How to make a 2D OUTLINE in Unity!

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  • čas přidán 2. 05. 2020
  • Thanks to NVIDIA for sponsoring!
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    In this video we create outline effect using 2D Shader Graph!
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Komentáře • 468

  • @bip901
    @bip901 Před 4 lety +262

    About 15:16, it's because PNG images store the entire 32-bits of a pixel (RGBA) even if the alpha channel is 0. So random color data that the artist left on the picture is sustained even if the pixel is transparent. It's super easy to fix without additional shader overhead - just pop the spritesheet into any decent image editor (e.g. GIMP) and export it with the "keep transparent pixels color" option deselected. You could also replace all transparent pixels with black transparent pixels instead.

    • @SquareTales
      @SquareTales Před 4 lety +27

      I respect your wisdom about shaders and appreciate your helpfull suggestion for the community but please dont call gimp a decent image editor.

    • @bip901
      @bip901 Před 4 lety +14

      @@SquareTales Well, I'll settle for "sufficient for the task".

    • @zolniu
      @zolniu Před 4 lety +12

      You make it sound like it's some kind of bug, but that's actually useful feature. If you work with non-premultiplied alpha, this kind of color preservation in transparent parts helps with texture filtering (otherwise you'll be filtering with black pixels which will lead to this ugly black outline around transparent sprites).

    • @gyroninjamodder
      @gyroninjamodder Před 4 lety +12

      @@SquareTales GIMP is a great image editor

    • @SquareTales
      @SquareTales Před 4 lety

      @@bip901 Lets agree on sufficient :P

  • @Danidev
    @Danidev Před 4 lety +145

    damn i needed this, thancc daddy bracky

  • @babissof
    @babissof Před 4 lety +33

    Hey Brackeys... I'm a 17 year old student from Greece and I discovered your videos probably 2 years ago. I'm naturally pretty lazy but I thought it would be the perfect time with the quarantine going on to follow one of your tutorials and I'm happy to say I finished my first game. It really means a lot to me as I want to become a developer and you've really helped set me to the right path. I'm forever grateful ❤️

  • @GrievousFlame
    @GrievousFlame Před 4 lety +38

    Great video as always!
    One caveat with this technique is that the outline thickness will change with sprite dimensions. If you want constant outline thickness regardless of sprite size you can use the "Texel Size" node and some math to calculate the offset value for the "Tiling and Offset" node.
    For instance, if you want the outline to be 1 pixel thick, the horizontal offset will be 1 / texelWidth and the vertical offset will be 1 / texelHeight

    • @MichaelRoyalty
      @MichaelRoyalty Před 3 lety +2

      I wish I'd found this comment before I muddled through it on my own. An added bonus to dividing by "Texel Size" is that your sprite sheet doesn't need to be square.

    • @colormak3r
      @colormak3r Před 2 lety

      Your comment needs to go higher

    • @olimo5681
      @olimo5681 Před rokem

      Exactly what I was looking for, thank you so much :)

  • @mrxpcookie
    @mrxpcookie Před 4 lety +61

    I swear, I was just making this earlier today looking for reference material

    • @desawwww
      @desawwww Před 4 lety +3

      I don't know how Brackeys is doing this 🤷‍♂️

    • @NoelJasik
      @NoelJasik Před 4 lety

      Same lol

    • @genuinefraud8262
      @genuinefraud8262 Před 4 lety

      NO SWEARING THIS IS A CHIRSTIAN MIMECRAFT SERVER

    • @kelpdock8913
      @kelpdock8913 Před 3 lety

      @@genuinefraud8262 thx for your protection

  • @objecty317
    @objecty317 Před 4 lety +2

    This was pretty helpful for those who wanted an outline on their characters.
    Thanks, Brackeys!

  • @ThibsWorkshop
    @ThibsWorkshop Před 4 lety

    I searched for this like 2 months ago and I couldn't find anything satisfying, but the unity lifesaver is here again!

  • @turtlepandagames9759
    @turtlepandagames9759 Před 4 lety +2

    I waited so long for this video. Thank you for finally making it! 😁

  • @dragoran149
    @dragoran149 Před 4 lety +43

    There are so many methods to achieve this:
    You can create a height map of your sprite and light the edges up, with this you can also create 2D lightning.
    You can create a sobel filter and light it up (multi pass) + offset.
    You can create a depth/copy of your texture, sample the edges, light them up or add the pixels to the edges and light them.

