Gradient Background in Unity

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  • čas přidán 13. 09. 2024
  • Beautiful gradient backgrounds are quick and easy to setup with this little trick. You can create a wide array of eye-catching visuals by just altering the gradient you import! Experiment and have fun :)
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Komentáře • 57

  • @qqq9542
    @qqq9542 Před 2 lety +60

    Wow, the falling leaves and wind effects are really awesome. Do you already have a tutorial on that?

    • @KennyCmd
      @KennyCmd Před 2 lety +20

      It is a particle effect from an asset called Epic Toon Fx. I really like it too.

    • @Nomorectrax
      @Nomorectrax Před rokem +2

      @@KennyCmd thanks

  • @DanPos
    @DanPos Před 2 lety +33

    Very interesting! I'm blown away by how smooth it came out for such a small image

  • @_g_r_m_
    @_g_r_m_ Před 2 lety +7

    Oh that's a great trick, time to replace all my gradients with that

  • @spicedbean6828
    @spicedbean6828 Před 2 lety

    Oh sh*t man! Your channel popped up in my feed and I have checked out the quality and it thoroughly deserves my subscription! BOOM!

  • @dusklightcreations3951
    @dusklightcreations3951 Před 2 lety +8

    With such great content I bet you will get more DOPAMINE soon Tarodev 😇BTW love your videos..

  • @orwell235
    @orwell235 Před rokem

    Best and quickest dev in the west🔥

  • @josephwoodrell9922
    @josephwoodrell9922 Před 2 lety +9

    another option would be shadergraph then it could be dynamic both in color, but in gradient anchor locations

  • @Chubzdoomer
    @Chubzdoomer Před 2 lety +1

    That is slick as hell!

  • @Jono1982
    @Jono1982 Před 2 lety +1

    Not sure what I just watched but it looks neat

  • @tientheloser8038
    @tientheloser8038 Před rokem

    I didn't know it was so simple!!!
    thanks for making this video Taro now i can make my game look better

  • @MatheusLB2009
    @MatheusLB2009 Před rokem +1

    LMAO i love hacky solutions, well done

  • @Sylencia
    @Sylencia Před 2 lety +17

    It's bi-linear, not bili-near haha

    • @Tarodev
      @Tarodev  Před 2 lety +8

      As I said that word, I thought to myself "I bet I said that wrong". Haha

    • @Vastlee
      @Vastlee Před 2 lety +4

      I heard Bill Near. =]

    • @Tarodev
      @Tarodev  Před 2 lety +10

      @@Vastlee Bill is always somewhere close by

  • @TedThomasTT
    @TedThomasTT Před 2 lety

    I think your channel is gonna blow up soon 👌

  • @FiBunnyCci
    @FiBunnyCci Před rokem

    This is the best channel on Unity with actual great tips!

  • @ruceus5561
    @ruceus5561 Před rokem

    Insane 5head move, love it! xD

  • @L3RNA3AN
    @L3RNA3AN Před 2 lety +1

    This was helpful. Thank you!

  • @dimadancev714
    @dimadancev714 Před 2 lety +1

    Very cool! Thank you!

  • @SoaringSimulator
    @SoaringSimulator Před 2 lety +1

    Fantastic!

  • @Guitoon
    @Guitoon Před 2 lety +1

    Nice trick thanks ! I'm very curious about how this works so well with a so small image !

    • @reeceytaylor
      @reeceytaylor Před 2 lety

      Taro explained that it's the bilinear interpolation

    • @MidasButSilver
      @MidasButSilver Před 2 lety +7

      In short: The Image has such a small resolution, but in Unity he set it to a very high resolution in the scene. Now Unity recognizes that and wants to add in more pixels between each pixel of the image, but since the difference is so high, it has to add quite a lot of pixels. So it does that, but because Bilinear Interpolation is enabled too, it also tries to smooth out the difference between the pixels (which is generally what a gradient does) and creates the smooth nice image you see in the end.
      So in a way, he 'tricked' Unity into creating a much larger variant of his gradient for him.

  • @gourdbox
    @gourdbox Před 2 lety +1

    Any reason why not to use powers of 2?

  • @user-ef3gw1pz8z
    @user-ef3gw1pz8z Před 11 měsíci +1

    I want to know it will make game use more performance or not because I think it will take CPU to calculate this right?

