Open Kyriota opened 2 years ago
Thanks a lot for the detailed explanation! I'm still new to Unity and C# so I'll have to read it multiple times but this stuff is really well explained!
@n3sty Thanks a lot for the detailed explanation! I'm still new to Unity and C# so I'll have to read it multiple times but this stuff is really well explained!
Glad I can help! :)
Do you ever intend to create a github repo for a small demo of this effect? Even with the details shown here, I still find it difficult to get it working.
@BradFitz66 Do you ever intend to create a github repo for a small demo of this effect? Even with the details shown here, I still find it difficult to get it working.
I'd like to if I can, but files of this demo are lost due to some complicated reasons. However, as you said, details and references are complete in this blog. It should be feasible for anyone to implement methods I used in this demo. Keep an eye on the URP version of your env if you're trying to reproduce the same effect, or you may need to find your own solution.
I'm really new to shaders in general, and this article is really helpful. I'm not really sure where to go after the Scriptable Render Pass section. Should I use shaderlab or should I use shader graph? How do I implement the edge detection algorithms? I'm not sure how to do any of that stuff. If you could explain a bit more and give some direction, that would be awesome!
@BlueHunter12 I'm really new to shaders in general, and this article is really helpful. I'm not really sure where to go after the Scriptable Render Pass section. Should I use shaderlab or should I use shader graph? How do I implement the edge detection algorithms? I'm not sure how to do any of that stuff. If you could explain a bit more and give some direction, that would be awesome!
G-Buffer, Scriptable Render Pass Input, and Override Mat are just 3 different apporaches to get the Normal Texture, you only need to choose one implementation from these 3 methods.
I used URP shader graph to do nearly everything in this project.
For detailed implementation (like Edge Detection Alg you asked), you may check the links I put in the article. Those are works I referred and most of them offers more detailed information including Shader Graph files or code.
I really put a lot of effort to try to understand how to recreate this but it's impossible for me. I don't know what am I supposed to create. I read that you did this with shader graph but there is not screenshot of the shadergraph you created. I would really like to implement this in my project please help me :'-(
@EnderDestiny I really put a lot of effort to try to understand how to recreate this but it's impossible for me. I don't know what am I supposed to create. I read that you did this with shader graph but there is not screenshot of the shadergraph you created. I would really like to implement this in my project please help me :'-(
Hi there, you may look for the external links (references) in this blog. I think that Robin Seibold's content demonstrates shadergraphs in it.
@Kyriota
@EnderDestiny I really put a lot of effort to try to understand how to recreate this but it's impossible for me. I don't know what am I supposed to create. I read that you did this with shader graph but there is not screenshot of the shadergraph you created. I would really like to implement this in my project please help me :'-(
Hi there, you may look for the external links (references) in this blog. I think that Robin Seibold's content demonstrates shadergraphs in it.
I already looked at the videos from Robin Seibold. The problem I have is linked to the outline and the edges. Even with his video I don't manage to recreate the outline. I also wondered what is all the lines of code you wrote along the article ? Beacause I didn't know if I had to use them somewhere. By the way, thanks for the quick answer !
@EnderDestiny
@Kyriota
@EnderDestiny I really put a lot of effort to try to understand how to recreate this but it's impossible for me. I don't know what am I supposed to create. I read that you did this with shader graph but there is not screenshot of the shadergraph you created. I would really like to implement this in my project please help me :'-(
Hi there, you may look for the external links (references) in this blog. I think that Robin Seibold's content demonstrates shadergraphs in it.
I already looked at the videos from Robin Seibold. The problem I have is linked to the outline and the edges. Even with his video I don't manage to recreate the outline. I also wondered what is all the lines of code you wrote allong the article ? Beacause I didn't know if I had to use them somewhere. By the way, thanks for the quick answer !
As for the problems you're facing, I can only point a vague direction for you to figure it out by yourself, because I haven't open Unity for a year or more, sad.
As for the clips of code going through the blog, the purpose of these lines of code (some of them may be pseudocode? I can't remember sry) are helping the viewer understand the text part better. So these lines of code are likely to be summarys to the corresponding subsection. You may wanna use some of these code for your project.
@Kyriota
@EnderDestiny
@Kyriota
@EnderDestiny I really put a lot of effort to try to understand how to recreate this but it's impossible for me. I don't know what am I supposed to create. I read that you did this with shader graph but there is not screenshot of the shadergraph you created. I would really like to implement this in my project please help me :'-(
Hi there, you may look for the external links (references) in this blog. I think that Robin Seibold's content demonstrates shadergraphs in it.
I already looked at the videos from Robin Seibold. The problem I have is linked to the outline and the edges. Even with his video I don't manage to recreate the outline. I also wondered what is all the lines of code you wrote allong the article ? Beacause I didn't know if I had to use them somewhere. By the way, thanks for the quick answer !
As for the problems you're facing, I can only point a vague direction for you to figure it out by yourself, because I haven't open Unity for a year or more, sad.
As for the clips of code going through the blog, the purpose of these lines of code (some of them may be pseudocode? I can't remember sry) are helping the viewer understand the text part better. So these lines of code are likely to be summarys to the corresponding subsection. You may wanna use some of these code for your project.
Alright thank you again for the fast answer. I'll try to go ahead with this. Thanks for your time.
how did you modify the cel shading to get more borders on the shadows ?
@mathisc91 how did you modify the cel shading to get more borders on the shadows ?
the basic idea is quantization, which means the shadow has continuing value, then you map it to some discrete values. The amount of the discrete values you chose determines how many borders the shadow has.
@Kyriota
@mathisc91 how did you modify the cel shading to get more borders on the shadows ?
the basic idea is quantization, which means the shadow has continuing value, then you map it to some discrete values. The amount of the discrete values you chose determines how many borders the shadow has.
Thank you very much for your answer, but i'm not sure how to do that and where.
https://m.bilibili.com/video/BV1pR4y1A79K
I found your work similar to this video. Unfortunately, when i followed his tutorial it doesn’t work. I really don’t know if its the shader or the code that has problem. Can you please enlighten me here.
https://kyriota.com/2022/08/02/UnityPixelatedArtStyleInURP/
I’m considering diving into game dev for a rather long period from now on, and was managing to find a possible way to build a traditional RPG that can be handled only by myself from any aspect such as assets like models, animation, sound design, and system. I think I should write down my progress and tech details in the future, so that I can feel the speed of my progress and share my experience to help those who are struggling like I was.