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Toon And Outline Shader in Godot 3.2 

Code with Tom
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In this video, I'm going to show you how to create a toon and outline shader in the Godot engine.
I'd like to throw a huge shoutout and credit to Dave from Dave the Dev who shared this same technique over on his RU-vid channel which I happened to stumble upon when looking to create this effect.
Dave's Channel: / @davethedev
Patreon: / codewithtom

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24 авг 2024

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Комментарии : 40   
@TimKrief
@TimKrief 4 года назад
In my experience the grow parameter works well with a sphere but has unexpected behaviors on more complex meshes that are not using smooth shading.
@CodeWithTom
@CodeWithTom 4 года назад
Hi Tim, thanks for the feedback. For more complicated meshes there may be better ways to approach this. I'll try and explore this in a future video 😁
@scollll
@scollll 3 года назад
@@CodeWithTom is there a video of that?
@original_poster
@original_poster 4 года назад
Very timely! I was literally wondering how I could do this this morning. Thank you.
@CodeWithTom
@CodeWithTom 4 года назад
You're very welcome :)
@vatan2578
@vatan2578 4 года назад
Thank you so much. I wish health and success.
@CodeWithTom
@CodeWithTom 4 года назад
Thank you!
@maciej5468
@maciej5468 2 года назад
So simple, I love it, thanks!
@Felocatel
@Felocatel 2 года назад
Muy práctico y muy bien explicado. Muchas gracias!
@unfa00
@unfa00 4 года назад
I'm looking for a shader-based outline effect that'd let me draw an outline visible through walls, but all tutorials go with the reverse-normal grow shell approach instead.
@Raigoblin
@Raigoblin Год назад
Nice
@lemongummy7047
@lemongummy7047 4 года назад
this is so cool! ^^ thanks Tom!
@pgt915
@pgt915 3 года назад
it's funny because in unity you would need 1000 lines of code for that,whereas here i don't even need a custom shader to have a good looking shader.
@NOPerative
@NOPerative 4 года назад
Awesome.
@CodeWithTom
@CodeWithTom 4 года назад
Thanks!
@LATEXXJUGGERNUT
@LATEXXJUGGERNUT 4 года назад
There once was a game called EVOLVE and EVOLVE Stage 2. You could sniff in the game and see outlines of certain colors. I have failed for years to understand how to do a screen shader with multiple outline colors or however they managed this effect....
@olppi5452
@olppi5452 3 года назад
Thank you!
@Flat_Erik
@Flat_Erik 3 года назад
i was getting huge aliasing effects on the outlines, especially when zooming out. Anyone knows how to fix this?
@alexsandrotavares6585
@alexsandrotavares6585 2 года назад
OH MY GOD I LOVE U
@apoorvpandey3D
@apoorvpandey3D 3 года назад
Awesome!
@vojtastruhar8950
@vojtastruhar8950 Год назад
The specular highlights look awesome. But the grow outline breaks the second you have tomething with an edge - like a cube. Its an easy way, but severely flawed.
@forge_builder6455
@forge_builder6455 6 месяцев назад
having this exact problem.
@vojtastruhar8950
@vojtastruhar8950 6 месяцев назад
@@forge_builder6455 Godot has a button to 'generate outline mesh' - use that one! Works perfectly. You are rendering two meshes at that point tho :)
@peytonmac1131
@peytonmac1131 4 месяца назад
Yeah. I've seen a lot of tutorials showing this way using a sphere only, which is a bit disappointing when you're trying to share more complex models.
@samuraikina5908
@samuraikina5908 2 года назад
Can this shader be modified to make the objects pixel art?
@solerg0d
@solerg0d 4 года назад
Do you think you could make a video on 3D projectiles in godot
@CodeWithTom
@CodeWithTom 4 года назад
Absolutely :)
@mr.wiggles9827
@mr.wiggles9827 4 года назад
Im trying to get my character to throw a boomerang that's on his side and have it return to his side...possible or nah im going insane trying to figure it out
@nirmattgopal1806
@nirmattgopal1806 4 года назад
like the god of war axe? ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-8MKxbGjicJ0.html
@CodeWithTom
@CodeWithTom 4 года назад
Hi, this is absolutely possible. You're basically looking at turning your boomerang into a projectile that can also return to the player. I'll add this as a topic to my list of things to cover.
@jamesxxxyz8775
@jamesxxxyz8775 4 года назад
When i duplicate this sphere and this spheres overlap each other, then the black line is thinner and the reflect light overlap a little bit.
@CodeWithTom
@CodeWithTom 4 года назад
Yes, there are some quirks to this method. I would love to explore more comprehensive solutions in the future.
@cmds.learning7426
@cmds.learning7426 4 года назад
how to make postprecess out line shader in godot? vertax out line make more polygon count
@CodeWithTom
@CodeWithTom 4 года назад
Hi, good point. I need to look into this. Once I figure it out I'll post an updated tutorial
@NateHeroic
@NateHeroic 3 года назад
How do you use this with in 2d with light2d?
@thepirate_kinz1509
@thepirate_kinz1509 2 года назад
Can the same be done for 2d
@cmds.learning7426
@cmds.learning7426 4 года назад
Hi Tom! i found this : docs.godotengine.org/en/3.1/tutorials/viewports/custom_postprocessing.html Like unreal or unity's postProcess shader, use canny sobal or Laplace edge detection can make cool postproces out line
@kingzeeb319
@kingzeeb319 3 года назад
OOF
@GPMTT
@GPMTT 2 года назад
547th
@Bogdan100pink
@Bogdan100pink 3 года назад
AMONG US
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