#š„āpost-processing
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looks good to me..
Hmm, maybe its just me then
if these are from those wires or whatever , i would try with shadows off on those see if it cleans it up
I have tested and no they are not from those wires. But they where from the lamp it self!
Thanks for the suggestion. Do you have any more suggestions?
Hi everyone! I'm searching for a solution concerning a (URP) VR project that works fine in the Unity Editor and Game window (Unity version 2021.3.4) but does not look the same at all in the VR-Build (and is even heavier to render). No bloom anymore, coloured lights are not affecting the scene anymore (or differently). I'm new to VR, maybe there are settings I do not know of somewhere... Does anyone have had a similar issue?
I am having some trouble applying post processing, I have done this in the past and it has worked without trouble, but this time none of the post processing effects are being applied to the scene.
nothing here looks wrong, I can't figure out what the problem is.
I am using URP and the post processing package
URP is not compatible with the post processing package. It has it's own integrated post processing, which is very similar. Can find info here in the docs : https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.1/manual/integration-with-post-processing.html
thank you so much
hey guys
i'm trying to render two render textures in a canvas, one above another
the first one draws everything, the second one draws only a single layer (I need it to draw first some objects with a black background, and then with a mask and an animation I need to "show" the second render texture/raw image)
The camera that renders only one layer has, in the environment settings, no skybox but a solid color (black). When post processing was disabled in the camera that rendered that render texture, everything worked flawless: the second render texture/raw image was drawn above the first one, and his background was "transparent", so I could see objects behind the objects in the layer. But now that I activated post-processing in the second camera, it seems like the background (aka the "solid color" setting) actually became a true background, not anymore transparent, and it gets drawn above the first render texture, completely covering it.
Here's the first image (it's stopped at about half the time of the animation), it works correctly here (with post-processing disabled):
And here's the same frame but with post processing activated in the second camera (The one that draws only the character's layer and has a solid color background):
I'm using URP btw... I think that question is a bit cross-argument
It seems like that post processing turned that fake-black background into a solid black background that is not trnasparent
(actually without post processing it has no background at all: the texture is completely transparent except for the objects in the layer that has to be drawn)
That's the effect without post processing: the render texture that draws only one layer has a transparent background. With post processing active (and no settings activated, just the option active) a background spawns.
Hello I'm having a problem with bloom effect. I have a 2d platformer (that I just started) and there is a certain platform that changes color through code but when it changes, the bloom effect disables. Is there any way to make it stays neon after the color changes?
check the target sorting layers you have on your global volume
Ok
I got this
It's supposed to go to the post processing layer
For some reason it goes to everything though
show me the inspector of the platform that's causing trouble vs other platforms
They're the same besides the color
The yellow one loses its bloom when I change the color
That's odd
I can show the code
No need, I probably can't help you, I'm a beginner
what does 1 stand for?
That's an i
I would try multiplying the color values by some factor to give it more HDR intensity
I thought it had to be between 0 and 1
Am I just changing the colors in a bad way?
Apparently I need to change emission color not material color
I figured it out I was supposed to get component sprite renderer not renderer
Instead of using a render texure, could you possibly use the render objects feature on your renderer?
That should allow you to cut out at least one render texture and that could be all you need
it looks nice! not so much from the technical side, but on a pure color theory and photography point of view, it looks "weird" because you have very little contrast which would match a foggy atmosphere but your lines still are very straight. So for a human eye this looks a bit contradictory since we'd be expecting something like a depth of field. That might be difficult or counterproductive to implement, but I think this is why the image comes off as uncanny
hey the Visual effect graph doesnt work on unity 2021.3.5f1
I tried everything I could possibly do, nothing worked, even the simple templates doesnt working
something must be wrong with the post processing
or the setup
could someone help?
Do you have any idea on how I might be able to implement it? Also does any of these look better?
I think the second one does look better, however I'm on my phone just now. I honestly don't know exactly how to proceed as I'm very new in writing shaders and I have no knowledge of shader graph either. Also it really depends on what you want to do and why. I'm more of the type of preferring a bit of uncanniness with performance and clarity than going to a lot of post processing and complicating things. If it's a puzzle game things might need to remain clear. Perhaps more variety in color coding could help too, since everything is yellow
But it's really hard to tell without actually playing
Well im also very new, started with unity 2 month ago. But I have done some color coding, all things you can interact with is red. I also dont see any performance difference between 1 or 2. Funny enough the second one is a bug or something. Because it only looks like that after I have done changes to the camera at run time
Mmmm perhaps have a look at color theory and gestalt? When I spoke of performance it was more about depth of field effect, but I also keep in mind that there is the humain brain performance at discerning things and understanding what is what. A good way to go is to actually squint on your screen and if you can't see what you have to see, then your communication isn't being clear enough
What do you mean with "squint on your screen"?