    • @cam4722
      @cam4722 Před 4 lety +1

      Are there any decent Shader Graph resources on these other methods? I'd love to learn one that's less about creating 4 drop shadows (if that's possible)!

    • @dragoran149
      @dragoran149 Před 4 lety +1

      @@cam4722 I really wish I could give you an answer. I came from the GLSL world. There're plantly of tutorials and examples. But mostly you have to implement the examples and tweak some values, add or remove chuncks to get an understanding and create your own and share it.

    • @apelmoes
      @apelmoes Před 9 měsíci

      @@dragoran149 Sorry for the necropost, but could you send me some tutorials on especially the sobel filter and depth copy methods?

  • @PhilDeveloper
    @PhilDeveloper Před 4 lety +2

    Man you are such an inspiration you inspired me to make games and a CZcams video aside to that i love it when i get a notification for one of your videos thank you

  • @angeldiaz7554
    @angeldiaz7554 Před 4 lety +1

    Thank you so much for this Brackeys, best Unity tutorials as always!

  • @davegamedevelopment
    @davegamedevelopment Před 4 lety +3

    Looks amazing, thanks for the tutorial! :D

  • @ArthurCousseau
    @ArthurCousseau Před 4 lety

    Thank you for this! This shader is a great exercise to learn basic operations like Add, Subtract, Multiply, Negate.

  • @raegaer1960
    @raegaer1960 Před 4 lety

    This guy makes a tutorial out of everything, props to you!

  • @MeFirstGames
    @MeFirstGames Před 4 lety

    Shader graph makes me Giddy! It's so much easier than writing by hand. Great tutorial, 2D outlines are commonly needed by us game developers!

  • @android272
    @android272 Před 4 lety

    Thank you! I have been waiting for someone to make this exact shader in shader graph. I really did not want to learn how to write my own shaders by hand.

  • @iiguizin9162
    @iiguizin9162 Před rokem +23

    Pra galera que usa uma versão mais recente do unity. Botão Direito do Mouse "Criar Nó", então procure "SPLIT" do "Add Out(4)", você se conecta ao "In(4)" do "Split" e então do "A(1)" do "Split" ao "Alpha(1)" do "Fragment".
    For people who use a newer version of unity. Right Mouse Button "Create Node", then look for "SPLIT" of "Add Out(4)", you connect to "In(4)" of "Split" and then to "A(1)" of "Split" to the "Alpha(1)" of the "Fragment".
    Espero que isto ajude :) / Hope this helps :)

  • @Ferenc-Racz
    @Ferenc-Racz Před 4 lety +1

    I just want to thanks for your videos. I started to learn unity and you are a great teacher!! :) Thank You! :)

  • @icemaster6118
    @icemaster6118 Před 4 lety +1

    Exactly when needed! Thanks! :)

  • @Oxmond
    @Oxmond Před 4 lety +1

    Coool! Really great 2D outline tutorial! 👍🤓🧡

  • @Skeffles
    @Skeffles Před 4 lety

    That's a fantastic effect!

  • @WashGameFR
    @WashGameFR Před 4 lety

    Incredible , this is exactly what I wanted to do one week ago but I hadn’t find anything

  • @tubertmorti8282
    @tubertmorti8282 Před 3 lety

    This was really cool, thanks.

  • @AgsmaJustAgsma
    @AgsmaJustAgsma Před 4 lety +5

    Cool solution, though I think tiling the shadow could probably optimize the shader graph script, rather than copy/pasting the shadow offset three times.

  • @iiguizin9162
    @iiguizin9162 Před rokem

    Excellent tutorial, works perfectly S2

  • @SpartanMozi
    @SpartanMozi Před 4 lety

    Thanks for the help!I really need it:)

  • @mip7513
    @mip7513 Před 4 lety +1

    Brackeys, thanks you for your work!

  • @AstroSamDev
    @AstroSamDev Před 4 lety

    Cool video! Useful!

  • @kaiser9321
    @kaiser9321 Před 4 lety +4

    15:00 I think that weird colour glitching around the sprite is BECAUSE you have an alpha channel, making it black should remove it, but then your sprite will have a black border, you have already fixed this problem

  • @deduction3283
    @deduction3283 Před rokem +4

    If anyone else had problems with the outline not displaying properly due to the image dimensions of each animation, my solution was to add a Texel Size node with the input MainTex (thus getting the dimensions of the image) and then divide the offset by the width and height of the image so that it is consistent with every image size (divide by width for horizontal offset and by height for vertical offset).

