I know people love this style of game, so here's a PS1 shader that can really help you achieve those PSX visuals! Lets take a look today! :) 🔥Unity Sales: bit.ly/UnitySalesHub 🔥SpeedTutor Unity Store: bit.ly/STUnityStorePuzzlePacks 🔥HUMBLE SAVINGS: bit.ly/HumbleBundleDeals
This looks awesome! I've experimented a bit with PSX style before and I'm planning to do more of it in the future, so I definitely be making use of this!
@@SpeedTutor I was working on a dystopian farming game for a while (weird combo I know), I never had a shader that I liked for that, now I'm planning to reuse some of those assets and make a horror game
Been trying a few of these psx style plug ins and they've been giving me small issues. Going to give this one a try now too, you may have saved me a lot of effort
A major drawback with this asset (or at least something I haven't been able to figure out) is the lack of support for two-sided materials. So much of the PS1's asset design is leveraging flat assets. Things like grass and trees are mostly transparent billboards or crossed planes. But without two sided support these kinds of assets are basically unusable, since the backsides will be invisible.
Could you not place two planes in eachother and just flip one of them or would that create some other unintended side-effects? It wouldn't be perfectly accurate to how ps1 actually did it but would mimic it quite well i would imagine
Dude, ever time I've been like, hey I wonder how to do that, you've got exactly what I needed! Thanks for the video, big fan of the ps1 look. Keep up the good work!
WOW. This is one of the best ones I've seen as it seems so easy to use and looks quite easy on the eyes - it doesn't destroy the beauty of the original scene. Wondering if this might also be available for Unreal or Blender?
OMG DUDE I FOUND THE SOLUTION!! is the pipeline!! 1. Open the Quality Settings window by navigating to Edit > Project Settings > Quality. 2. For each quality level, set the Render Pipeline field to None. 3. Open the Graphics Settings window by navigating to Edit > Project Settings > Graphics. 4. Set the Scriptable Render Pipeline Setting field to None. that sould do it :3
how do i make the post processing more noticeable like when he changed the resolution to 320 240 the post processing for him is more noticeable the effect that is like a lot of dots pls help
That's because with a smaller resolution you get less pixels on screen, so it looks blurred. You'd probably want a different post processing effect to simulate that overall look :)
I’ve noticed that when using this free shader on my road mesh, spotlights (for car headlights) behave differently. Instead of spreading out forward in the pointed direction they instead emit the light from the position of the spotlight. Almost resembles an default unity area light instead. When switching the road shader back to standard it fixes it, albeit without the cool dithering and other effects! Any idea why this could be happening?
This shader does look great and I have been using it, however it seems to not like playing nice with Baked Lightmaps at all.. I can't get a single lightmap to show on any object textured with this shader turned on. Still looking for a fix...
ik its been a while but i was wondering if anyone can help me for some reason all of my models are see through when i add the psx vertex lit shader on them can anyone help
like whats happening is ill add the psx render pipline to one object becuase i only want that object to have teh jitter effect and i can see through it as if it was transperent the only time i dont see it is when i use the vertex lit transparent but it messes up the way my model looks
Try using the shader variant in the "lite" category Go PSX => lite and then choose the shader (vertex lit probably) I had the same issue, don't know why it's happening It seems like everything with the standard version of psx shader renderers on top of everything else Although it would be nice to know the difference between standard and lite versions
@@arphail8561 yea i tried it still does the same thing ive just decided to leave it on vertex lit transparent even if it messes up the model thanks for the help
do you know how can i make the render two side of the model face? the other side weren't visable but i need to make a low poly tree so its have plane model for the leaf but it only render ine side
I tried to make a build with the demo scene just for some testing, but I've had trouble getting the build to match the in-editor look. If I set the resolution to match the editor resolution, it looks super blurry, but if I do a proper 1920x1080 it no longer has that nice pixelated feel. Any tips for getting good build/player settings?
That's because PS1 resolution was super duper blurry, that's the issue with higher resolution displays these days. It's tough to get a true look without some more custom shaders to pixelate the screen properly.
This shader has been working great for me so far but I've been having massive z-fighting issues with it. I really don't know anything about shaders but do you know a hotfix to deal with z-fighting with this shader?
That's not something I have a great deal of experience in, sadly. You could ask the developer if they're willing to help or maybe pose it to ChatGPT or something similar?
