Nice to see some inspirations of what can be made. Sometimes, seeing what the tool can achieve, direct our process to learn the tool. It is the "Why should I care" question. For the last feature, for those interested, Brackeys has a good video showing how to achieve the effect.
Adding a tutorial using the old compatibility mode when using it at the moment will throw a warning to update the render graph, so why not make the tutorial about the render graph, or simply upload this tutorial two years ago 😅, hope to take that into consideration
We have some new ones in the works, we realized that before we release the new ones, these videos could still be useful for many. To be honest when we listed them I was not expecting them to show up as recent videos.
Good luck with using the Render Objects feature with rendering layers, depthOnly pass, depth texture or depth priming. Render Objects does not render any additional passes usually handled by the main renderer. This breaks lots of other effects and features.
Hello, I realize that it is a long shot but I am trying go implement the see behind technique on Unity 6, and after setting things up everything works as expected however my character is ever so slightly transparent now. So I can, even if barely, see things through him. Any suggestions?
We wanted to make these videos discoverable before we release new content about URP in Unity 6. I didn't realize these would should up as "new" videos.
Using the third example: is it possible to customize the color so each enemy has their own color? Like different enemies have another color than the player. Can't find anything worthwhile on the forums about this.
Just create different layers for each color and set each enemy to those layers. If you want to randomize, select a few colors and adjust the enemies layers to a random layer at runtime
Can't say for Godot, but in Unreal - it comes nicer looking from get go, but with massive overhead and it is a pain to customize. Especially in rendering, modularity of Unity's pipelines is unmatched. Even more so for mobile platforms.
@@bonzero it's more that the current code approach has way too much boilerplate and doesn't explain a lot of its purpose. They really should simplify it in the future.
This is a great tutorial! Please do more of these.
Words can't explain my great thank to your video!
this video seems to be deprecated in the newer urp version is there an updated video in the works?
Nice to see some inspirations of what can be made. Sometimes, seeing what the tool can achieve, direct our process to learn the tool. It is the "Why should I care" question. For the last feature, for those interested, Brackeys has a good video showing how to achieve the effect.
Adding a tutorial using the old compatibility mode when using it at the moment will throw a warning to update the render graph, so why not make the tutorial about the render graph, or simply upload this tutorial two years ago 😅, hope to take that into consideration
We have some new ones in the works, we realized that before we release the new ones, these videos could still be useful for many. To be honest when we listed them I was not expecting them to show up as recent videos.
@@eduardooriz2715 great job I appreciate your efforts and looking forward to the new tutorials
@@-moristan109 just use the right click context menu Create->URP postprocessing effect (render volume)
Great examples. Bravo 👍
very useful 😍
Just so everyone know: To be URP version safe just use the right click context menu Create->URP postprocessing effect (render volume)
In the 2022 version its volume > global volume.
I think this is an older version as a lot of this is handled easily by unity now.
damn, that's lit
Good luck with using the Render Objects feature with rendering layers, depthOnly pass, depth texture or depth priming. Render Objects does not render any additional passes usually handled by the main renderer. This breaks lots of other effects and features.
Hello, I realize that it is a long shot but I am trying go implement the see behind technique on Unity 6, and after setting things up everything works as expected however my character is ever so slightly transparent now. So I can, even if barely, see things through him. Any suggestions?
Nice
GIT repo is 2 yers old..... And this video came out like what, 4 days ago??? There are some obsolete stuff in there.
We wanted to make these videos discoverable before we release new content about URP in Unity 6. I didn't realize these would should up as "new" videos.
Deprecated API for RenderFeatures through URP versions is so so so frustrating!
Good
Using the third example: is it possible to customize the color so each enemy has their own color? Like different enemies have another color than the player.
Can't find anything worthwhile on the forums about this.
You check the URP ebook from Unity, it has a ton of detail
Just create different layers for each color and set each enemy to those layers. If you want to randomize, select a few colors and adjust the enemies layers to a random layer at runtime
wow•
you really are incorrigible and shameless, aren't you? you laughed too. artist friendly with the example that needs code.
This is not easy to follow if you're beginner... Unreal and godot is more easier to follow than all this boiler plate
I agree with Godot, disagree with Unreal.
This is an advanced tutorial... not the easiest of the tasks, nor in Godot or Unreal
Can't say for Godot, but in Unreal - it comes nicer looking from get go, but with massive overhead and it is a pain to customize. Especially in rendering, modularity of Unity's pipelines is unmatched. Even more so for mobile platforms.
@@bonzero it's more that the current code approach has way too much boilerplate and doesn't explain a lot of its purpose. They really should simplify it in the future.