    • @balintfakan7539
      @balintfakan7539 Před rokem

      @Deduction God Bless you Brother! You helped me a lot !!

  • @michaelpavlov4908
    @michaelpavlov4908 Před 4 lety

    Maan Amazing video . I will use that in my game!

  • @agapamebandikot9997
    @agapamebandikot9997 Před 4 lety

    congrats on 1 mil

  • @Mr76Pontiac
    @Mr76Pontiac Před 4 lety +1

    For future videos, do you think you could come up with a way to control multiple objects similar to Command & Conquer, Age of Empires, and such? Basically a kind of top-down mouse/keyboard controlled system where you select a bunch of units and perform actions like "Go here" with right-click or CTRL-1 to group objects and pressing just 1 deselects everything, then selects all objects in group 1?
    Most of what I've seen in Unity is the player controlling a single object and actions are performed from that object. I'd like to see something C&C style and how it can be done for a game I'm brainstorming on.

  • @Overdrink7
    @Overdrink7 Před rokem

    Really usefull, thanks dude

  • @andersonmacedo99
    @andersonmacedo99 Před 4 lety +76

    now do a 3d outline please brokkis daddy

    • @philiphanhurst2655
      @philiphanhurst2655 Před 4 lety +3

      Fresnel and round. Not good at giving exact instructions but that's what you're gonna want to use. Not the best outline effect since it's more of an inline but it works.
      A real toon outline would require some vertex manipulation, more than I think Shader Graph is capable of right now.
      Edit: said voronoi when I meant fresnel. I'm dumb

    • @schu6679
      @schu6679 Před 4 lety +2

      You can also play around with the fresnel node. Maybe combine it with a smoothstep node. To display a black color, try using negate and one minus nodes. Its actually really simple, but you are right its more of an inline than an outline. Anyways a quick way to make things more visible in a dark scene.

    • @futuremapper_
      @futuremapper_ Před 4 lety +1

      Anderson Macedo In blender you can create a duplicate and invert the normals and make it a bit bigger

    • @Fralther39
      @Fralther39 Před 4 lety

      Anderson Macedo it’s brackeys

    • @ac-js5fz
      @ac-js5fz Před 4 lety

      @@philiphanhurst2655 lier this is better
      czcams.com/video/QSQwZlRMVAM/video.html

  • @Z_Doctor
    @Z_Doctor Před 4 lety +1

    15:15 From what I understand, the "color glitch" is caused by the way an image is saved, though I call it "color noise".
    When an image is saved with an alpha channel, pixels that are transparent don't simply have no color, but rather the image viewer knows to ignore whatever color data is present. However, the program used to format the image to a file has to make a choice as to how the color data should be represented, and from there it's just a problem of optimization. Typically, the color it chooses is based on what color is nearest the edge so that it can represent the same data in fewer bytes. For example, it is easier to say "the next 13 pixels are brown, but only render the last one" as opposed to saying "the first 12 pixels are black but do not render them, then the next pixel is brown which should be rendered".

  • @vaulthuntrzgaming6305
    @vaulthuntrzgaming6305 Před 4 lety

    Wow! An NVIDIA Sponsor! 🤯

  • @Scaramouche122
    @Scaramouche122 Před 4 lety

    Shaders is fascinating

  • @logicalcuber9171
    @logicalcuber9171 Před 4 lety +3

    Nvidia Add ... Damn ... Brackeys, you really made it, hahaha! BUT, you derserve it! Without you, i wouldn't be programming! Thx man!!

  • @charlessylvander7586
    @charlessylvander7586 Před 3 lety

    This is awesome!!!!

  • @chasniii
    @chasniii Před 3 lety +3

    for whoever cant find 2D Renderer and Shader Graph,
    goto window > package manager
    search "Universal RP" while selecting Unity Registry
    install it

  • @natharon
    @natharon Před 4 lety

    Thx for the tutorial

  • @papayaseed543
    @papayaseed543 Před 4 lety +4

    You should make a tutorial on randomly generating worlds

  • @VraveNewWorld
    @VraveNewWorld Před 3 lety

    powerful soulution!!!! thank you!!!

  • @blackprogrammer4963
    @blackprogrammer4963 Před 3 lety +3

    Nós brasileiros somos gratos a ti

  • @prometheus625
    @prometheus625 Před 4 lety +2

    Would love to see a borderlands style 3D one for non-pixel art sometime too, would also be extremely helpful!

    • @samuelthedevil
      @samuelthedevil Před 4 lety

      In the meantime if you are curious, just read stuff about "cell shading", that is what the stylized shader is called.