I guess I just continue with other stuff instead of being stuck at the same thing for ages. Then when I get more progress done I could ask some friends to test play. As you said, its really hard to tell without actually playing...
Squint your eyes until your vision gets blurred
Ahh, I read that on google but I thought it did not make sense :/
I know it sounds stupid lol but it's actually a really good way to identify the big areas and lines of your image
hello - I'm having a little trouble getting a custom shader to interact properly with a particle shader. The custom shader uses the camera depth texture to change the color of the environment (effectively producing a kind of fog-like effect), and since particles don't show up in the depth texture the custom shader just acts like the particles are not there.
So I was thinking the easy solution would be to have the particle shader just run after the custom fog shader - is that possible? I figured that's what the render queue was for, but I've tried changing the render queue for both particle shader and the custom fog shader to no effect - it seems to always render the particles before the custom fog shader runs.
Welp. Post processing is noth working.
If exactly followed this tutorial on a new project:
Want To Add Post-Processing to your Unity project? Then this is the tutorial for you. Doesn't matter if your using Unity 2D or 3D, you can easily make you're game look much better.
Play My Games - https://jumbo-jump.itch.io/
About Me:
Hey, I'm Jumbo Jump, an indie game developer who uses the Unity Engine. I make videos of the games I make for ...
Could anyone help me?
Is there any way to get the current weighting of a volume? (built in)
You are using Universal Render Pipeline whereas the tutorial is for built-in render pipeline
Any tutorial or help for the urp version?
Links in the pinned messages of this channel
Great! Thanks!
is there some working tutorial for adding custom post processing effects into urp?
i tried a few things but never got it to work
Bizarre problem, anyone have any experience with it?:
URP post processing worked fine in editor and play mode. but but in builds there is no post processing at all. no errors thrown.
i cant get it to work even in editor
thats very common, if you google for it you should find a bunch of solutions, normaly its one of these issues:
Volume layer is default:
Post-process Volume -> Layer - > Default
Volume mode is global:
Post-process Volume -> Volume Mode -> Global
URP Settings post-processing is enabled:
Project -> Assets -> UniversalRP-HighQuality -> Post-processing
Main Camera has post-processing enabled:
Main Camera -> Rendering -> Post-processing
Main Camera volume mask is set to default:
Main Camera -> Environment -> Volume Mask -> Default
Note that the effect does not show in the Camera Preview. You have to go into Game mode to view it
these arent problems with custom right?
like you mean that not having that is problem
I am able to blur most of the objects and then draw sharp smoke on top of that. But I want to do the opposite. So most objects would be sharp and the smoke would be blurred, but it seems impossible. When I try it, somehow the depth of field leaks to everything, and everything becomes blurred.
So the question is, that can i apply depth of field only to smoke?
One thing I've noticed is that Unity doesn't include the canvas by default in a custom pass. Is there a way to set up a Custom Pass in the latest version, so that the post-processing is applied to the screen after all rendering is done? (So, transparency, UI, everything)
Can i make a bloom effect whitout urp ?
Yes
Is by using particles ? i saw someone do something similar to a bloom using them
You can check the pinned messages for instructions for how to use post processing in each pipeline
Or google it
What do you mean? Sorry but I haven't a good understanding of the renderer
By the way, I noticed that switching from environment setting's "solid color" to "uninitialized" completely ignores the culling mask and draws everything...
Hey there, anyone knows how to exclude a layer from motion blur in URP? I am using the Overlay camera to render my car to exclude it from motion blur but shadows don't appear cause the road is in other layer of motion blur.
Hi to all, first image it's bloom on Android build, second it's in Unity scene, i tried change a lot of settings, but result always the same, how i can do bloom in Android build like on second image?
This might happen if your effect is designed with HDR in linear color space while your build target might not support either or both
I'm not sure about android's limitations though
how do I remove this weird trace my grass is leaving behind when it moves?
looks really blurry
Does anyone know how to use Post processing on specific layers in URP? Like I want to exclude certain objects from post processing on a single layer. I know how to do it in built in pipeline but I can't get it to work in URP
Why isn't my post processing working? I can't find out why, I have it enabled on the camera and everything
If you're using URP/HDRP, this post-processing won't work. Are you using LWRP?
