DoVirtual.Float is also super clean for tweening floats :) when you start a tween it returns a ref so that you can easily kill it or check if already active etc
Hello there! Thank you for the Video but I have a question. You did this in 2D SRP? Im currently working in a 3D project. Does it work the same way? King regards.
Unity is already using shaders to render all your stuff (mobile or otherwise), so it would be more accurate to say "expensive shaders are bad for mobile". What you can and can't get away with is going to depend on the complexity of your game and the quality of device you are trying to target. Today's mid to high end phones are actually quite powerful, so if you're making a 2d game you probably won't have problems including some basic postprocessing. If you are running into performance issues, it's worth noting that the unity pps stack is bloated and kind of slow. There are more performant implementations of bloom and color correction you can find online or through the asset store. You can also design the look of your game in such a way that you can disable some of the shader effects and it still is playable. Then just deliver it with multiple graphics options to make sure it runs well on all devices
@@morgansmolder7891 thanks…. I guess i still need to disable post processing… i really do not understand how in 21 centr there is so massive fps drop because of URP
Do you know of any shaders that adds a glow to UI objects? I need to add glow or bloom to specific UI objects, and it seems like URP just adds bloom to everything in camera. Thanks in advance.
Bloom is a postprocessing effect, so it's going to hit everything beyond rendered by the camera. If you want Bloom on the UI there are 3 options I can think of: 1. Use the unity bloom effect with HDR colors. If you set a really high threshold for the bloom effect and a matching HDR intensity for the UI elements materials only the UI will get hit by the bloom 2. Render the UI with a separate camera that has bloom enabled and composite it onto the main scene. 3. Fake the bloom. You can use glow sprites, or write custom shaders for your UI elements that use SDFs to fake a glow falloff. This may or may not be a feasible option depending on the visual style of your ui
As someone that is brand new to shaders, none of this made any sense to me and you breezed through it way too quickly. It's probably quite useful for people that have a more advanced understanding of shaders. The topic is actually quite difficult to find concrete material on so a slower more explanatory/simpler video on shaders might go down really well.
Excellent. I like the use of the tween library. Those tools are so useful for almost everything.
I like the darkness shader, looks pretty nice with the power node.
Omg i was looking for a cool hit effect for my game in the last couple days. Your video helped a lot thank you!
Thank you for all you do for the community!
Thank you for your tutorials!
DoVirtual.Float is also super clean for tweening floats :) when you start a tween it returns a ref so that you can easily kill it or check if already active etc
Very good tutorial! Thanks for posting
Thank you~, hope more shader tutorial!
Thanks !! Very technical !
Nice instructions, thanks
Complex shaders also come with overhead.
Thanks
Thank you for your tutorial 😍
This is even helpful as a Godot dev. Thanks 👍
very good tutorial thank you
cool thanks for the vid
Great video, thanks 🙂
I love your videos, thank you so much for this excellent work :))
Great tutorial but what version of unity do u use cuz i use the 2019 version and have to make workarounds for things like shaders. ty in advance
Hello there! Thank you for the Video but I have a question. You did this in 2D SRP? Im currently working in a 3D project. Does it work the same way? King regards.
@sasquatchbgames i love shaders;) problem is that they are heavy for mobile games i think...is there a solution for it?
Unity is already using shaders to render all your stuff (mobile or otherwise), so it would be more accurate to say "expensive shaders are bad for mobile".
What you can and can't get away with is going to depend on the complexity of your game and the quality of device you are trying to target. Today's mid to high end phones are actually quite powerful, so if you're making a 2d game you probably won't have problems including some basic postprocessing.
If you are running into performance issues, it's worth noting that the unity pps stack is bloated and kind of slow. There are more performant implementations of bloom and color correction you can find online or through the asset store.
You can also design the look of your game in such a way that you can disable some of the shader effects and it still is playable. Then just deliver it with multiple graphics options to make sure it runs well on all devices
@@morgansmolder7891 thanks…. I guess i still need to disable post processing… i really do not understand how in 21 centr there is so massive fps drop because of URP
Do you know of any shaders that adds a glow to UI objects? I need to add glow or bloom to specific UI objects, and it seems like URP just adds bloom to everything in camera. Thanks in advance.
Bloom is a postprocessing effect, so it's going to hit everything beyond rendered by the camera. If you want Bloom on the UI there are 3 options I can think of:
1. Use the unity bloom effect with HDR colors. If you set a really high threshold for the bloom effect and a matching HDR intensity for the UI elements materials only the UI will get hit by the bloom
2. Render the UI with a separate camera that has bloom enabled and composite it onto the main scene.
3. Fake the bloom. You can use glow sprites, or write custom shaders for your UI elements that use SDFs to fake a glow falloff. This may or may not be a feasible option depending on the visual style of your ui
@@morgansmolder7891 Thanks for the tips. I was doing #3 already, but it's very cumbersome. But I'll give those other two a try.
idk something about this tutorial doesn't work for me. My slider controls white around the player and not black.
I figured it out! I didnt have a 2d renderer properly setup so everytime i did the tutorial it wouldnt come out right.
As someone that is brand new to shaders, none of this made any sense to me and you breezed through it way too quickly. It's probably quite useful for people that have a more advanced understanding of shaders. The topic is actually quite difficult to find concrete material on so a slower more explanatory/simpler video on shaders might go down really well.
101
First
I'd say half a second invulnerability and no tweening.