    • @NoArtistAvailable
      @NoArtistAvailable Před 4 lety

      There's a video from Unity about that: czcams.com/video/joG_tmXUX4M/video.html

  • @Ferenc-Racz
    @Ferenc-Racz Před 4 lety

    You are great!!! :) Do you plan to continue your tower deffense game programming course?

  • @zelloxy
    @zelloxy Před rokem +2

    I've followed the tutorial thoroughly. But when I apply the material (with shader) to a SpriteRenderer I get the correct border, but I also get what looks like "texture bleeding". Meaning outside of the texture I get colors from the original texture. I can't figure out what I am doing wrong.

  • @a.feuerstein9512
    @a.feuerstein9512 Před 11 měsíci +5

    Unfortunately it is not working for me. The Shader Graph is also looking different now instead of Master Unlit Graph you got Vertex + Fragment. The color is not a Base Color (4) anymore, but it is now stupidly divided by Base Color (3) and Alpha (1). Sadly, I am going to look for another Tutorial, which is more recent.

    • @copicatscorner
      @copicatscorner Před 4 měsíci +1

      yes im facing the same issue here. Im using a farly new version of unity 2023.2.2f1 and a lot has changed the last few months when it comes to the URP Nodes. Im curently tring to find a way to recreate this with the new notes but it seems very confusing so far + noone has jet made a good tutorial about it as far as i see:( also im not sure if this tutorial lets you use this shader for multiple sprites easily...

    • @eirgel38
      @eirgel38 Před 19 dny

      @@copicatscorner works fine for me, just have to take the 'out' of the final add node twice, once feeding into the base color of the fragment and once into a split node, take the alpha out and feed that into the fragment alpha

  • @Anon-te6uq
    @Anon-te6uq Před 2 lety +1

    15:16 I figured out how to fix the color outline at the end. Create an add node, add the alpha from the original image input, add the outline from the clamp. Put this into the alpha spot on Fragment below Vertex.
    The idea here is the alpha should cover the entirety of the original image, plus the entirety of the outline you just created, but nothing more than that. As long as you do that the entire rest of the image will be transparent except the outline you created.

  • @chrisw917
    @chrisw917 Před 4 lety

    Can we get a video on how to script these shaders? For example, turning on and off the outline affect when the player gains a power up? Great video, as always. Thanks!

  • @SpaceValveGuy
    @SpaceValveGuy Před 2 lety +5

    If your outline thickness doesn't seem to be responding to the thickness variable, don't forget to go to your sprite, Sprite Mode, Mesh Type and change "Tight" to "Full Rect".
    The shader will only show the outline within this border, so you need your sprite border to include the full picture including all of the alpha, not just the colored portions and a small border around them.

  • @BoxFwog
    @BoxFwog Před 4 lety +2

    Could you do a video or even a series looking at the new core game engine. It just released into open alpha and it looks promising.

  • @gabrielalmeida8853
    @gabrielalmeida8853 Před 4 lety

    This is... AMAZING! OMG i'm almost crying :')
    I'm really grateful for your amazing and useful content!

  • @slixnix9698
    @slixnix9698 Před 2 lety +2

    If you're working with a newer version of unity you also should add a split after the final addition in the graph, so that the alpha channel goes in the alpha component of the Fragment and the Vector4 goes in the Base Color. Otherwise there are issues when you just default map the Vector4 to the Float that is the Alpha component of the Fragment.

    • @Maxo13_vth
      @Maxo13_vth Před 2 lety

      Im trying to do it, but i cant make it work. Where i should put the split and connected to what?

    • @FortbloxNET
      @FortbloxNET Před 2 lety +1

      @@Maxo13_vth Right Mouse Button "Create Node", then search SPLIT. From the Add Out(4) you connect to In(4) from the Split and then from the A(1) of the Split to the Alpha(1) from the Fragment.

    • @Maxo13_vth
      @Maxo13_vth Před 2 lety

      @@FortbloxNET yes, i dont remember how, it was some time ago, but trying and trying, i found a way to make it work. Ty anyways.

  • @menatrs1
    @menatrs1 Před 4 lety +2

    Make a 3d platformer tutorial!
    With velocity retention and other stuff, like what can be found in games like Mario Odyssey and A Hat In Time

  • @menatrs1
    @menatrs1 Před 4 lety +2

    Make a 3d platformer tutorial! With velocity retention and turning in the direction of movement!