Oh yeah that's my issue š¤¦āāļø Well thanks a ton for pointing that out lol
is my post processing thing not working bc my main camera is inside another gameobject?
https://learn.unity.com/tutorial/creating-a-global-post-processing-volume-2019-3?signup=true#60064afdedbc2a3324ffa873 i followed this
Screen-based image effects add specialized filters to the application camera which can be used to drastically increase the visual quality of a project. Unityās Post-Processing Stack replaces previous iterations of screen-based image effects and combines them all together in an easily configurable way. In this tutorial, you will learn to create ...
Having a camera gameobject as a child of another gameobject is fine. What render pipeline are you using; LWRP, URP or HDRP?
urp
Then check out the post two above. You cant use this kind of post processing on URP, you need to add a post processing volume:
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@10.2/manual/integration-with-post-processing.html
How often does something like Occlusion culling fail? Would it sometimes lag behind?
Is there anybody know how to get correct stencil value on post process when I'm using MSAA with URP?
I've been overwritten the code on PostProcessPass.cs before in order to make my post process could execute with stencil settings. And it works fine on other anti-aliasing mode. But it seems that this didn't work when I chosen to open MSAA.
How do I get the edge detect to be on every edge instead of sharp ones?
https://github.com/jean-moreno/EdgeDetect-PostProcessingUnity
i need help with post processing, i have a toggle off and on for post processing, but if the post processing is off in settings menu it turns back on when unity switches scenes, is there a fix for this or no?
So in the scene view the lightsaber actually looks like a lightsaber, but in game it looks like an ugly red stick, how do i fix this (i have post processing on)
Seems like bloom is gone. Are you sure you have pp enabled on the camera as well?
how do i enable pp on the camera?
nvm its fixed now, tysm
Why is my post processing Volume only working if set to global?
I need to process different object differently
What are those? Like regular colliders?
Okay
wait no
do you have Volume Trigger
No
which pipeline u using
but your still using old PPv2 stack @unkempt horizon
Debugger Volume and Layer
from screenshot
I just downloaded the PP package from the package manager
you need to delete old PPv2 stack if you are using URP and use that PP
URP already has PP
How to do that
But it works
Only local does not
Anyways. How will I download the new version
the new version is already in URP
you should have this in Hierarchy when you press Plus
can you verify you are on URP
Isn't that URP
Edit -- Project Settings -- Graphics
can you screenshot
ok yeah you are NOT on URP
What am I on then?
its the Built-In renderer
not a scriptable one such as HDRP/URP
So URP is not the default?
there is a 2D and 2D(URP) template
you must've clicked regular 2D
yes
up to you , you can switch it
Is URP better?
well it's the newer pipeline
some shaders aren't compatible with URP and vice versa
URP has shader graph which is great
URP has better 2D lighting support iirc
if you switch you just need to convert your materials / recreate the same PP effects you had before
How to switch?
just download the URP package
yes after you do the Link i sent you they will be pink
you will just convert in 1 click
I guess, if it's a new project just use the 2DURP template then
you dont have to reimport anything tho
what about it?
It isnt listed in the converter but wont render anymore
But strangely it is shown in the Scene view
Only missing in the Game
How to use these Volumes with 2d Colliders?
should be able to put a volume component on the trigger 2D collider
set it to Local
ah
If I recall my last 2D project I've done it based on global and just put the weight up when on trigger
I am so grateful for your help
What trigger?
Even Global wont do anything
Are there any setting i have to do to my camera except ticking post processing?
you have to enable PP on the camera
which effects do you have on
do you have any emissive materials?
I only have 2D sprites
well bloom wont work without an emission, even on the sprite
you need to enable emission in the material
In the Sprite Material??
Wont work either
for 2d you need shader graphs make custom sprite material
IT IS SO FUCKING COMPLICATED!
How do I do that?
only for 2D glow
brackeys has a tut for that
I will probably just roll back to the built in renderer and find a way to make local PP there
Local pp is easy with 2D
Wdym?
do you want my script?
What does it do?
I made a quick example
Should I stay on URP
yea
It created a lot more issues(2) than it solved(0)
here @unkempt horizon Is this the intended effect you want with Local PP right ?
Red zone is trigger 2D
I thought it meant only on one object
no, you would use layers for that
what you want has nothing to do if you are on URP or built in. @unkempt horizon
But built in i easier imo
I dont want to create a shader graph just for some gloom
you already have bloom on light btw
thats if you want Emission bloom on sprites then yeah you need an emission map
@unkempt horizon you need to make an emission map texture regardless
How would I use layers? Regardless of what layer I put the object on it will still be affected
And on Built in?
