#šŸ’„ā”ƒpost-processing

1 messages Ā· Page 19 of 1

versed drift
#

Does anyone knows how to make blur like that? i'm using urp btw

versed drift
#

well it's actually called radial blur

#

just to know

#

Pretty cool

exotic oriole
versed drift
#

It actually DOES

#

I'm using urp

exotic oriole
#

isn't that old shader code?

versed drift
#

just add custom render pass

#

And add the mat

#

Yeah but sometimes it works

exotic oriole
versed drift
#

Np

severe slate
#

hello, im using post processing stack v2 ( free unity post processing ) may i ask how can i make the grain more visible because you can barely see it even on max

severe slate
#

it's not very visible

#

could you help me with the texture

#

and also it doesnt support a texture

severe slate
#

lemme see

#

the thing is that i have a night scene

#

like you can barely see it

#

lemme see

#

where can i change the grain texture

#

still in package manager?

#

oh so not in unity?

#

i have to do this in folders

#

@buoyant olive

#

where can i find the post processing folder

#

oh i found the library folder

#

but post processing is not there

#

ah ok

fathom pike
#

post processing isn't working for me

#

i'm using urp

cobalt minnow
fathom pike
#

idk where to find this

#

oh i fixed it

viral zephyr
#

Is there any reason why some Post Processing Stack V2 effects aren’t working properly (2D)?

I have a volume setup and a post-processing layer on the camera. It’s all set to a Post-Processing layer. SOME effects work (like bloom and grain) but others (such as chromatic aberration and lens distortion) don’t seem to work at all.

#

Using Standard Render Pipeline

limpid charm
#

How do I do post processing?

#

I've been trying whatever I can do but still it won't let me add post processing

mighty stump
limpid charm
mighty stump
limpid charm
mighty stump
limpid charm
# mighty stump So, what's next?

I've enabled post processing on my camera and made a post processing volume according to the guide and made it global but no effect is happening

mighty stump
#

Are you testing it with effects like vignette that starts visible right away when added?

limpid charm
#

It works with one camera but not with another...

#

oh wait it seems to be working now

#

Didnt before but dont know what i changed but it seems to work now

#

But only global works

#

Not local

mighty stump
limpid charm
#

I got everything to work! Thanks @mighty stump !

tawdry swallow
#

why cant fog be a post-processing effecttttttt

odd drift
#

I think they decided to change to per shader fog to give more control of the fog per object

tawdry swallow
#

true it'd just be nice to be able to control fog using post-processing volumes

thorn ledge
#

set the post process volume jn a specific layer

#

then add a pp layer in cam and set the pplayer to the layer you specified to the volume

#

its should work

thorn ledge
#

huh?

#

no

#

only one

#

and the volume should be asigned to that layer

tacit tide
#

Hey guys! i have a problem with Post Processing

#

Im using URP, i configured the post processing volume and added the post processing layer to the main camera for the test, i also assigned the post process volume layer to the post processing layer component in the main camera and it doesn't work either

#

the post process volume layer is also assigned to the post process volume gameobject, which you all can see is named PP-Volume

#

anyone?

mighty stump
crystal mural
#

Has anyone else had this problem with Bloom before? I've tried searching here, but haven't found anything similar. It just flashes through the walls. I have no emissive material as can be seen at the end of the video, just a regular spotlight and bloom turned on.

tacit tide
#

i think so

#

how do i enable it?

violet shell
#

how can i make a glow effect with PP?

cobalt minnow
#

Turn on bloom

low bronze
#

PP works fine in editor, but nothing done after built. What should I do? I'm using PP in built-in project.

#

It's frustrating 😦 I'd appreciate it if anbody could help.

low bronze
#

I'm using Cinemachine PP too, is this can be a problem? Tested in a new project, it worked well.

#

Just found out that Bloom works, but Color Grading doesn't.

low bronze
rose magnet
#

Hey, so I have a problem that my post processing volume is not using HDR when color grading. This problem is with both exposure and tonemapping but exposure is much more noticeable.

