For anyone trying to make this work in Unity 2022.3+ and Blit.cs isn't working, you can skip the whole Blit script and render feature (since they are outdated), and instead just create a "Full Screen Pass Renderer Feature" in your URP Renderer. Also, the Shader Graph you will create will be the "Full Screen Shader Graph", instead of an "Unlit Shader Graph". So in summary: 1. Create the "Full Screen Shader Graph" 2. Create a material from it 3. Create a "Full Screen Pass Renderer Feature" in your URP Renderer 4. Assign the material you created in Step 2 to that render feature. 5. Continue with video instructions from 2:14 onwards. Good luck!
Hi, I did this but the world outside the circle is white instead of being transparent. So I have a blue circle in the range and the rest of the world is solid white. The Injection Point is After Rendering Post Processing by default but I have tried the other 2 as well and they don't solve the issue either. Please help me if you can.
your Blit.cs s giving me this error You can only call cameraColorTarget inside the scope of a ScriptableRenderPass. Otherwise the pipeline camera target texture might have not been created or might have already been disposed.
Fixed it by moving the line that uses cameracolortarget to the create function and adding a reference to the ablitpass. Thein the previous spot that threw error, you access the cameracolortarget from blitpass.cameracolortarget
Как раз искал что-то подобное, спасибо за видео, только у меня почему-то не заработал сначала нормально Blit, пришлось брать версию с гита cyan'a. Еще была проблема с нодами, которые трансформируют depth в world pos, в видео почему-то не упомянули, что надо в ноде ScreenPosition использовать Raw, а в ноде TransformationMatrix - Inverse View Projection (Это видно в видео, но плохо, пришлось по пикселям понять что там выставлено (= )
You can use English subtitles or you can add subtitles on your own language.
thank you
Дуже дякую за роботу, дуже допоміг.
For anyone trying to make this work in Unity 2022.3+ and Blit.cs isn't working, you can skip the whole Blit script and render feature (since they are outdated), and instead just create a "Full Screen Pass Renderer Feature" in your URP Renderer. Also, the Shader Graph you will create will be the "Full Screen Shader Graph", instead of an "Unlit Shader Graph".
So in summary:
1. Create the "Full Screen Shader Graph"
2. Create a material from it
3. Create a "Full Screen Pass Renderer Feature" in your URP Renderer
4. Assign the material you created in Step 2 to that render feature.
5. Continue with video instructions from 2:14 onwards.
Good luck!
Thank you so much, Im working on a schoolproject and this saved me a lot of time
Hi, I did this but the world outside the circle is white instead of being transparent. So I have a blue circle in the range and the rest of the world is solid white. The Injection Point is After Rendering Post Processing by default but I have tried the other 2 as well and they don't solve the issue either. Please help me if you can.
Спасибо за полезное видео!
I think this english video. Потом думал, что на русском, но нет 😅. Однако все понятно.
Круто
Дуже круто, дякую. Якраз шось таке шукав
First to like.
Great shader again !
thanks😊
your incredible!!😎😎😎
thank you
how did you create the highlight effect on objects with the scan, can you make a tutorial on that plz.
Yes, it was my next tutorial after this
hey dude this is awesome!
just out of curiosity how would we apply a static line effect to this? picture like bloodhound from apex legends
Do you mean something like grid?
вааау
Подскажи, как сделать то же самое в HDRP?
your Blit.cs s giving me this error
You can only call cameraColorTarget inside the scope of a ScriptableRenderPass. Otherwise the pipeline camera target texture might have not been created or might have already been disposed.
Fixed it by moving the line that uses cameracolortarget to the create function and adding a reference to the ablitpass. Thein the previous spot that threw error, you access the cameracolortarget from blitpass.cameracolortarget
It's not my blit script. It's from CYAN. There is instruction.
Как раз искал что-то подобное, спасибо за видео, только у меня почему-то не заработал сначала нормально Blit, пришлось брать версию с гита cyan'a. Еще была проблема с нодами, которые трансформируют depth в world pos, в видео почему-то не упомянули, что надо в ноде ScreenPosition использовать Raw, а в ноде TransformationMatrix - Inverse View Projection (Это видно в видео, но плохо, пришлось по пикселям понять что там выставлено (= )
спасибо, товарищ!
thanks
Now my blit feature returns black color to texture... Weird artifacts
Спасибо за видео! Ооооочень полезный контент. Может есть в планах разобрать новые фичи вроде волюметриков и генереции векторных полей?
Привіт!) Не підскажешь що це за графічна програма де ти в юніті створюєш колонки та додаєш до них різні зв'язки?
Це Shader Graph
酷!