Objects that are not on this layer are still Processed
@stray mountain @unkempt horizon There is no "per object" type of layering on either post processing system
The post processing is always per rendered image, so you'll need another camera to render only some objects with/without pp, mask or stencil them appropriately and superimpose upon each other
I solved it with a second cam
tysm btw
hello
when u activate your abiltiy in gta 5 the screen turn green/blue etc depending on the character
how can i simulate that effect in unity post processing? which setting is that?
Its likely multiple settings
Your best bet is to experiment with the values
And its imposto tell which post processing your using since theres like 3 versions
the default package one
is there any way to exclude an item from a global post-processing effect in HDRP? I have color adjustment but I need certain objects to be rendered after it, I cant seem to find any rendering order for it...
I tried double-stacking a camera and rendering only those objects with one and everything else with the main camera, but the global effect applies to the second camera also...
the PP isnt on the camera itself, this is a seperate empty object that has the global profile on it
i think I got it, i think it was Volume Mask on the camera
I'm following a tutorial on crating a Custom Renderer Feature which draws the skybox as part of the effect. I have a custom mesh skybox which I would like to draw instead, but am unable to figure out how to implement this in my Execute() function. Any help would be appreciated.
Would anyone happen to know why changing values for a volume during runtime doesn't work?
The values change in the inspector, but don't actually affect the post processing.
I could swear it used to work in a previous LTS version, currently using latest version of URP LTS (2021.3.8f1)
My post processing itself is working, and changing the values before running the game works fine
it's just that changing the values during runtime doesn't do anything
toggling them on/off doesn't do anything either
How do you do post processing on certain layers?
Make multiple cameras that renders different layers and add post processing to only the camera you want, that would be the easiest solution
How to remove transparency gap between tiles or sprites while moving them or camera?
This is a #š¼ļøā2d-tools question
Anyway to my knowledge the gaps could be removed by using a pixel perfect camera (and adhering to its rules) or changing the tile sprite PPU slightly so they're a tiny bit bigger than their tile size
For anyone ever running into the issue with URP post processing not updating during runtime;
Create a new URP Render Pipeline Asset and set it in Project Settings -> Quality -> Render Pipeline Asset.
guys how can i enable post processing?
The tutorial is for URP post processing but your project is not using URP
oh URP?
thank you
i downloaded it before
btw i did what manual say but post processing still not work
add component Post-processing layer
make a Volume layer
set volume layer to volume object
but it still
ah must add post processing volume not volume
You have not configured URP and you are mixing and matching URP and built-in RP post processing components
Decide which render pipeline you want to be using and follow instructions for that pipeline
#archived-urp has instructions for configuring URP to enable it after installing the package
This channel's pinned messages has the steps for enabling post processing for any given pipeline
thanks
why when i add my renderer in here my post processing stops working
but if i do not it works
same for the quality settings
You're not using correct post processing for the render pipeline
This channel's pinned messages has the steps for enabling post processing for any given pipeline
Is there a way to disable specific Post-Processing effects for specific layers? I'd like to disable color grading for a specific layer.
Can you have multiple volumes?
Or multiple layers, for that matter.
Yes, that's kind of the point
Layers as well, but they're per-camera
Wait you're telling me this NOW?
How??
I already have multiple cameras.
I'm pretty sure you can't have multiple global volumes.
The main reason is because I wanna do this.
You can indeed
Cameras will look for all volumes on their post processing layer/mask and apply their overrides by priority and weight
Local volumes by position also, but global volumes just skip this step
Usually when someone asks this they assume that using layers means you can apply post processing to specific objects per layer
"Brightness" value of pixels after lights and materials have been rendered
In HDRP it may correspond to some physical unit of illuminance, but in URP it seems to be completely arbitrary
Exposure (EV) unit if I had to guess
@mighty stump So let's say that I have a layer called "No color grading". How do I turn off only color grading for specifically that layer? Do I have to create a third cam and a second global volume?
What's the scenario? Do you only want to disable color grading at a specific moment for a specific camera?
Not at a specific moment.
I'd like to only exclude the color grading effect on a specific layer, and have the other effects on.
Always
Not have a toggle or anything.
Why "on a layer"? What do you mean by layer in practice?
Perpetually.
I'd like to exclude specific objects.
Well, just to reiterate, layers in post processing are to filter which PP volumes affect which cameras, not objects
Although you can exclude layers.