#

As you see in the top GIF as the exposure lowers there is no extra detail revealed, even though the actual HDR light map has much more detail

#

Same happens with bloom. In some extremely bright areas where bloom should be blowing out the image bloom is barely visable

mighty stump
#

@rose magnet Have you enabled HDR in quality settings?

rose magnet
mighty stump
rose magnet
mighty stump
#

Are you doubly sure that you're editing the quality settings asset that's currently being in use?

rose magnet
#

and i know its not a shader graph issue because built in shaders have the same issue

#

another thing I found is that the float info is there in the shader

#

I made a test shader with a slider that subtracts from baked Gi and I see the detail appearing

mighty stump
#

If I disable HDR from my quality settings asset I get the exact same effect with exposure
Don't have much guesses what else it could be

rose magnet
#

oh

#

just found by playing around that hdr works on a new camera

#

but never in scene view

#

ill play around camera stacking now and hope that it will work
(allowing me to fix the issue on the main project)

rose magnet
#

yup ok

#

so scene view is the only thing wrong

#

so it overwrites most URP asset settings

#

(Render scale, anti aliasing and HDR)

#

the more you know

mighty stump
#

AA would be a nice to have as an option but I don't think it is

spring rock
#

Hello, is it normal Depth of field is pretty ugly on unity ? ^^'

#

And impossible to setup with physical camera ^^'

slate widget
#

it's not ugly, it just needs ALOT of configuration

dire coyote
#

Hello, any idea why increasing the intensity of HDR color is not increasing the bloom intensity?
I'm using URP

#

The result I expect is that the bloom should get stronger around the object, but the object just turns bright white (which is ok), but the bloom stays the same

marsh frigate
dire coyote
#

It is

#

if it weren't the bloom would not be working at all afaik

#

I checked it anyway and yes it is enabled. Although toggling it on / off doesn't seem to be doing anything.

mighty stump
dire coyote
mighty stump
#

Which render pipeline is it?

dire coyote
#

That fixed the issue. Thank you UnityChanClever

dire coyote
mighty stump
#

There's this setting at least
There's always the chance of accidentally editing a quality settings asset which isn't the one in use

dire coyote
#

Oh I see it now. It was under the last section which I've missed.
But it's weird that it was turned off

stark badge
#

Hello, I've been trying to enable Post Processing with URP for a full day now including a lot of article reading and banging my head against my desk with no avail. So please if anyone could help it would mean a lot!

forest harness
# stark badge

Make sure that the post processing is enabled in the rendering features
To reach to the rendering feature go to the quality settings then double click the current one
From there, inside the RenderingTab(First one) select the first one and you will find the settings in the screenshot below.

forest harness
#

Is it working now? or there are still other issues?

stark badge
forest harness
#

oh .-.
What URP version are you on?

stark badge
neon knot
#

how do i even enable post-processing?

#

was watching the latest brackeys tutorial on it and didn't find anything that I could do

tall saffron
#

Look at the pinned messages here

neon knot
#

ok

dire coyote
#

Thanks, but what Spazi suggested was indeed the issue. It's fixed now

oblique glacier
#

šŸ‘‹ got assigned to make the unity Tanks game and add my own stuff on top and i'm making a main menu right now however the depth of field post processing is affecting the text aswell (obviously since its a screenspace - Camera canvas which wouldn't be a problem if it wasn't for unity thinking the text is at the position of whatever's behind it, causing text that's above the sky to get blurred into hell
Wondering if there's some setting to change or hack i can do to avoid this or if i have to just throw out the depth of field
I'm on URP 10.4.0 in unity 2020.3.7f1

brave willow
#

Is it possible to change the order of Post Processing layers?

For instance, say I wanted to have the color grading be first in the list. Or do I have a gross misunderstanding of how these layers are applied and order doesn't actually matter?

mighty stump
brave willow
severe slate
#

I can't see my post process working even though I set everything up according to the tutorials on youtube

#

this is the camera

#

this is the game object with overrides which is in the same layer

mighty stump
# severe slate this is the camera

The barely visible "universal additional camera data" component suggests to me that you're using URP, whereas that post processing package is for built-in RP
There are instructions in the pinned messages how to set up post processing for reach render pipeline

severe slate
#

I'll check it out thanks

#

I forgot to mention I use 2019.4

mighty stump
severe slate
#

:D

mighty stump
#

I would check which version of it the project is using and try to find the post processing documentation for that version specifically

vivid imp
#

How can I recreate an infinite-mirror effect like this? (2D)

hexed nova
#

Probably render texture

odd drift
#

Or do you have everything you want to mirror rendered using separate camera?

#

In any case you have to somehow make difference between the objects you want to ā€mirrorā€ like that and the ones you dont want (like the background)

odd drift
# vivid imp How can I recreate an infinite-mirror effect like this? (2D)

So first of all, its good to notice that all of these lines seems to go towards the middle of the screen. So what you could do for every pixel is to make loop of length amount of repetition you want. In the loop you start with the current pixels coordinate and sample the image at that point. Every iteration you move the point towards the center and sample at that point. When you first hit something (meaning the sampled color isnt completely transparent/black whatever it is in you case) you can break out of the loop and draw the pixel. You can use the current iteration index to fade towards black/transparent to make that nice fade that makes the later iterations more subtle. If you havent hit anything after all the iterations, that means the pixel should be set as completely black/transparent. On some parts of the image theres something odd going on but I think this method should give very similiar results. Hope this helps

