#π¦ i thought you could help me
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@fallen pebble ok so this is what I got (ik the gif quality is terrible). I'm going to eat something but I'll come back to this later
oo it's perfect!!!
omg i cant wait
thank you again!
@fallen pebble if you want to learn some basics of shader writing while waiting, you can check this: https://www.youtube.com/watch?v=3penhrrKCYg (I found this video very helpful on understanding the basic structure of shader code and what vertex and fragment shaders do etc.)
yep i will!
but first i really wanna do this
it's exactly what i wanted
ping me when you come back
i'm back. btw do you want the object to cast or receive shadows? do you want it to be affected by lights (like should it be brighter when you put some light source close to it)?
neither shadows nor lights?
acutally
i dont think i want shadows or lights but i want to look like this
we need to decrease the opacity a bit
so just bit darker? that shouldn't be a problem
yea
that guy told me that he used a Screen space shader that had a customizable static effect
but you still want to add the shader to certain object and not fullscreen right?
is it something like a computer monitor?
it's a camera view
first i tried to use unity's free post processing grain effect but you can barely see it even with intensity on max
if that's the case, you should probably make own post processing effect instead of applying it to a plane
nah i better make that effect and apply it to the plane
and then im gonna put the plane in front of the camera
so that it gives the impression of a camera view
could you help me with it @frail widget
I can try
just show me how you did this
gimme sec. I just changed to laptop and I'll recreate that quickly
ok
so this is the code I used: https://pastebin.com/LjMnPNzq
okay and how did you make the shader?
which shader do i have to use
the unlit one
hmm. are you sure
I don't understand how that could be possible. did you copy the shader code exactly as it was?
yep
i copied it from here
in the preview it works tho... and you're sure the material is applied to the correct mesh?
I don't really know, it works for me with no problems
oooh
i found why
i was using post process on my camera
but now how do i change the visibility
and color
cuz i wanna make the white gray
by adding these few things you can allow transparency
o
okay but how do i change the color now
instead of white
and how do i change the transparency cuz its the same now
you could now change the alpha from here. I'm not sure how to get this looking good tho
ah
probably something like this
but in any case this doesn't seem like optimal approach. using a plane with a shader would be good for a ingame monitor but for post processing effects you should probably write your own effects (which I have very little idea of how to do)
oh
yea but you can barely see unity's post processing unity grain
and idk how to make post processing
You could probsbly yoink the shader from the post processing stack package and modify it little bit to make your own
I dont know either. You could probably ask on the main channel or even #π₯βpost-processing about how to modify post processing effects or something like that (or just how to make the grain more noticeable)