@@SpeedTutor nevermind got it figured out. My problem was that I was using multiple scenes and totally forgot to add the shadermanager and postprocessing scripts to the camera and gameobject in every scene. Thanks for replying though!
I know people love this style of game, so here's a PS1 shader that can really help you achieve those PSX visuals! Lets take a look today! :)
🔥Unity Sales: bit.ly/UnitySalesHub
🔥SpeedTutor Unity Store: bit.ly/STUnityStorePuzzlePacks
🔥HUMBLE SAVINGS: bit.ly/HumbleBundleDeals
how do i turn off the fog
Can't wait for a URP version of this
still waiting
This looks awesome! I've experimented a bit with PSX style before and I'm planning to do more of it in the future, so I definitely be making use of this!
Oh awesome, I hope it works for you. What have you tried making previously?
@@SpeedTutor I was working on a dystopian farming game for a while (weird combo I know), I never had a shader that I liked for that, now I'm planning to reuse some of those assets and make a horror game
Oh, best of luck with your horror game and a dystopian farming game sounds unique! I hope you make both! :D
Been trying a few of these psx style plug ins and they've been giving me small issues. Going to give this one a try now too, you may have saved me a lot of effort
I hope so! It's always tough because sometimes they aren't compatible, sometimes they miss features you want. What are you trying to make? :)
@@SpeedTutor I'm making a resident evil style horror game :)
Oh amazing! I have a few assets on my website from Resident evil that I created :)
A major drawback with this asset (or at least something I haven't been able to figure out) is the lack of support for two-sided materials. So much of the PS1's asset design is leveraging flat assets. Things like grass and trees are mostly transparent billboards or crossed planes. But without two sided support these kinds of assets are basically unusable, since the backsides will be invisible.
Could you not place two planes in eachother and just flip one of them or would that create some other unintended side-effects? It wouldn't be perfectly accurate to how ps1 actually did it but would mimic it quite well i would imagine
you can add Cull off maybe in the shader in Noted pad.
Thank you!This is helpful.
Glad it was helpful!
Dude, ever time I've been like, hey I wonder how to do that, you've got exactly what I needed! Thanks for the video, big fan of the ps1 look. Keep up the good work!
Haha, I'm glad I could help you out my friend! Anytime! What are you working on?
woohoooooooooo this is best awosme! we don't need to reduce ploygon for lowpoly game! This is what we need my friend!
WOW. This is one of the best ones I've seen as it seems so easy to use and looks quite easy on the eyes - it doesn't destroy the beauty of the original scene. Wondering if this might also be available for Unreal or Blender?
I really don't know about that one, you could look on Github or something like that? :)
this is really cool! I hope they add URP support someday...
I think that would be a great idea but sometimes it's the shaders that aren't supported, but we will see! :)
this is really cool :D i wish it soon is for UURP too :D
smal note: you used PS2 LaraCroft :D
I know I did, I couldn't find a good enough PS1 lara croft! Haha.
@@SpeedTutor ah Hehe i see :D yours is good too :D
Link for thr scene that ure using in the video?
The house one? Finward studios modular house, I think! :)
did you put the shader on the ground because everytime i put the shader on the ground it looks weird
do you know how to make shadows with this shader kit?
hi! I'm running into an issue- when I try to assign one of the PSX Shaders to a material, it turns pink?
That's weird, what pipeline are you using?
same :(
OMG DUDE I FOUND THE SOLUTION!! is the pipeline!!
1. Open the Quality Settings window by navigating to Edit > Project Settings > Quality.
2. For each quality level, set the Render Pipeline field to None.
3. Open the Graphics Settings window by navigating to Edit > Project Settings > Graphics.
4. Set the Scriptable Render Pipeline Setting field to None.
that sould do it :3
@@Shuabvv tysm
When I apply the post process effect to the camera it causes terrain game objects to become a solid black
how do i make the post processing more noticeable like when he changed the resolution to 320 240 the post processing for him is more noticeable the effect that is like a lot of dots pls help
That's because with a smaller resolution you get less pixels on screen, so it looks blurred. You'd probably want a different post processing effect to simulate that overall look :)
I’ve noticed that when using this free shader on my road mesh, spotlights (for car headlights) behave differently. Instead of spreading out forward in the pointed direction they instead emit the light from the position of the spotlight. Almost resembles an default unity area light instead. When switching the road shader back to standard it fixes it, albeit without the cool dithering and other effects! Any idea why this could be happening?
