Thank You, 💯👏🏻 this is very cool. Precisely, I've been looking for a shader that emulates the Mario Odyssey's (and Galaxy's) Outline + Dithering effect for when Mario is Occluded by any Object of the environment (in front of the Camera View). This Shader is basically that 👍🏻 (only without the Dithering..., maybe I can mix a simple Dithering Shader I found with this one). Thanks to you, I am one step further ahead towards the solution.
Wow, thank you so much for sharing this tutorial, SpeedTutor! The FREE OUTLINE SHADER in Unity 2023 is just what I've been looking for to enhance the visual appeal of my game projects. Your clear and concise explanation made it easy for me to follow along and implement this shader effectively. It's astonishing how Unity continues to evolve, and your content keeps us up-to-date. I can't wait to see more Unity 2023 tutorials from you!
@@SpeedTutor You're very welcome, SpeedTutor! Your dedication to informing the community about new and exciting free assets is highly appreciated. Your contributions impact positively, and it's great to have someone like you sharing valuable resources. Keep up the fantastic work, and I look forward to your future updates! 🙌👏🌟😄
How would I achieve effect of brightening up an object, similar to GW2 or WoW. Basically what happens is on mouse over - the object just brightens up. So no overlay or outline. What are the options to achieve similar effect?
What I do is have two different materials. one normal and one that is Toon/Lit. then have two copies of the game object and on mouse over the normal is setInactive and the Toon/lit object becomes active. Toon/Lit has a built in outline as well.
that seems a bit too bulky. I've seen a post saying something about having materials at 128,128,128 rgb tint with lighting adjusted accordingly and then lift the tint whenever needed. However I am not sure where and how to do that, any pointers?
You could just use the emission property of your material to make that happen, of course if you aren't using the channel. Then it will make your object look highlighted.
Why is it didn't work on my project?? I've added one script to the camera and the other one to the game object but on the game view i can't see any outline :((
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Thank You, 💯👏🏻 this is very cool.
Precisely, I've been looking for a shader that emulates the Mario Odyssey's (and Galaxy's) Outline + Dithering effect for when Mario is Occluded by any Object of the environment (in front of the Camera View). This Shader is basically that 👍🏻 (only without the Dithering..., maybe I can mix a simple Dithering Shader I found with this one).
Thanks to you, I am one step further ahead towards the solution.
Awesome, Alec! I'm glad you'll find it useful, my friend. Where are you going to use it?
Wow, thank you so much for sharing this tutorial, SpeedTutor! The FREE OUTLINE SHADER in Unity 2023 is just what I've been looking for to enhance the visual appeal of my game projects. Your clear and concise explanation made it easy for me to follow along and implement this shader effectively. It's astonishing how Unity continues to evolve, and your content keeps us up-to-date. I can't wait to see more Unity 2023 tutorials from you!
Thanks very much, my friend! :) I try and keep everyone up to date with new and interesting free assets! :)
@@SpeedTutor You're very welcome, SpeedTutor! Your dedication to informing the community about new and exciting free assets is highly appreciated. Your contributions impact positively, and it's great to have someone like you sharing valuable resources. Keep up the fantastic work, and I look forward to your future updates! 🙌👏🌟😄
Wow, amazing 🔥
Thanks Shadow! :) Having a good weekend?
@@SpeedTutor Yes :) what about you?
It was nice and sunny in the UK, so it made a change! Haha.
Hi, good video, just was find this, I have a question, this script will can be customatize for add more color to choose?
I think so, yes. You could add another material option to the list.
How would I achieve effect of brightening up an object, similar to GW2 or WoW. Basically what happens is on mouse over - the object just brightens up. So no overlay or outline. What are the options to achieve similar effect?
What I do is have two different materials. one normal and one that is Toon/Lit. then have two copies of the game object and on mouse over the normal is setInactive and the Toon/lit object becomes active. Toon/Lit has a built in outline as well.
that seems a bit too bulky. I've seen a post saying something about having materials at 128,128,128 rgb tint with lighting adjusted accordingly and then lift the tint whenever needed. However I am not sure where and how to do that, any pointers?
You could just use the emission property of your material to make that happen, of course if you aren't using the channel. Then it will make your object look highlighted.
Why is it didn't work on my project?? I've added one script to the camera and the other one to the game object but on the game view i can't see any outline :((
What pipeline are you using?
@@SpeedTutor URP
That's probably why, I don't think it's a URP shader - Sadly. :(