Hi there I would like to thank you for the tutorial. Your explaianation is quite clear, step by step, very organized. It helped me to figure out how Urp lightning is working. cheers
You’ve earned yourself a subscriber, I don’t usually comment on videos but my god, you’re a brilliant individual, many videos I’ve stumbled upon have a mediocre teaching style completely sidelining the intuition behind doing things a certain way. You’ve brought that intuition along phenomenally. Kudos to you and thank you so much. Looking forward to more videos. Edit: I’d personally love a video on post processing, and the reasons behind choosing post processing layers attached to the camera versus using overrides with global volumes, can’t quite wrap my head around that yet.
Woah! Thank you so much for your kind words! This made my day! 😊❤️and welcome aboard! For the post processing, I will try my best to make a video on it. Would you prefer one with URP or the Default Rendering Pipeline? PP Layers attached to the camera is quite straight-forward, and it affects things that are rendered through that camera. It works very similar to global, but only for that specific camera. Other cameras in the scene remain unaffected. Useful, if you want to make things like security cams, and apply an effect over those cameras, or when you want things simple and straightforward, and you only have one camera throughout the game. Volumes are used to add post-processing effects to "specific areas" on your scene. You can have one room, when you enter it, everything goes black-and-white, or add chromatic abberation to make things look weird and distorted. You generally use one global volume, with effects you may want consistently throughout the scene, and higher priority local volumes for specific areas in your scene. This requires more work, blending is also a topic of concern. You can however optimize effects for specific areas with local volumes, reducing overall resource usage. In my opinion: If your scene requires consistent post-processing effects across the entire environment and you’re not concerned about fine-tuning, using the post-processing layer attached to the camera is efficient. If you need localized adjustments, different effects in specific areas, or want to optimize performance, consider using overrides with global volumes. Hope this helps! Cheers! 😊
Thank you so much, this helps out a lot, even your written explanations are impeccable. And I’d love a video on PP for the Univeral Rendering pipeline. It’d help immensely.
Oh by the way, I forgot, URP doesn't have any post processing layers that can be attached to cameras. It uses the volume framework only, but I will show you how to customize pp for specific cameras, in the video, that I will start recording as soon as possible.
Hii Anand. It took me a while to get this video a watch, but it was worth it. The way you explained the theory behind lighting interiors was done so perfectly and was really simple to make sense of it. In all it got me so excited to work with lights. Can you throw a quick video on lighting interiors for getting a spooky and horror vibe. As always have great day. 😇
Hm, I could try that 😅 I did try to make a horror game before, and the lighting went terrible that it wasn't scary at all 😂 I'll see what I can do about it. But have a go at it yourself that is the best way to learn.
@@anandev Brother you are senior to me...Mai bhi ese hi kabhi depression m hota hu as a game dev ki wajah se...But aapko dekhkar mai bhi motivate hora hu. 🥺