hey dude, do you know how to make a fears to fathom type of visuals? Id really like to know and im sure a lot of people do too, cant seem to find any video about it on youtube and id like to know how
A game I'm making has this style thanks to you, but I was wondering if you'd know of a way that I can make something such as a seat or metal bar on the bus glow/appear with chromatic aberration on it, as in an object you can interact with or a subtle hint. Thanks!
Guys i have some problem with URP custom render passes and i would like to ask someone with alot of experience for guidance on how might be wrong, where can i find some help for that, any discord links/forums/reddits(active ones, not dead)? If someone is interested basically im doing Sebastian's Lague raytracer in URP, everything works well in built-in(sebastian did it in built in), but for some reason the CommandBuffer blits are messed up in my pass. Im trying to average the rendered frames so that overtime the image becomes more stable like he did in the video, but after i try to blit 2 raytraced scenes into RTHandles when i debug it in the averageing shader one image works as intended but the second one either has the same color info as the previous material (im changing the values in the shader so its shouldnt be 1:1) or it's straight up a broken render with like the camera being 1/2 covered by something and all messed up and i dont even know how since theyre using the same material when blitting. Its honestly causing me to stop my learning path and im stuck because i just want this implementation to work in urp. (its not post processing and tonemapping affecting the calculations or anything ive checked that, its something with rendertextures, ive tried working it out with chatgpt but even the mighty ai is terrific at debugging this)
If you use URP, it's not necessary to install an extra package for post-processing effects. URP is not compatible with the Post Processing Stack v2 package. URP comes with its own post-processing solution, which works straight out of the box.
by using "Auto" for the lights, there comes an issue where the light go dark when at a certain distance or looking at certain angles? should the lights still be auto?
if you are using URP, in the main "assets" folder find the folder "settings" and and click on the URP high fidelity renderer or whatever you are using, then in the inspector in the right is an option called rendering path, change it to forward+ or deferred, now you can have many lights!
@@AKiCK.Studios figured I'll just keep it as is cuz the game is PS1 style and the PS1 had technical limitation so it's fine. it's kind of a bad excuse to not fix a problem but yeah
You’re the GOAT for this. I’ve been looking to start my own indie games and I love Puppet Combo!
It's look awesome, thanks!
hey dude, do you know how to make a fears to fathom type of visuals? Id really like to know and im sure a lot of people do too, cant seem to find any video about it on youtube and id like to know how
the developer of fears to fathom used VHS pro and Camera Filter Pack plugins
@@Irzioc thanks!
@@Irzioc Both are assets? do you have the links for them? :)
@@Benjamin-yn7lj Yes, if you search in Unity asset store with the same name you will be able to buy them
Please do How to get chillas art style :)
my materials are pink, but i have post processing, and urp how do i fix?
thanks you so much this is awesome
how do you fixed the double buffering error in the CRT effect script?
Thanks FOR SHARING
A game I'm making has this style thanks to you, but I was wondering if you'd know of a way that I can make something such as a seat or metal bar on the bus glow/appear with chromatic aberration on it, as in an object you can interact with or a subtle hint. Thanks!
so i got every assets / vhs assets in the project and i cant find the postprosses setting is there somethig i need t opay for it?
Can't find the link to the Retro shader.
Some help ?
Hello friend, what is the name of the game at minute 0:01? Please answer.
Bloodwash , great game I recommend it !
Thank you!
Guys i have some problem with URP custom render passes and i would like to ask someone with alot of experience for guidance on how might be wrong, where can i find some help for that, any discord links/forums/reddits(active ones, not dead)?
If someone is interested basically im doing Sebastian's Lague raytracer in URP, everything works well in built-in(sebastian did it in built in), but for some reason the CommandBuffer blits are messed up in my pass. Im trying to average the rendered frames so that overtime the image becomes more stable like he did in the video, but after i try to blit 2 raytraced scenes into RTHandles when i debug it in the averageing shader one image works as intended but the second one either has the same color info as the previous material (im changing the values in the shader so its shouldnt be 1:1) or it's straight up a broken render with like the camera being 1/2 covered by something and all messed up and i dont even know how since theyre using the same material when blitting. Its honestly causing me to stop my learning path and im stuck because i just want this implementation to work in urp. (its not post processing and tonemapping affecting the calculations or anything ive checked that, its something with rendertextures, ive tried working it out with chatgpt but even the mighty ai is terrific at debugging this)
is this work with URP?
THE POST PROCESS VOLUME WON'T WORK
didya install the post processing stack? by unity?
If you use URP, it's not necessary to install an extra package for post-processing effects. URP is not compatible with the Post Processing Stack v2 package. URP comes with its own post-processing solution, which works straight out of the box.
How did you install "RGB Shift and BadTV"? I can`t install it in Unity Package Manager
just download the entire file from GitHub and then extract the effects folder to your assets or drag and drop them
How do i need to export (build) project with this effects? It hase so many issues
Make sure you have post processing installed from the unity registry, this fixed all the errors for me.
@@purplenurple9148 thank you brother
by using "Auto" for the lights, there comes an issue where the light go dark when at a certain distance or looking at certain angles? should the lights still be auto?
if you are using URP, in the main "assets" folder find the folder "settings" and and click on the URP high fidelity renderer or whatever you are using, then in the inspector in the right is an option called rendering path, change it to forward+ or deferred, now you can have many lights!
@@AKiCK.Studios thanks for the tip, but... I don't use urp
@@AKiCK.Studios figured I'll just keep it as is cuz the game is PS1 style and the PS1 had technical limitation so it's fine. it's kind of a bad excuse to not fix a problem but yeah
@@zenpresentt im pretty sure you can change it in project settings in the graphics tab
@@AKiCK.Studios yeah I got it per pixel light count but that's for lights that have rendering set to important