#

But as I said, you first need a way to separate pixels of the image that are part of the ā€mirroredā€ foreground and unmirrored background

#

Btw im suggesting you to write your own post processing shader, I dont know any assets/built in ways to achieve this šŸ™„

mighty stump
#

Using a render target textured quad as the background which is a tiny bit bigger than the screen area would achieve that effect, even if it'd be kinda wasteful perhaps

odd drift
#

That wouldnt also give as much control over the mirrored image chain spacing

vivid imp
vivid imp
#

well actually it's quite strange

#

the one on the bottom right goes towards the screen

odd drift
vivid imp
#

really? to me it seemed that the icon on the bottom right goes a different direction to some of the others

odd drift
vivid imp
#

yeah

#

makes sence

#

also i might just not be looking correctly, but i feel like the images have a bit of a blur to them as well

odd drift
#

For me there doesnt seem to be any more blur on the further iterations

vivid imp
#

hm i guess

#

talking about bloom, can you apply bloom to a render texture?

#

because i think if i added bloom to the camera it'd bloom infinitely

odd drift
#

Why is that

odd drift
# vivid imp don't they go away from the center of the screen?

Towards or away, line doesnt necessarily have a direction like that. I wanted to make the arrows to clarify that you have to sample towards the center to make the mirrored images go away from the *center. So if you want the mirrored images to go towards the left up corner, you have to sample the points towards right down corner in order to reach the actual image eventually

mighty stump
#

Using a render target texture would also add a cumulative blur as the after images lose detail every time they're rendered again

odd drift
#

Wait, actually I may be misunderstanding what you mean by the render target thing…

mighty stump
#

It would have the drawbacks you mention
But it'd be definitely easy to make

odd drift
#

Wouldnt that make the trail always go beyond the screen area? (Infinite long)

mighty stump
odd drift
#

Yeah, true. The trail would also have bit of delay (1 frame per iteration) but that depends on the game how much that affects the result

vivid imp
#

Another problem with using a render texture, is as the circle would go off-screen, the circles not completely off screen would get cut off

mighty stump
#

Unless the RT camera and quad are larger than the main camera view, I suppose
It does get hacky, though

#

A post processing effect wouldn't be restricted to building up the effect over time
Are the trails in the example image updated instantly or accumulated?

vivid imp
odd drift
#

The effect looks a lot like post processing effect but this stuff indeed seems like some sort of render texture

vivid imp
#

1:34 is also a good look at it

mighty stump
#

I guess the result can look the same with both approaches
Definitely cumulative though

odd drift
#

Yeah, seems to be delayed a bit. Render texture is definitely used in some way but hard to tell how its done exactly

mighty stump
odd drift
mighty stump
#

A trailing RT is very straightforward since it does that by itself when you point the camera at the render textured surface
But you still need to modify the texture / geometry with shaders to create more interesting effects, and you'll be somewhat at the whims of the geometry
It needs some extra work to adapt to different resolutions for example

odd drift
#

Yeah, probably combination of both shader (of some sort) and render texture/not clearing the color buffer would give the best results

vivid imp
#

i made something similar already using a render texture, only problem is, is that the mirrored images don't go to the center of the screen, but to the origin of the object

mighty stump
#

Actually why didn't I think of zooming the RT camera instead of resizing the RT plane

vivid imp
#

how can i make the rt plane the size of the camera

light lance
mighty stump
vivid imp
#

well, until you had it good enough, does that mean you have the effect working or not yet

light lance
#

Anybody know offhand if there would be a noticible performance hit for animating the grain texture on a Post Processing Film Grain component?

hexed nova
#

doubtful

#

it's literally just a texture getting moved around

#

get a random square from the jpg every few frames

light lance
#

Thanks @hexed nova ! Secondly... any chance I could put up a couple layers of film grain? I've got a nice scratches texture now, but I'd like to get some vertical lines and maybe add a little cigarette burns and even some film sprocket holes...

#

Ultimately I could do this with the UGUI, but I imagine there's ways to do this with the post processing. I'm just starting to learn this stuff... =/

hexed nova
#

best to look at examples of other shaders to learn

#

most effects are pretty simple if you break them down

light lance
#

Oh, the post-process stuff can be edited? Splendid! I'm new into URP here, tbh. Don't suppose you know where the shaders are kept offhand? I'll find it myself, but if you happen to know right away...!

hexed nova
#

oh no, urp post process is locked down

#

you gotta use render features

#

it's still pretty simple, unity provides a blit render feature in one of their examples

#

you just have to set it to run before or after your post process

light lance
#

You see, I'm glad I asked you that. =)

#

I'll google the term. So you can't stack post-processes? I'm using PP on Cinemachine and it'd be handy to have some effects work globally and then have specific cameras override the effects.

hexed nova
#

what do you mean by override?

