If you're using Unity 6, you can still use this code but you need to go into Project Settings > Graphics > Pipeline Specific Settings > URP > Render Graph and tick the Compatibility Mode toggle. Unity will no longer develop the codebase that doesn't use Render Graph. I've given it a go and it's genuinely a really cool bit of tech, but you need to write Renderer Features in a different way because Unity really can't leave this API alone for one major update. I'll probably do a separate video going over just Render Graph-based Renderer Features, but you've seen my upload schedule. Who knows when it'll come out.
the problem you have with the rendering of the ball and the trail can be done with the render graph I think with the "Draw objects in the render graph system in URP" but I do agree that there are no docs on these stuff, learning the render graph is a nightmare
Wow! As a humble layman (read: web dev) this is the most comprehensible shader breakdown I've seen. Super well-explained and the production value puts this way over the top (recreating TOTK's UI for your explainers? unreal). Top-tier video; you didn't even have to ask me to smash that like button and subscribe
I have a lot of screenshots of different parts of the UI, but the Game UI Database (www.gameuidatabase.com/gameData.php?id=1781) is also super cool for things like this. But it's also one of many reasons this video took forever to come out! Glad you liked it though, feels very satisfying to finish videos like this
Going to leave this warning here before anyone attempts to reproduce and sell a game with this, Nintendo has patented this game mechanic (In fact they patented every rune ability in Tears), so be careful of the Nintendo Ninjas and stay safe!
If you're using Unity 6, you can still use this code but you need to go into Project Settings > Graphics > Pipeline Specific Settings > URP > Render Graph and tick the Compatibility Mode toggle.
Unity will no longer develop the codebase that doesn't use Render Graph. I've given it a go and it's genuinely a really cool bit of tech, but you need to write Renderer Features in a different way because Unity really can't leave this API alone for one major update.
I'll probably do a separate video going over just Render Graph-based Renderer Features, but you've seen my upload schedule. Who knows when it'll come out.
the problem you have with the rendering of the ball and the trail can be done with the render graph I think with the "Draw objects in the render graph system in URP"
but I do agree that there are no docs on these stuff, learning the render graph is a nightmare
Wow! As a humble layman (read: web dev) this is the most comprehensible shader breakdown I've seen. Super well-explained and the production value puts this way over the top (recreating TOTK's UI for your explainers? unreal). Top-tier video; you didn't even have to ask me to smash that like button and subscribe
I'm amazed by how you replicated TOTK's UI and design system for your video! This is beautifully integrated. Congrats
I have a lot of screenshots of different parts of the UI, but the Game UI Database (www.gameuidatabase.com/gameData.php?id=1781) is also super cool for things like this.
But it's also one of many reasons this video took forever to come out! Glad you liked it though, feels very satisfying to finish videos like this
Yeah I agree, nice work
Wow, your voice really become deeper and deeper with each video uploaded. Cool bro
I mean, I guess I get older with every upload? Gonna be channeling my inner Morgan Freeman by the next video haha
wow, next level
Going to leave this warning here before anyone attempts to reproduce and sell a game with this, Nintendo has patented this game mechanic (In fact they patented every rune ability in Tears), so be careful of the Nintendo Ninjas and stay safe!
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