  • @marcoalejandrosalas1066

    I LOVE YOU BRO!!!

  • @brokebloke5834
    @brokebloke5834 Před 4 lety

    Yay a new video

  • @alfiepearce23
    @alfiepearce23 Před 4 lety

    Can you please make a revamp of your survival game series please and also love your vids keep up the good work

  • @ShiNijuuAKL
    @ShiNijuuAKL Před 4 lety +2

    Why don't you make a tutorial for sub graphs? I think it would be a perfect opportunity as a continuation of this video because basically the same nodes are getting used for the 4 directional offsets.

  • @bendikmosbakk5780
    @bendikmosbakk5780 Před 4 lety

    could you make a video about how to make a jelly cube or just jelly, you are the only one who makes good tutorial

  • @satobi46
    @satobi46 Před 2 lety +2

    Where Is the "color 4" in the new version of Unity? anyone can help me out please?

  • @sirixb
    @sirixb Před 3 lety

    thanks!

  • @rojester7576
    @rojester7576 Před 4 lety +3

    There is a youtuber hes name is derrad he made me know your channel and i loved it :) ❤

  • @albertorodriguez2062
    @albertorodriguez2062 Před 4 lety

    the gltchy color beyond the borders is pixel dilation from the looks of it, used for padding, for mip maps afaik.

  • @user-ev4xm7px7g
    @user-ev4xm7px7g Před 4 lety

    I think, The 2d outline is cool feature.

  • @maistrogaming7911
    @maistrogaming7911 Před 4 lety

    That what I call a sponsor

  • @user-xz1sc9sr1x
    @user-xz1sc9sr1x Před 4 lety

    Good tutorial! Helped a lot. Can you make a tutorial how to make DataBase SQL connection with Unity without PHP if possible.

  • @SIReal.hoanghiep
    @SIReal.hoanghiep Před 4 lety

    My Outline work well only when i create left outline. But when i create right, top and bottom. I think issue come from Add node. When i add left, right, top and bottom together. Even i slide thickness to 0, its still small Outline around the player. Help me please!

  • @stewartmunro7039
    @stewartmunro7039 Před 3 lety

    Awesome video thanks Brackeys
    But is it possible to switch the outline off through script?

  • @EnderElectrics
    @EnderElectrics Před 4 lety

    smug brackeys is my favorite

  • @Leruster
    @Leruster Před 4 lety

    The color glitching is due to the import from png probably. Take Photoshop and note that if you save an image with alpha in png format it will save the transparency. If you remove the transparency after opening the png file you will get those strange, glitchy artefacts.
    If you save your file as TGA on the other hand you will have full information about colors and alpha in separate channels. Also you won't get these artefacts.

  • @eureptus
    @eureptus Před 4 lety

    Hey Brackeys! How are you? Hope you’re doing good! I have a little question, could please make a tutorial on a online player list on the top right of the screen? I would really appreciate it! Thank you!

  • @josebarria3233
    @josebarria3233 Před 4 lety

    You could use a saturate node instead of a clamp.
    I think is faster and compact

  • @alexisarellano175
    @alexisarellano175 Před 3 lety

    Hi dude! your videos have helped me a lot now that I am making a project on Unity. I have a question regarding an issue similar to this video. I am making an interactive map, and I want that, when mouse is over a building (a sprite) it gets an outline, and when the mouse point to other place, this outline disappears until the mouse is over it again. I don't know if I explained it well, I hope so. Thank you in advance!

  • @335haan5
    @335haan5 Před 2 lety

    tysm big brack

  • @og9859
    @og9859 Před 4 lety +5

    I want have your skill... let’s learn !

  • @horahora871
    @horahora871 Před 3 lety +1

    The first three seconds, I thought my computer is lagging like shit
    Not gonna lie, they got us in the first half

  • @acr_-kj8gd
    @acr_-kj8gd Před 4 lety +1

    inverse kinematics for next vid pls 💙

  • @guillaumebernard1606
    @guillaumebernard1606 Před 4 lety +1

    I had to add a clamp between the Subtract and the Multiply nodes to not have the opposite side of the offset direction go transparent (alpha goes below 0 after the subtract, and does't go back all the way up with the final add). Might only be an issue when the outline goes in only one direction.

    • @TapeStixxy
      @TapeStixxy Před rokem

      Might be a little late, but thank you so much for the tip! Was struggling on this for awhile, but you really helped me out. :)

  • @llolloloolo4228
    @llolloloolo4228 Před 4 lety +2

    Can u also upload the menu project file?I am getting a lot of trouble with it.please

  • @nemesis8508
    @nemesis8508 Před 4 lety

    How does this work with multiple sprites? Do you have to set this for every sprite in your game? If you add more sprite animations, do you have to adjust this?

