Regarding 2D Depth of Field: I misspoke (kind of) - the Depth of Field Post-Processing CAN work in a 2D scene, it just doesn't blur based on Z-depth. So it doesn't matter how close/far something is to your camera it'll basically act as an on/off blur for your sprites. As of right now, this is just how it is as far as i can tell.
One somewhat simple way that I found was to create multiple overlay cameras and have them only render a specific layer of the scene via their culling masks. The Layer in a GlobalVolume GameObject actually makes it only apply it's post processing effects to all objects in that layer. So you need to add one global volume per layer that you want different dof values on. Adding all overlay cameras as a stack in the right order to one main camera creates a near perfect dof effect.
In my game I've managed to create a depth of field with objects on a Blur Layer, so I made my camera only render that layer and set the post processing to only affect the Blur Layer. Not sure exactly if this is the correct way to handle this, but for me It's been working great!
From what I've seen, Post Processing, even in incredibly stylized games, is best used in as subtle a way as possible. As a game dev in the middle of a project, you might not notice a dramatic change when applying something like bloom or a vignette initially, but don't get tempted to crank all the values up just so that *you* notice it. Instead, have play testing sessions where you apply a small change and play for a while. Then take a break for a day, come back with a different adjustment, and play for a while as well. You should be in a better place to determine which feels better. Worst case scenario is you have both options available as presets and allow the player to choose between them.
How to make only the player character glow using Bloom in the post processing? I have been struggling with this for quite some time now. Any help would be much appreciated.
Cool channel! Will you make a video about the save system in Unity (json)? I encountered some misunderstandings. And another question - how can i replace the onSceneLoaded event? Let me explain - I made a data transmission system based on your videos. I made the save system using a video from another channel (channel: Shaped by Rain Studios) - but both , you and the save system use the onSceneLoaded event and they conflict with each other. When I go between scenes, of course the player coordinates from the Jason file are loaded, and not the door position. Therefore, I’m thinking about how to bypass this event altogether. Thanks.
Hey any update on your Metroidvania project, 'Veil of Maia'? I thought it was an interesting game and just wanted to know if you're still developing it.
I've commenting now not because I watched the video (I sure will!) Just wanted to comment on the most recent video because I guess you will be reading this comment. I've just written a long comment, but decided to delete it and just TL;DR - Bro, you channel is awesome, I don't understand how the f you have only 23k subs, but I'm glad to be one of them, because you're doing an awesome job, and explaining it in a really proper way.
You have no clue how to teach!!...Like the most of tutors here. You all always skip something. I don`t have the Postprocessing tag in the inspector window for the Main Camera. Tell in the begining if it`s for advenced or for beginers...so we don`t waste time.
Regarding 2D Depth of Field: I misspoke (kind of) - the Depth of Field Post-Processing CAN work in a 2D scene, it just doesn't blur based on Z-depth. So it doesn't matter how close/far something is to your camera it'll basically act as an on/off blur for your sprites. As of right now, this is just how it is as far as i can tell.
It would be greate to do a tutorial about dof background since there is none on youtube
One somewhat simple way that I found was to create multiple overlay cameras and have them only render a specific layer of the scene via their culling masks. The Layer in a GlobalVolume GameObject actually makes it only apply it's post processing effects to all objects in that layer. So you need to add one global volume per layer that you want different dof values on. Adding all overlay cameras as a stack in the right order to one main camera creates a near perfect dof effect.
@@cashews5855 How bad would it impact the performance of a scene?
love this, fast and straight to the point, and you cover all of em !
Man I'm so glad I found your channel a while back. These videos are gold!
Great video. In my game, I use the vignette and lens effect to create a subtle warped, vintage-TV screen effect. I like it.
Super useful! Adding more FX to my game, RoadHouse Manager, this week so the timing is great.
Nice video, very informative, keep up the good work man, learning a lot from you
Thank you very much for this tutorial!
Just commenting for the algorithm. Thanks for the knowledge
Liked and loving these videos ! Many thanks 😊
This is so useful. Thank you
In my game I've managed to create a depth of field with objects on a Blur Layer, so I made my camera only render that layer and set the post processing to only affect the Blur Layer.
Not sure exactly if this is the correct way to handle this, but for me It's been working great!
From what I've seen, Post Processing, even in incredibly stylized games, is best used in as subtle a way as possible.
As a game dev in the middle of a project, you might not notice a dramatic change when applying something like bloom or a vignette initially, but don't get tempted to crank all the values up just so that *you* notice it.
Instead, have play testing sessions where you apply a small change and play for a while. Then take a break for a day, come back with a different adjustment, and play for a while as well.
You should be in a better place to determine which feels better.
Worst case scenario is you have both options available as presets and allow the player to choose between them.
Very nice! Thank you.
Awsome
Thank you.
Thank you
How to make only the player character glow using Bloom in the post processing? I have been struggling with this for quite some time now. Any help would be much appreciated.
Thanks a ton! Is this URP only or does it work for built-in as well? Not sure which project tô create, ty
Hey Brandon, do you use addressables in your game? Could you do a tutorial about them please?
Cool channel! Will you make a video about the save system in Unity (json)? I encountered some misunderstandings.
And another question - how can i replace the onSceneLoaded event? Let me explain - I made a data transmission system based on your videos. I made the save system using a video from another channel (channel: Shaped by Rain Studios) - but both , you and the save system use the onSceneLoaded event and they conflict with each other. When I go between scenes, of course the player coordinates from the Jason file are loaded, and not the door position. Therefore, I’m thinking about how to bypass this event altogether. Thanks.
Awesome
Hey any update on your Metroidvania project, 'Veil of Maia'? I thought it was an interesting game and just wanted to know if you're still developing it.
will be doing a Q+A video soon to answer that
Make scripting course brother 😢
I've commenting now not because I watched the video (I sure will!)
Just wanted to comment on the most recent video because I guess you will be reading this comment.
I've just written a long comment, but decided to delete it and just TL;DR -
Bro, you channel is awesome, I don't understand how the f you have only 23k subs, but I'm glad to be one of them, because you're doing an awesome job, and explaining it in a really proper way.
You have no clue how to teach!!...Like the most of tutors here. You all always skip something. I don`t have the Postprocessing tag in the inspector window for the Main Camera. Tell in the begining if it`s for advenced or for beginers...so we don`t waste time.
I AM FIRST!
First
2nd lol