass C# script that uses the Blit() function, and you haven’t selected the Blit shader pass in the Inspector window or in a script.
      To fix this error:
      In a full-screen custom pass, set the Pass Name property to Blit.
      In a post processing script, set the Blit pass to 0. For instructions, see Set the Blit pass in a C# script."
      I hope it helps.

    • @daleodorito
      @daleodorito 6 หลายเดือนก่อน +1

      @I eventually got it working, it seems that just using default instead of Bit in the renderer dropdown works just fine.
      Thx tho. :D

  • @coolpuppykid1455
    @coolpuppykid1455 หลายเดือนก่อน

    i ran into a very funny glitch where the entire editor including ui gets edge detected idk why

  • @creative.outlet
    @creative.outlet 2 หลายเดือนก่อน

    I tried applying it form HDRP but I failed :( Would be great if you could translate it into HDRP. There are missing things in HDRP like the blit, and other odd things.

  • @pu55yEaterr
    @pu55yEaterr 3 หลายเดือนก่อน +1

    wait does this mean this outline will affect the whole scene?

    • @danielilett
      @danielilett  3 หลายเดือนก่อน +1

      Yeah, this is a post process effect which doesn't attempt to filter out specific objects in the scene. It just gets applied to the whole thing. It'll work great for scenes with distinct-looking objects, but maybe not quite as well for very busy scenes with similar coloured objects overlapping.

  • @panagiotiskaragiavouroglou1998
    @panagiotiskaragiavouroglou1998 ปีที่แล้ว

    Is there a way to change the outline thickness ?

    • @atanki5682
      @atanki5682 ปีที่แล้ว

      that's what i've been trying to do, have you found any way?

    • @panagiotiskaragiavouroglou1998
      @panagiotiskaragiavouroglou1998 ปีที่แล้ว

      @@atanki5682 yeah kinda, I used the overlay camera method. You have to make a new layer, that’s going to be the layer which the lines are not rendered and this layer should be ticked in the culling mask of the overlay camera.

    • @atanki5682
      @atanki5682 ปีที่แล้ว

      @@panagiotiskaragiavouroglou1998 I'm not sure I understand.. can you please elaborate further?