  • @brylinx1451
    @brylinx1451 Před 4 lety

    Nice

  • @AgnaktoreX
    @AgnaktoreX Před rokem +1

    Important notion: Use you need to setup a UNIVERSAL RENDER PIPELINE project in order to make use of this tutorial.

  • @SirMrMystery
    @SirMrMystery Před 4 lety

    Love your videos. Do you know how to implement normal maps on tiled2unity?

  • @sanethefuckingod
    @sanethefuckingod Před 4 lety

    Brackeys i need help. I've been into music production in 2 years but I want to start game development. What should i focus on because it takes up time and im still a student

  • @gabrieldeoliveirabelarmino7461

    Hello, nice vídeo can you made one explaining how you organize the project, things like how you decide where you will add the script.
    Other question, can you teach how to create a skins system ?

  • @simonpauly9177
    @simonpauly9177 Před rokem

    is it possible to copy the sprite in full on white and scale it up, so u have the background of it. Afterwards u should still be able to adjust glow, intensity and thikness with a shader connected to the copied sprite. I dont know if this works, but it would do the same as copy it to all 4 directions and should be faster to do...

  • @yassinesadik
    @yassinesadik Před 4 lety

    Nice tutorial as usual, i have a question for you or anyone in the comments that might know the answer, im recently experimenting with shader graph in 2D and i wanted to add a specular map but none of my attempts seem to work, if anyone knows how to add it plz let me know.

  • @not_an_ely
    @not_an_ely Před 4 lety +4

    Hey Brackeys! Love the content you put out, I´m a 2D artist and I was wondering, if anyone can answer, Can I use animations with the shader system?

    • @ANAND-zw1on
      @ANAND-zw1on Před 4 lety

      In unity or where?

    • @not_an_ely
      @not_an_ely Před 4 lety

      @@ANAND-zw1on In unity. In his tutorial of setting up the shader graph and using it to make the player disappear with the thanos effect, he used noise to do it, I was wondering if it was possible to use a custom sprite sheet or animation.

    • @revengerwizard
      @revengerwizard Před 4 lety

      Joel Aguirre As said in the tutorial, the shader will also work with animations, but first you need to check if the box image is enought big to contain the outline.

  • @commmander16
    @commmander16 Před 4 lety

    Have you ever considered doing a tutorial on mod support for games?

  • @IDEALightbulbMusic
    @IDEALightbulbMusic Před 4 lety

    I need solid script for projectile trajectory prediction, a video on that would help a lot

  • @zeroiq4737
    @zeroiq4737 Před 4 lety +35

    dude i think he is stalking me. when i need something he makes a video of it

    • @revengerwizard
      @revengerwizard Před 4 lety

      Noname same

    • @FujenDev
      @FujenDev Před 4 lety

      Same!

    • @justonyx6721
      @justonyx6721 Před 4 lety +1

      I literally spend hours searching for a vid like this, and when I stop looking, he makes one

  • @somekid1877
    @somekid1877 Před 4 lety

    Can you make a video that covers the best practices to use when working in Unity?

  • @somewhatBoring
    @somewhatBoring Před 4 lety +17

    26,000 people: Interesting.
    Me: I can do something better than that, I have smarter eyebrows.
    Brackeys: No you fan, I am smarter.

  • @UnstableStrafe
    @UnstableStrafe Před 2 lety

    So im having a few issues with this method in the newest Shader graph. First is that I dont get the Unlit Master Node and instead I get two nodes instead. The second is that the MainTex sprite looks all janked up, even when previewed on a quad.

  • @yxshv
    @yxshv Před 2 lety

    i just wanna ask, that instead of offsetting outline textures why don't you just scale it and offsetting might leave the corners . if it is possible, well, i am new to shader graph, so i don't know much about shader graph

  • @brunogutierrezchavez1989

    Hi, I was trying to make an object glow inside, it's boudary is black, I used a subtract to isolate the glowing part, then color that and then I add the texture of only the boundary but this doesn't work, any idea how o solve this? I thinks is because of the black color but even if I change the color to red (for example) the boundary doesn't appear in the master

  • @Bogo0112
    @Bogo0112 Před 4 lety +1

    Can you make something for us to download that gives us your visual studio fonts and colors?