#

like use the values in a different way?

light lance
#

Well, say, I'm currently using Cinemachine Volume Settings. Say I want to have a global ColorCurves setting, but do different depth of field per cameras. I couldn't just have a pp volume for ColorCurves and then do a Cinemachine Volume Settings using a profile with only depth of field per cam? And then override the global Color Curves by using a profile that has a Colour Curve on a specific camera?

hexed nova
#

ah I haven't messed with cinemachine volume settings

light lance
#

No probs. I'm honestly having a whale of a time here and you've been very helpful already. =D

hexed nova
#

you could set up a oncameralive event to mess with URP's global settings, idk if that's what you're looking for tho

light lance
#

This is so much fun. =P

#

Mm, seems unlikely the CM boys would have missed this trick, they've been ridiculously on-point up until now.

#

I'll keep playing with it. Thanks muchly!

hexed nova
#

np

light lance
#

@hexed nova In case you're interested, the currently active Cinemachine Camera will override a global volume profile if it has it's own settings...!

hexed nova
#

oh that's neat

light lance
#

Iiiits super cool. =D

blazing zealot
#

i need help

#

so

#

I'm making a game

#

and when i press play the post processing disables in the next scene

#

what do I do

#

and then the sun changes too

odd drift
blazing zealot
blazing zealot
odd drift
# blazing zealot this is how it looks when changing scenes

surely post processing (alone) can't do that, did you try to google what I said? most likely it's issue with ambient probe not being baked (you have to generate lighting in order to bake it. if no object is set as static no actual lightmap will be generated)

blazing zealot
odd drift
unborn musk
#

Hey, sorry if this isn't the right channel. I'm trying to find a Unity tutorial on making 2d plane to 3d image raycasting. Like the stuff they used to make Wolfenstein. Say making a 2d image project to a 3d image like in this video: https://youtu.be/M1c5TcdITVs?t=19 Does anyone know a tutorial for it?

How to make a simple 3d game (Raycaster) in Scratch. This is part 1 of a short series where we build a level arena/maze and learn how to code player movement including arrow keys and WASD for strafing. Wall collisions are also handled, and we dig a big deeper in to how to best handle getting snagged on a wall. Awesome!

My tutorials are for all ...

ā–¶ Play video
odd drift
#

Surely they had to make something like that in 1981 but its 2022 now, the whole reason why game engines like unity exists is that you dont need to make 3d graphics from scratch using dirty hacks. You can just throw 3d models in the engine and youre ready to go. Is this xy btw? šŸ˜…

unborn musk
#

I find it interesting how stuff like the original 3d games were put together.

odd drift
#

I highly doubt such tutorials exists because its pretty much reinventing a wheel.

unborn musk
#

I think I linked to a video of that though in my first comment. I'm just looking for an equivalent for Unity.

hexed nova
#

check out shadertoy

odd drift
hexed nova
#

yeah just use a small render resoultion

#

the algorithms doom uses is pretty close to real 3d

#

only purists would see the difference

#

I myself tried to use the SNES Mode 7 fake 3d but I realized if I just place meshes the right way it looks identical

hybrid spear
# unborn musk Hey, sorry if this isn't the right channel. I'm trying to find a Unity tutorial ...

I don't know of any tutorial specifically for this and I'm not familiar with the extrusion/rendering part, but you should be able to find bits here and there to achieve the same thing. First part looks like shadow casting, which is not an unusual thing to have even in Unity. The Physics/Physics2D classes in the UnityEngine namespace should have all the necessary methods for performing the actual raycasts. It might be okay in this case, but I wouldn't recommend shooting tons of rays around in general, however. Raycasts are expensive, and there's ways to approximate the shape of your "light" with some clever tricks. Though again, it's probably fine in this case, so if you're not too confident about approaching it differently, just use the same thing as the Scratch tutorial. As for rendering, your option for accuracy might be to draw to a render texture that will always be attached to your main camera, since the "3D" view is the one you'll want to see.

#

An alternative for a lookalike that would work better with the native rendering pipeline would be to use an actual 3D scene and resort to shaders for the distance-based gradients and stuff. It might require more work to get this to look as accurate as an emulated raycast renderer though. I'm not well versed in the subject, so I can't dive down in the specifics. Hopefully these pointers are of any help.

unborn musk
#

Thanks, this is really helpful!

odd drift
#

If I had to make that, id use compute shader to shoot the rays against the 2d texture. Then another shader would turn the raycast results into the final image. That would be really efficient way i think

hybrid spear
#

Is performance critical, also? Otherwise using Unity would probably be a bottleneck in itself, but I doubt that was the purpose.

hybrid spear
#

Took a look at a shadow caster I'd made for a project to make it a bit fresher in my mind. I'd used a pretty popular approach of casting against vector geometry, so basically doing raycasts on each vertex of a mesh. If your mesh is simple enough, it should make a rough shape of the light at a smaller cost versus brute-forcing raycasts everywhere.