  • @swankzilla
    @swankzilla Před 7 měsíci

    This doesn't seem to work in Unity 2021.. I get banding regardless of Bilinear setting

  • @Jicefrost
    @Jicefrost Před rokem

    thank you !

  • @TasFirinErkegi
    @TasFirinErkegi Před 7 měsíci

    whats the point of making the gradient pixaleted in the first place?

  • @meowsqueak
    @meowsqueak Před 2 lety +2

    Nice effect - but how do you make it appear _behind_ all of the 3D objects in the scene, like in your DOTween video?
    EDIT: sorry, stupid question, I see now that it's basically a sprite in world space, and there's a gap between camera and the sprite.

    • @Tarodev
      @Tarodev  Před 2 lety +9

      Nope, that's not it! It's a UI canvas set to camera space. Then you set its distance to 100 or so.
      Using this method let's you always keep its bounds perfectly aligned to the screen edge. Where as a sprite in world space would be difficult to do so

  • @nexoDev44
    @nexoDev44 Před 10 měsíci

    Hi, great video. I wanted to ask what kind of font is in the video preview image? It looks interesting

    • @Tarodev
      @Tarodev  Před 10 měsíci

      It's called 'you blockman'

    • @nexoDev44
      @nexoDev44 Před 10 měsíci +1

      Found it but I think you meant "you blockhead"

    • @Tarodev
      @Tarodev  Před 10 měsíci +1

      @@nexoDev44 I did :)

  • @remijoel1448
    @remijoel1448 Před rokem

    If we're making a portrait game, do we need to set the canvas to portrait in PS?

  • @kingreinhold9905
    @kingreinhold9905 Před 2 lety

    Jo man I'm having a problem where I programmed a level editor where you can stitch sprites together... Thing is, they all have a gradient and should fit together seamlessly...
    Is there some kind of shader that would do that for me? Like in a way that these sprites kind of work like masks for the same big gradient across the screen?

  • @RivenbladeS
    @RivenbladeS Před rokem

    What are the fonts used in the thumbnail?

  • @irtezamasud1079
    @irtezamasud1079 Před 2 lety +1

    Have u found any way to remove texture banding from any sprites or image completely and will look like as created from other software?
    Tried every compression method. Unity still keeps banding on texture.

    • @samochreno
      @samochreno Před 2 lety

      i dont think you can fix banding, try enabling hdr on your camera and adding post processing grain should help it

    • @irtezamasud1079
      @irtezamasud1079 Před 2 lety +1

      @@samochreno tried built in render pipeline. It shows images correctly in built in render pipeline with no banding as I created. My source image didn't has any banding. But in URP the same image looks like it has banding. there is no doubt built in render pipeline has a better shader quality and render option.

  • @zekiozdemir420
    @zekiozdemir420 Před 2 lety +1

    Whaaaaat! xD

  • @qqq9542
    @qqq9542 Před 2 lety +1

    Interesting. Can somebody explain how the pixelated image became so smooth once it's in Unity? And was the purpose to reduce file size?

    • @Tarodev
      @Tarodev  Před 2 lety +14

      It's the bilinear interpolation! Try changing the filter modes to see the results

  • @Jaimekk
    @Jaimekk Před 2 lety +2

    So that is how Fortnite did they background

  • @themrfj
    @themrfj Před rokem

    "Billnear"

    • @Tarodev
      @Tarodev  Před rokem +1

      Yeah 😢

    • @themrfj
      @themrfj Před rokem

      @@Tarodev It's okay, happens to everyone :) I used to say "Kepchut"

  • @mhdrxshid
    @mhdrxshid Před 2 lety

    bro how to make this beautiful BG plz post the tutorial

  • @MadeByFraser
    @MadeByFraser Před 2 lety +2

    Is it still cool to say first?

    • @Tarodev
      @Tarodev  Před 2 lety +8

      Only if you're first, which you were not! 😂

  • @lucutes2936
    @lucutes2936 Před 9 měsíci

    huh

  • @florentakpro8799
    @florentakpro8799 Před rokem

    too fast

  • @ahmadmokhtar8175
    @ahmadmokhtar8175 Před rokem

    bad