Talking about toon shading. Hand-drawn, flat shading, outlines, no shadows, wobbly lines... What are your favourite non-realistic rendering techniques?
Not sure about techniques but I love, love, LOVE toon-shading. It's so versatile. I love it's use in Tron legacy and Spiderverse. You can say so much with so little if set right. Seems like you guys are definitely on to something.
pls fix animation rigging problem i dont know why when i use it on my own character which i made in blender no matter what i do when i run the game my character rig and mesh go in space but his collider and object remain in his place pls help i tried to fix it so many time and no one in discord answered me
My favourite technique (until now!) was Unreal Engine’s Post Processing Materials. This has got me excited about Unity again (I like C# better... and visual scripting everything.... shaders, etc.)
This video format is perfect🤩. Short- to the point and packed with useful stuff. Makes me excited about Unity again (from Unreal). Am really looking forward to the others in this short-form series. Keep it up Unity 👍🏻
I've been looking up solutions to the lack of lighting data node in Shader Graph and RU-vid suggested this video! Completely unblocked me! The custom HLSL and subgraphs in this project are EXACTLY what I was looking for! Thank you so much!
I swear you guys at unity are listening to me , last week i was talking about fruit ninja with a friend and later came out the fruit ninja 2 video, the past 2 days I've been looking for a toon shader solution for my game and you post this
We recommend starting with some tutorials and projects on Learn, like this one: learn.unity.com/tutorial/understanding-scriptable-render-pipelines-2019-3#
Hi there, loved the video, really informative look into shadergraph! Would that shader be performant on mobile dvice or it would need to be tweaked for optimisation? If so, what could be modified to make it more optimised? Thanks for your input!
Projected shadows and point lights can be a bit heavy. The optimisation needed would have to take place in the graphics settings of the project itself I guess, such as shadow quality and point lights max number. The self shadows/rim/specular etc... are very cheap however !
@@MythologieChanel Thank you for your repply :) that is nice to know for a rocky like me what is heavy and what is cheap to render! I hoppe to learn about optimisation following this project, as it seem perfectly suited for a project that could run on low end device (what I am targeting)
Hi, thank you for this video! Quick question’ I don’t understand why you switched to 2020 on this video. Is this shader compatible with unity 2019 LTS version?
@@mattbrooks348 called a job where i can reply to text but cant be seen physically viewing a video for enjoyment. i do security where im not able to simply sit on my aas commenting takes second the video is how long dickhesd?
Hello, thanks for the great toon shader. Just wondering if you could help me, i can't seem to get the outline working. I even tried dragging in all your project settings and everything and it doesn't show. Do you know what could be causing this?
you probably already solved it but i was also struggling with the shadows in the new version of unity and i solved it. you have to select each materials that uses the shader, go in debug mode, and you'll see a blank space called " Shader Keywords ". you'll need then to copy paste this: MAIN_LIGHT_CALCULATE_SHADOWS _MAIN_LIGHT_SHADOWS _SHADOWS_SOFT _MAIN_LIGHT_SHADOWS_CASCADE _ADDITIONAL_LIGHT_SHADOWS into each materials blank space and then it works !
@@lynckee5244 Hey, I didn't solve it yet. I am using a older unity version 2020.3.25. I am currently trying out your solution in the latest LTS unity version 2021.3.14f. When I go into debug mode and select the material. I don't see a blank space called "Shader Keywords". It appears, unity has changed how shader keywords work. I am currently seeing : Valid keywords Size 0, Invalid keywords Size 4. But there is no empty space to fill in the name of the 4 boolean keywords.
@@lynckee5244 I solved it by simply exposing the 4 keywords in the shader graph.... Tick the expose box. Alright thanks! I wouldn't have tried this again without you
@@Hikizuru great! i was about to check what i did and tell you how to do it but i'm glad you could solve this problem by sourself :) This shader is so cool and you'll see, it will be even better with the shadows lol
Sadly, I didn't understand a lot of this, but I specialize in 2d, and shaders have always mystified me. Hopefully the next open game will be 2d; I might actually be able to help then.
@@vladilisan3226 No, you can't "quickly learn 2d", thank you very much. You'll be missing a lot of the nuances that are required to make a great game. Like anything, it takes time to learn.
@@Ratstail91 Depending on the artstyle your used to, you can contribute Icons and UI graphics. You can also create concept art for the game if you like. (Forum Threads - "Concept Art" and "Inventory Items", the UI elements will come later)
@@CiroContinisioUnity hhhh maybe my love to BOTW make me consider any good artistic style applied to any game made by anyone as it inspired from it. What I really wanna say is I liked what you did keep sharing.
Dot product and cross product are pretty important for game design. You can do so many things with the dot product 🤯… Basically you take two normalized vectors and do component wise multiplication and then add up the products. If the result is 1, the vectors are pointing in the same direction. If they are 0 they are perpendicular. If they are -1, they are pointing away from each other. It can be very powerful… (AI line of sight logic, trigger logic, tracking logic, etc)
@unity You are still doing old baking lights, Unreal Engine had improved by global illumination without baking lights! Unreal Engine is making revolutionary stuff but you are still at the basic concept!