#

Though I had also implemented some optimizations that allowed to bring the raycasts from 3 for one vertex down to a single one per vertex using dot/cross products and mesh collider normals.

#

That made the process twice as fast in my memories, though it's still not a thing you'd be able to scale to 10000 shadow casters as is.

hybrid spear
#

Well, I was gonna write an essay on how it works, but I'm realizing it essentially goes back to classical 3D rendering in the case of a first person camera (with unnecessary computations, but still useful for top down though). So I guess either use shaders to emulate the effect or do it the old way entirely through raycasts and software rasterization. šŸ¤·ā€ā™‚ļø

#

Physics.Raycast(), some manual drawing and render textures should do the trick if you want to go for the latter. For the shader, if you do it from nothing, the vertex shader would just set the positions in the right clip space, and the fragment shader just shifts the pixel color down with distance from the camera. Use normals for the wall shadows as well.

unborn musk
#

@hybrid spear sorry it's a bit late where I am. Thank you for taking the time to respond in detail. I'll write back when it's daytime for me.

wise topaz
#

Is it possible to add ambient occlusion, fog, bloom etc to the normal 3d pipeline?

stray mountain
wise topaz
#

Aight thx

#

Also i can make shaders in it by just importing shader graph right

#

Or do i need the whole urp thing

stray mountain
wise topaz
#

Oh ok

#

Is there any way to optimize urp cuz my pc lags a bit in it

#

Btw thx a ton

stray mountain
wise topaz
#

Aight

#

Its only when i try to use unity terrain

supple hull
#

if you need shader graph and want built in, you can buy Amplify shader engine, which has a graph and in my opinion 'i like it better' than shadergraph @wise topaz

restive yew
#

i need a bit of help

#

i already tried to use hdrp for post processing

#

or urp

#

but nothing happened

#

i still couldn't use post processing

#

all of them just made my materials pink(i tried fixing it but it still had a little bit of pink on them)

mighty stump
odd drift
#

by that you mean something like rain drops on cars windshield right?

odd drift
lean gust
#

Hey guys, so I came across this trailer, https://www.youtube.com/watch?v=a92jc66ZRx8, and I feel like the pixel art in the game is not quite pixel-y? Not too sure how to describe it, it feels like there's some post-processing involved, by any chance you would know some tricks to mock this graphics? Thankssss

šŸŽWishlist on Steam: https://store.steampowered.com/app/1252100/COSMOS/

COSMOS is a difficult action-platformer where you fight through fast-paced vertical levels with the use of wall running!

COSMOS will be releasing on Steam, July 22nd for PC!

ā–¶ Play video
#

is it because it render the resolution down so it feels like when the character moves, it's moving pixel by pixel?

#

more precisely, when I put my pixel art into unity, it looks like very clear cut which pixel is where, as opposed to this kinda blurry?

crimson hemlock
#

why do the screenspace relfections look so bad? (even on overkill)

desert epoch
#

I have two cameras. One rendering the skybox (Camera B) and the other rendering the game world (Camera A). The Camera A is on top of the Camera B. When I apply post processing on the Camera A (game world camera), the post processing also gets applied on skybox.

When I do the vice versa, the post processing applies on skybox but not on game world.

I want the post processing to apply ONLY on game world.

forest harness
desert epoch
forest harness
#

I will try it on my end real quick and let you know

desert epoch
#

Thanks :)

forest harness
# desert epoch Thanks :\)

I was able to achieve it with a simple custom shader and a render texture
Want to hop in a voice call to explain what I did?

#

Basically, the camera that renders the world renders it with a solid color of black
The skybox camera renders it to a render texture
Later in the shader, we add the sky box in the black areas of the world
The only downside is that if you have any black textures, it would be considered part of the skybox

#

The shader is a simple image effect with another texture (Render texture of the skybox cam)
And here we just take the solid black color and use it for the skybox

#

The material is simple with just the render texture passed to it

#

A script on the camera that takes what the camera already see and use the material (custom shader we created)

#

that's it I think. Let me know if you have any questions

desert epoch
forest harness
#

Also make sure to add the layers 6 and 7 where 6 is the skybox and 7 is the world respectively

severe slate
#

I am using Post Processing v2 w/ no render pipeline

I have two cameras
One for post processing
One for everything else
They each cull different gameobject layers and then combine
They each have different depths
The one with the higher depth gets priority, the cameras gameobjects are shown over the other cameras gameobjects
The higher has no clear flags, the lower has a solid background

Problems with each depth combination:

Post > Postless or Post == Postless:
All gameobjects get affected by post processing no matter which camera is culling them

Postless > Post:
All post processing objects are behind postless ones, this is the opposite of what I want

Anyone know of any solutions to any of these problems?

