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Snapshot Shaders Pro for Unity

A collection of 35 image effects for Unity URP, HDRP, and Built-in · By Daniel Ilett

Compatible with Quick Outline?

A topic by Harry Bushell created 87 days ago Views: 55 Replies: 2
Viewing posts 1 to 2

Hi! Huge fan of snapshot shaders - helped massively with establishing & polishing my game's art style.
I'm using the Quick Outline asset by Chris Nolet and I'm noticing the outline looks different in the editor vs build. I believe this is because of the shaders I'm using - I think most notably 'Painting'.  I thought it might be to do with the Render Pass event (I changed it several years ago due to a bug with SnapShot Shaders & Unity 2019 which turned the editor black), but I've upgraded my Unity and the package several times and can't seem to find the Render Pass option anymore. Any ideas what's happening here, and is it possible to get the outline looking like it does in the editor? I much prefer that nice, thick outline rather than the sort of shadow effect.

Once again, thanks so much for making this! It really makes a world of difference!

Developer

Hey! I can look into adding back the Render Pass Event options, hopefully that would solve your problem. Not sure what the issue is that prevents both these assets working well together, but if I were to test my own shaders with other assets I'd be here for an eternity of course! Did the game look different between editor and build in previous Unity versions?

Sorry for the late reply! Yeah, this issue has been going on a while, I believe it was just as present in unity 2020 as it is now in Unity 6. No worries on not testing with other packages lol, totally understand.  Not sure if it is the render pass event thing, but that's the only thing I could think of as to why the outline would look normal in editor but different in build. I'm not super knowledgeable on this kind of thing though, so if anyone smarter than me has an idea please do lemme know!

p.s. is there any update on Render graph support? Just upgraded to Unity 6 and had to disable it as instructed.