Unity 2022 LTS actually came out today! There are some breaking changes between the way Renderer Features work in 2021 and 2022, so annoyingly, this effect won't work in the new 2022 LTS. This is what I get for taking ages with my videos! I will address the changes in an upcoming video! The changes relate primarily to the way URP now deals with textures, and there's an additional override method on ScriptableRendererFeature called SetupRenderPasses. It's mostly just moving code around a bit between methods.
@curkas
Жыл бұрын
I would really love an update to your video or even your blog post! I'm trying to create a post-processing effect that desaturates everything but can also occlude an objects (whether by layer or by Stencil I'm not sure yet), but I'm new to the SRP in general stuck trying to wrap my head around how Blitting works in the new LTS and finding the documentation super unhelpful...
@samisalama3033
Жыл бұрын
will there be another video covering the new version?
@uselessgamedev
Жыл бұрын
Good job! Interesting use of the progress bar to show how long chapters are. I don't think it's necessary to have it on for *every* chapter, I think it's more useful on chapters that people might want to skip. Terrific job on the shader as always
@danielilett
Жыл бұрын
I first decided to add the progress bar a while back for a purely utilitarian reason - in some shots I capture the whole screen and my taskbar would be visible, so I wanted to cover it up. I figured it was best to cover it up with something useful! Not necessary all the time but gives you an idea of how long each section is without needing to hover over KZitem's actual progress bar.
@uselessgamedev
Жыл бұрын
@@danielilett good idea. I have a 4K screen so I can record 1440p footage inside of it while being able to crop the undesirable parts, but it's a good way to occupy the space if you have a non-16:9 ratio
@milanstevic8424
Жыл бұрын
@@danielilett Good concept, I can't see this spreading like wildfire
@KingRingsting
Жыл бұрын
thank you, ive been looking for a good blur effect for ages!
@danielilett
Жыл бұрын
I hope this is what you needed and works for your game then :D
@KingRingsting
Жыл бұрын
@@danielilett it definitely is!
@visioncored
Жыл бұрын
Thank you for providing such a great and thorough tutorial on creating a blur effect that relies on volume! This helped me big time when I needed to find a solution that blurs everything except for a selected few layers (via cam stacking + culling mask adjustment. Just a small thank you from me :3
@milanstevic8424
Жыл бұрын
Just a couple of nitpicks for the code shown at 20:30 You don't need to define eⁿ as pow(E, x) when hlsl already has exp(x), which is the natural exponentiation function. It is also performing better. Also make sure your literals are floats and not ints. Floats must include a decimal point, so it's "1.0" or "1." and not just "1" Perhaps the compiler fixes this, perhaps it doesn't (in which case it surrounds the int literal with a float cast). Why leave it to chance? TWO_PI is also known as TAU. Great tutorial and video regardless!
@PRodi_
Жыл бұрын
Great tutorial as always♥ btw. since Unity 2022.3.0f LTS is live now - do you have in plans to do more URP Full Screen Shader Graph examples???
@danielilett
Жыл бұрын
Yeah I'll certainly make more effects with Fullscreen Shader Graph! No concrete plans at the moment, but it's one of the things I was most looking forward to about 2022 LTS.
@PRodi_
Жыл бұрын
@@danielilett Great to hear that - looking forward to all your URP Full Screen Shader Graph tutorials.
@TheFerruccio
Жыл бұрын
Thanks for this tutorial! It gave a good overview into how shaders interact with C# scripts in Unity’s render pipeline! Unfortunately, the blur doesn’t seem to be working at all for me. No errors anywhere. All the programs compile just fine. I’m using 2021.3.19f1. I enter the box volume and no blurring occurs. I’m using an Apple Silicon build with macOS Ventura. I’m getting, occasionally, an error stating: “Metal: Error creating pipeline state (PostProcessing/Blur): Vertex attribute Position (0) is missing from the vertex descriptor (null)” Is this a fundamental impossibility with the Metal API? What should I try changing at the shader level to bypass this limitation?
@namesurname624
Жыл бұрын
Could you do a tutorial on directional blur + mask? Or a multidirectional blur. I was looking at effects in Baldur's Gate 3 and there seems to be a punch frame with such a blur
@megalodogge
11 ай бұрын
Do you have any idea why this might not work on android? BlurRenderPass code seems to be running (based on logs I added) but the blur itself seems to be not applied as if it skips the render feature completely.
@aureliopuertamartin3631
Жыл бұрын
I'm wondering if this effect would work applied to a UI panel in a Mixed Reality headset (Color camera data is accessible). We want to achieve something similar to the glass shader of VisionOS UI
@kanter1598
10 ай бұрын
Uh oh, I have literally no idea what you did in 12:05 nor why you did it :0
@rlhugh
Жыл бұрын
ScriptableRenderPass does not exist for me, in Unity 2022. What should I use instead?
@milanstevic8424
Жыл бұрын
You need to make sure your project is in URP, built-in rendering doesn't use SRP aka the scriptable render pipeline.
@ec1ipse315
Жыл бұрын
can you do a video of how to make a realistic water shader
@danielilett
Жыл бұрын
It's somewhere on my list of shaders that I'm sure I'll get round to sometime. HDRP has a new water system at least, but I suppose that doesn't help people using URP!
@skope2055
Жыл бұрын
cool
@alleyesonme1432
Жыл бұрын
Hello, thanks for tutorial, learned many new things. BUT! Why is there so big difference in performance between your method and this one? kzitem.info/news/bejne/sp6X2YeYnmmJmKg Even tho both of you make ScriptableRendererFeature for pp, difference in performance is just too great. (Yours is several times slower for my case) Can you look at the code and tell the differences, please?
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