#

Heres whats happening with the first one I suppose

Postless camera displays image without post
Post camera displays image on top of postless
Post camera adds post to entire image (Including postless layer)
How could I make the post camera only affect its own layer?

And with the second one:
Post camera displays image and adds post
Postless camera displays over post layer
Can no longer see post layer
How could I make the two layers go by order in layer or something similar?

#

How do I spread it into multiple tasks? Im not using any render pipeline btw

#

Im looking to have specific game objects have bloom and others not

#

Ill look into it

#

Whats the threshold based on? Can I set a specific number for each gameobject or something?

#

Can I set emission using a material?

#

Doesnt seem to be working
Emission changes the color of my sprite, adds a background to it and doesnt seem to change bloom in any way
Would it be bad to add URP mostly just for this?

forest harness
fair gyro
mighty stump
#

It's definitely hard to tell, but my guess is that it's got bloom that's pixelated along with everything else by upscaling render texture, and some particles with soft sprites which end up looking blurry with the pixelation

round cradle
#

does like

#

lens distortion just not work for you guys?

#

all the other PP effects work except for lens distortion. is there something else I have to config?

#

because I'm seeing people just turn it on in tutorials and it seems to work. just not for me.

stray mountain
stray mountain
round cradle
#

they don't work either way

#

nor the settings I put them on. they don't affect the camera at all

stray mountain
round cradle
round cradle
#

the other effects worked, which is why I don't understand why lens distortion isnt

crisp kiln
#

i

#

need help

bronze mural
desert epoch
forest harness
vivid cypress
#

Heyo, I've a question about the HDPR Bloom and post-processing transparency.

I've got a Unity 2021.3.3f1 project, and I can do transparent capture just fine with it, but it seems like the bloom post-processing effect doesn't get an alpha channel in the output. I think I've set up everything correctly (Buffer format should be R16G16B16A16, see screenshot), but the glow of the halo just isn't captured 😦

Is it possible, and/or what do I need to do to make it possible? I've got a couple ideas for "clever" workarounds, but they're a bit mediocre

#

So the wings (which are just a transparent texture on a plane) get correct transparency, but the bloom obviously doesn't

vivid cypress
# vivid cypress Heyo, I've a question about the HDPR Bloom and post-processing transparency. I...

So, just for the record, I solved it in a mildly janky way! I've added a post-processing effect that takes the image, shrinks the rgb values to the left side, and puts the alpha values in the rgb to the right side. I'm also stretching the camera matrix so the effective aspect ration remains the same.

And then, in OBS, I'm compositing it all together using obs-shaderfilter-plus where I yoink the image and the mask

#

The post-processing in unity does a bunch of things, and I'm pretty sure there's a better way to do them, but it:

  • estimates the alpha of the pixels by looking at the rgb values. If a pixel has a very low alpha channel, but does have a slightly bright color, it must be from the bloom
  • fixes the color for transparent pixels by upping their luminance, so the halo doesn't go black towards the edges
  • does the separation thing i mentioned earlier
  • ...

It's still fast enough for my case, and it does look exactly how I want it to look šŸ™‚

#

the only disadvantage is now some slight color fringing around the hair, where the color of the bloom bleeds into the texture, which I need to look into

desert epoch
forest harness
forest harness
vivid cypress
#

And thanks for the compliment šŸ™‚

forest harness
#

no problem, you earned it šŸ™Œ

desert epoch
mighty stump
#

<@&502884371011731486>

tame kindle
odd drift
# tame kindle

Few things I see here: 1) your lights intensity is quite high 2) youre using scatter of 1, i dont think thats good on most cases 3) youre skipping quite much iterations, I have heard thats usually not great idea 4) 1 isnt really slight intensity for bloom. Id not skip iterations, put scatter to about 0.7 and adjust the intensity value until the bloom looks good. Thats all I can suggest

forest harness
desert epoch
severe slate
#

Is there any way to make the scene darker without affecting bloom?
Color Adjustment basically removes all bloom

mighty stump
severe slate
#

Is there a graph or something I can look at to see the full order of all effects?

mighty stump
tacit tide
#

Hey guys! im using HDRP in Unity, i applied HDRP Post Processing into a empty volume gameobject and set the Mode to global & added some override effects and also set priority to 1 but when i enter the game my player camera doesn't show the processing effects

#

how can i fix it?