This shader does look great and I have been using it, however it seems to not like playing nice with Baked Lightmaps at all.. I can't get a single lightmap to show on any object textured with this shader turned on. Still looking for a fix...
Do let me know if you manage to get something working because I'd love to know. Sorry I can't be of anymore help.
thank youuu!
You're very welcome, I hope you find it useful. Where are you going to use it?
ik its been a while but i was wondering if anyone can help me for some reason all of my models are see through when i add the psx vertex lit shader on them can anyone help
What render pipeline are you using?
@@SpeedTutorim using unitys built in renderer
like whats happening is ill add the psx render pipline to one object becuase i only want that object to have teh jitter effect and i can see through it as if it was transperent the only time i dont see it is when i use the vertex lit transparent but it messes up the way my model looks
Try using the shader variant in the "lite" category
Go PSX => lite and then choose the shader (vertex lit probably)
I had the same issue, don't know why it's happening
It seems like everything with the standard version of psx shader renderers on top of everything else
Although it would be nice to know the difference between standard and lite versions
@@arphail8561 yea i tried it still does the same thing ive just decided to leave it on vertex lit transparent even if it messes up the model thanks for the help
do you know how can i make the render two side of the model face? the other side weren't visable but i need to make a low poly tree so its have plane model for the leaf but it only render ine side
You mean using this shader or in general? :)
@@SpeedTutor In this shader
can i use this for android game? will there be any performance issues?
I'm not sure about that one, it would be worth trying it out.
everytime i open my project the shader won't work, why??
Any errors?
I tried to make a build with the demo scene just for some testing, but I've had trouble getting the build to match the in-editor look. If I set the resolution to match the editor resolution, it looks super blurry, but if I do a proper 1920x1080 it no longer has that nice pixelated feel. Any tips for getting good build/player settings?
That's because PS1 resolution was super duper blurry, that's the issue with higher resolution displays these days. It's tough to get a true look without some more custom shaders to pixelate the screen properly.
@@SpeedTutor Thanks for the input!
How tu use shader and scripts in your own scene thats what I want to know !!
Awesome :D
Haha, thanks so much dude. Great work from the developer though! :)
@@SpeedTutor Yes :)
I'm a little bit of a beginner- but is anybody else's scenes looking too dark using the vertex lighting? Otherwise- great shader!
why when i using this shader, any shades disappear?
Are we talking about shadows?
@ yes, 5 hours of troubleshooting is making me dizzy
This shader has been working great for me so far but I've been having massive z-fighting issues with it. I really don't know anything about shaders but do you know a hotfix to deal with z-fighting with this shader?
That's not something I have a great deal of experience in, sadly. You could ask the developer if they're willing to help or maybe pose it to ChatGPT or something similar?
Awesome 👌
I hope you find it useful, thanks for checking this out! :)
@@SpeedTutor Thanks, question what are your thoughts on Media Molecule's Dreams game?
Do you have a link to it?
how do you turn of the fog?
Where is your fog?
@@SpeedTutor Mb i figured it out, it was in lighting settings.
Hi! I'm currently using this shader for my project, however once I build the game, its builds without the shader. Do you know what's going on?
I'm not really sure about that one, any errors in the log once the game is built?
@@SpeedTutor nevermind got it figured out. My problem was that I was using multiple scenes and totally forgot to add the shadermanager and postprocessing scripts to the camera and gameobject in every scene. Thanks for replying though!
Doesn't seem to work for terrain, does it?
Update: The demoscene works, but when I add it to my scene, it doesn't seem to do anything. What did I do wrong?
Bro how to make the collected object to escape like that bro please say bro
I'm not sure what you're asking?
@@SpeedTutor mean of granny horrors like collected parts to fixed car to escape
Does this shader support Vertex Colored models from Blender? Update: It does not. In case anyone can add the function pls share.
That's not something I'm sure about, you'd have to check that one. Sorry I can't be more specific. :)
urp supported?
Sadly not, as per the developers asset page. :)
You confuse Dithering with Vertex Jitter.
Thanks for the clarification! :)
i clicked demo and my whole fucking project removed
You can just open up your other scene?