I just love these kind of tutorials. Keeps me focused, attentive and triggers my memory to save all the information. And the background music was also nice to listen to. You earned a sub!.
Works Like a charm Note : Watch Carefully and if your colored outline is the one appearing MAKE SURE TO ENABLE BACK FACE 0:46 (if you had issues and fixed them add to the replies for future ppl)
lol I just came here after watching the "best outline tutorial" and...the irony that the previous video was super cumbersome and didn't even work properly. This does it in 3 minites flawlessly.
nice work thank you. maybe make a version where the outline is not on the objective edges of the object but rather on the visual edges of the object if that makes sense, like wherever you are looking at it from the outline adapts to stay on the limits of the object. that would be useful for interactive objects like objects you can pick up, it gives a visual clue
Under the fragment node, you should change the surface type to opaque so the material made from this shader graph doesn't overlap and combine with other materials made from other shader graphs
How can I make the square transparent but with a black edge? I have tried a few approaches and the problem at the moment is that as soon as I make it transparent, the edge also feels the square with colour, although the edge should only be affected.
Unity really has screwed up with having 3 different pipelines that aren't interchangeable. They should have just made hdrp be the standard and just put a little effort into making old content supporting it. Unity has really taken a dump in quality and PR
Nice! Got it working but I cannot seem to adjust the Scale and Color values as they are grayed out in the Inspector, even though the properties are Exposed. Any ideas? Adjusting only works via Shader Graph's editor
Thank you! I tried it in HDRP and the result was not perfect. If I set scale size 1, the outline color covered whole, if I set scale size smaller than 1, I couldn't see any outline. If I could do scale up and adjust y axis at the same time, it will fit outline of the objects shape I think.
This just makes my cube into a slightly bigger and unlit cube. I don't think it has too do with my render priority since I made it 5000 and it was still rendered on top. Does anyone have a solution? Edit: Got it working.
I just love these kind of tutorials. Keeps me focused, attentive and triggers my memory to save all the information. And the background music was also nice to listen to. You earned a sub!.
Works Like a charm
Note : Watch Carefully and
if your colored outline is the one appearing MAKE SURE TO ENABLE BACK FACE 0:46
(if you had issues and fixed them add to the replies for future ppl)
it only show pink color that indicate material not working, even when editin the shader the preview already show the pink color
@@darknessterra9953 you on urp?
@@darknessterra9953 mine is doing the same, ever figure out why? it also just changes the material on the mesh to the last most material mapping.
@@hambonetunes1988 Click on the material and go to edit then rendering then materials press convert selected built in materials to URP. Hope it helps
@@darknessterra9953 That works for me : Use Built-in Render Pipeline (shown as BulitIn) instead of URP, then do the same things in video.
lol I just came here after watching the "best outline tutorial" and...the irony that the previous video was super cumbersome and didn't even work properly. This does it in 3 minites flawlessly.
Could you make a tutorial on how to make the thickness of the outline consistent even when the object is scaled on only one axis for example?
How to add this glow effect on outline? in my case its just color
Does not work for objects with a pivot that is off the average center of the geometry
nice work thank you. maybe make a version where the outline is not on the objective edges of the object but rather on the visual edges of the object if that makes sense, like wherever you are looking at it from the outline adapts to stay on the limits of the object. that would be useful for interactive objects like objects you can pick up, it gives a visual clue
Under the fragment node, you should change the surface type to opaque so the material made from this shader graph doesn't overlap and combine with other materials made from other shader graphs
Short and clear - well done, thx
song?
I cant believe this is the only shader video that works for me
Very cool! Thank you
hi :) what if i want to make the inside transparent, and only have the outline glowing?
An amazing tutorial man... ty. I was wondering if I could make those outlines from blender, but the most I saw, was the solidify method.
This is blender outline method :th-cam.com/video/2J_ViZbUaNk/w-d-xo.html
How can I make the square transparent but with a black edge? I have tried a few approaches and the problem at the moment is that as soon as I make it transparent, the edge also feels the square with colour, although the edge should only be affected.
really dont like the 2 mùaterial on the same mesh method :(
Actually, me too~ It's just a simple method for beginner.
Awesome, thanks!
Wow😍😍😍😍thanks a lot. Great work brother 🔥😎🤩
Unity really has screwed up with having 3 different pipelines that aren't interchangeable.
They should have just made hdrp be the standard and just put a little effort into making old content supporting it.
Unity has really taken a dump in quality and PR
Nice! Got it working but I cannot seem to adjust the Scale and Color values as they are grayed out in the Inspector, even though the properties are Exposed. Any ideas? Adjusting only works via Shader Graph's editor
Try to click "Save asset" in top of shader editor window
I have no Render Face option?
Thanks it worked well!
really nice thanx, i just have a probleme how do you make the glow ?
Add post process "Bloom", and the material should use emission color.
@@stormer268 thanks !
great work
Thank you!
I tried it in HDRP and the result was not perfect. If I set scale size 1, the outline color covered whole, if I set scale size smaller than 1, I couldn't see any outline.
If I could do scale up and adjust y axis at the same time, it will fit outline of the objects shape I think.
same for me, did you manage to get that working?
Graph settings probably need to be updated so Render Face = Back
cool video! simple ans easy!
Works fine just on simple primitives.
Thank you! Amazing and easy
This just makes my cube into a slightly bigger and unlit cube. I don't think it has too do with my render priority since I made it 5000 and it was still rendered on top. Does anyone have a solution?
Edit: Got it working.
how
@@chandles683 I forgot to set the render layer to behind.
every time I add my shader graph material to an object it crashes unity. can anyone help?
Thanks!
is this applicable for hdrp??
Probably not. I'm not using HDRP.
Magic
Thank You
Multiple materials on the same submesh is not the right way to do it
enlighten us
simple 💀💀
At least it’s not a 30 min video
Simplest doesnt mean simple
Thanks!