#

it shows those Post Processing Effects in the editor scene view but not in the game view

#

of camera

tacit tide
#

anyone?

#

i posted it yesterday

tall spruce
#

inspector

tacit tide
#

@tall spruce

#

it does not affect the player camera

#

but the scene viewport camera

#

@tall spruce ??

#

anyonee?

tall spruce
#

increase the priority to 10

#

maybe the default global post process settings that come with HDRP are overriding it

#

also try using more noticeable settings like vignette at max intensity so you can tell if it's working or not

tall spruce
#

and try going into play mode

tacit tide
tacit tide
#

no luck

jovial oyster
#

Hey, really basic question but I'd like to use a LUT for color grading on a project, however I can't find where I'm supposed to get the base LUT (on which I'm supposed to add effects in an image treatment program), is there a default one I can get inside Unity? (I'm in 2020.1 standard RP)

jovial oyster
#

oh great, thanks a lot!

dim frost
#

I'm trying to mess around with the different post processing effects available in the builtin renderer, and for some reason the Screen Space Reflections don't seem to be doing anything? The other effects seem to work fine, is there something extra I have to do in order to make this one work?

#

Nevermind, figured it out- the camera has to use the deferred rendering path. Hopefully that change doesn't mess anything up in the future

odd drift
neon abyss
#

how can i get this bloom reference in a script

tall saffron
#

you're using the one from PostProcessing stack V2

#

you need the one from URP

lunar rampart
#

how can I set my cam 1 to render with PP a certain volume and cam 2 render with a different PP volume?

#

to clarify it I have global volume with Ultra bloom to have dreaming effect when much light bounces from the ground and I want a very low bloom effect for UI on a another volume which my UI only camera will render

#

how cam I tell camera which PP to use?

lunar rampart
#

damn guys I cannot believe nobody else here never faced such a problem

odd drift
lunar rampart
#

layers let cameras decide what to render and I need to let them decide what Volume to use

#

yes I use layers for rendering UI and GOs separately as long as I have 2 cameras

#

oh wait

#

what IF I put volumes game objects themselves onto corresponding to cameras layers

#

oh no here is the menu exactly for this

odd drift
#

Note that its meant to mask volumes, not game objects to be affected by post processing

lunar rampart
#

It is obvious

#

it is literally labelled as Volumes

odd drift
#

Yeah, should be obvious but ones who dont know how pp works tends to think its meant to mask objects as it would be convenient

late bane
#

Whats is the correlation between Threshold in Bloom and color assigned to an object. I am testing with an unlit material and the setting in the screen shot. The material is assigned to a plane, and its in a scene with no lights or skybox. Color is set to Red (1,0,0). But for some reason the plane still shows a bloom around. Can someone explain how does the color values correlate to the threshold?

vale maple
#

is the stacked post processing asset still around? i can't find it on the asset store

stray aurora
#

how can I have post processing effects and a render texture at once?

last garden
#

Help, I accidentally did something and my level went pink

stiff quail
#

Hello, I enabled HDR on the quality for Universal Render but my light saber still won“t glow. Anyone know why?

marsh frigate
#

Do you have bloom added to your post processing volume?

marsh frigate
#

What version of URP is this?

#

URP doesn't use Post-process Volumes any more, post processing is built-in with the Volume component

stiff quail
marsh frigate
#

you can check your version in the package manager

stiff quail
#

can“t find another one

marsh frigate
#

The link to my website above takes you through what you need to do

stiff quail
#

ok, I“ll try

#

yeah...hansn“t seem to work

hushed ivy
# stiff quail yep

What's the emission level on your material like? I need to set mine to about 100 before the glow effect appears.

stiff shale
odd drift
#

100? Thats quite high

slate arrow
#

Hi, I have a question (sorry if this isn't the correct channel)

I've been struggling to create this motion blur/laggy trail effect for a game I'm working on. It can be seen in this video at about 9:15 - 9:23:

https://www.youtube.com/watch?v=ZryjvHz7uVk&ab_channel=GamerSault

I'm not sure what this trail effect is called, but I'd love to know it's name, how to create it with Post Processing or Scripting.

(It's not the slow mo effect in the YouTube video either, it's in the actual video game)

Thank you šŸ™‚

Night shift & stay out of the house story explained. night shift abductor or the butcher strikes again in the stay out of the house, where he torments his victims.

Sub to gamersault/ gamer sault for more horror game related content.

Night shift explained
night shift story
stay out of the house story
stay out of the house explained
puppet combo...

ā–¶ Play video
hushed ivy
mighty stump
#

Every render pipeline has a "better" motion blur included by default so it's kind of a niche product

heavy marsh
#

Hey! Does anyone know how to enable post processing in quest with passthrough? For me after enabling post processing, passthrough doesn't work.

delicate ridge
#

Can anyone explain why the following happens? Working in URP. When I enable post-processing on my camera, the image instantly gets a bit darker. Looks like saturation and contrast are also slightly increased. Except that I don't have any PP effects activated. Are there other settings that have an impact on PP rendering, other than PP volumes?

mighty stump
delicate ridge
#

it happens even when all volumes are entirely disabled

cursive briar
#

hello i have a question

#

how do i apply motion blurr to my fps

delicate ridge
grand blade
#

Does anyone know why PP wouldn't be working in an Oculus build?

sweet atlas
#

Anybody know how to get render textures to capture post processes? I have a bloom that would be great to have in a stream of render textures, but no go on urp. I've tried a couple different RT formats and nothing seems to work ( strangely, I got it working... once while fiddling with settings at runtime, on only one of the cams.. and never been able to recreate it.
Couple forum threads sent me to try a few different formats, but either did absolutely nothing, or crashed unity.

molten geyser
#

Can anyone help me at getting an underwater effect

#

I have done the box collider

#

added pp volume to it

#

added pp layer to my camera

#

and the correct layer

#

but does not trigger

hushed ivy
molten geyser
#

I am using URP

hushed ivy
#

Oh, ok. So you've added a Volume and added some post-processing overrides, then on the Camera, under Rendering, you've ticked the 'Post processing' checkbox?

molten geyser
#

so on camera the rendering pp is ticked

#

I added a volume to the underwater effect I want

#

want pics?

#

this is the cam

#

and this is the effect underwater

#

the underwater plane thing looks like this

bronze mural
#

which pipeline are you using?

molten geyser
bronze mural
#

You didn't follow the instructions. Again the guides are pinned here top right.

molten geyser
#

I did it wrong oof

bronze mural
#

You are using default pipeline component

#

you can remove postprocessing from packages as well so you won't use it by mistake. URP has built-in components

molten geyser
#

this ?

#

Sorry I am bit bad at taking things in

#

so it take a while

hushed ivy
# molten geyser this ?

If you load the SampleScene that comes with URP you can see how the new Volume postprocessing system works. On the SampleScene the volume is set to Global, but you can change it to Local, add a Box Collider and adjust the size of it. When you hit play you can fly in and out of the Volume and see the postprocessing take effect.

molten geyser
#

Thanks I will check that

molten geyser
#

@hushed ivy Just managed to check it

#

I will keep it open

#

so I can reference it

#

I deleted everything that I did not need

#

so it is less confusing for me

#

on the sample

#

new to this so thanks for the help

molten geyser
#

IT WORKS

#

thank you for all the help

#

Thanks Fogsight

#

and Brianer

#

I used the sample scene and looked at that to help me

#

changed the URP to default instead of that URP Hifidelity

little hare
#

this isn't exactly post-processing, but is it possible to nativley render at a lower resolution and then resize the output to the display instead of rendering to a low res rendertexture and pointing a camera at a plane?

#

i want to make my game look low res to look like a ps1 game

#

but using the rendertexture method seems to use a weirdly high processing power for whats being outputted, and it messes up the affine texture mapping shaders i'm using

hexed nova
#

if u use a render feature it might be more performance

shell estuary
#

Hi, I wanted to use a simple image like this for a skybox, I would like to know what are the steps to achieve this?

mighty stump
lunar rampart
#

I feel like my FPS drops extremely low when scatter is on

#

is it so heavy?

lunar rampart
#

hm wow

#

ok

severe slate
#

Hi, a little help, please. The Post Processing glows in everything else except the custom mouse cursor that is seen in the full screenshot. I've experimented with everything I could with Post Processing, but no results.

Any fix for this?

mighty stump
severe slate
mighty stump
#

Sorry, my previous advice was mistaken; the layer is for volumes cameras, not objects

severe slate
#

It's to allow me to add a custom Arrow.

mighty stump
#

Yea I think it practically replaces the system cursor which is rendered separately from everything

mighty stump
#

The cursor should be a sprite or an image to be affected by PP

severe slate
mighty stump
severe slate
vague valley
#

does anyone know how to disable LOD only in the editor view

plucky pike
#

Do you guys typically have a different global volume / post processing / lighting setup per scene? Or do you use the same across all scenes? (new to post processing)

hushed ivy
thin prairie
#

the post processing doesnt show up on my render texture

mighty stump
thin prairie
#

yes

thin prairie
#

@mighty stump