But from what I know, for an entire volume.
So I just want it to be clear, can you have multiple global post processing volumes?
Yes
In use, simultaneously.
Yes
Layers are only for detecting when and where camera transforms are within volume range
To exclude objects from PP they need to be rendered on a separate camera with different PP and those renders overlaid
So the priority option doesn't matter for global volumes?
I already have that.
I'm talking about specific effects though.
@mighty stump How do I use multiple volumes?
It doesn't seem like you can select a volume.
Why can I see the outlines through the ground?
Possibly not a post processing question.
Depends how you're rendering the outline, not sure
With quick outline.
I want to create a render scale slider to my indie game and was wondering if anyone could point me in the right direction for how to accomplish that? I found a really nice tutorial on how to do it here: https://catlikecoding.com/unity/tutorials/custom-srp/render-scale/ However, I don't have the same scripts such as "CameraBufferSettings", "CustomRenderPipelineAsset", or "CameraRenderer" that they reference in the tutorial. I figured this could be a difference between 2D, 3D, or VR projects in Unity but I'm not sure. Anyone have any insight? (Also I'm using the build in render pipeline)
The tutorial is for the scriptable render pipeline
Your project might be using the built-in render pipeline
Oh I see. Thank you!
Also, the tutorial is kind of old, I think it's not necessary to implement custom render scale for URP/SRP
Can someone please explain to me why my post processing isn't working?
Check the pinned messages how to set up post processing for the correct render pipeline
where are u looking
if ur using URP / HDRP post processing is included already
otherwise u need the package for PP if you are on built-in renderer
seems ur not on URP
install this if that is the case.
https://docs.unity3d.com/Packages/com.unity.postprocessing@3.2/manual/index.html @long parrot
read the Getting Started page *thoroughly *, come back if you got question @long parrot
Thatās normal by default, pretty sure you can turn it off
No.
Well damn then, I guess you might want a different outline thing
Makes it not real-time?
Uh not sure.
Are there any good tutorials for learning SRP scriptable render features? I need a tutor or something.
yOuTuBe
The first results when googling "SRP tutorial" are good tutorials
I'm sure people here will be glad to help with more specific issues if they can, as long as you show willingness to do the basic legwork
guys post processing not work
it only work when i put component into camera
in volume
in camera
post processing doesnt work on Overlay canvas'. its rendered ontop of everything.
(Overlay)
I need help with post processing
It does nothing
https://www.youtube.com/watch?v=CSfnAbvtbQ4 I used this tutorial
Consider donating to help me keep this channel and website alive : https://paypal.me/supportTheGameGuy š
In this video i will show you how to easily add motion blur effect in your game using the unity's post processing package without any code.
You can add this effect to any game that you want using the same technique and playing around with ...
I'm using a first person camera and want to make a motion blur effect akin to being drunk but when I followed the tutorial nothing happened at all
I don't know what I did wrong or what to do
I made this thing
its got these variables
made an empty game object with has this https://cdn.discordapp.com/attachments/497873924504420362/1018723289385930762/unknown.png
and I did make a layer for it
I followed all the steps so I don't know what I'm missing or if the tutorial is outdated
You should just make your volume global to begin with.
Make sure the object is on the Effects layer
it is on the effect layer
and presumably you're not using URP or HDRP
add a more obvious effect like vignette to see if the post processing is being applied at all
the larger the shutter angle the more blur you get when you move the camera
If you're doing AR/VR it's not supported. Not sure what your setup is though
I'm not
No idea then. Hopefully someone else has more familiarity with the effect in the built-in pipeline
@clear verge Can you show camera gameobject/component settings as well?
I have bloom post process set up that does a nice effect when the scene lighting is bright, but when I change the directional light to a darker color the bloom effect is not noticeable. Any ideas why?
Because bloom makes only bright areas glow?
Hmm. I guess I thought changing the intensity of the object itself made it "brighter".
How can I replace the skybox shader in a custom render feature? context.DrawSkybox(camera); I have this bit of code in my Execute function.
is it possible to apply post processing to just one camera? for example, i have a tv in my scene. the tv uses a render texture from a second camera.
yes PP Layers . depends on which renderer pipeline setup its at different spots
how can i make my dof focus on this exact point ? the camera is perspective btw
i'm new to it, So i think i got it to work, but it only affects things that have light elements, I thought it affects every thing. or does it only affect objects that have the colour white?
Hello, is there a way to preview a post processing profile on scene view when no cameras are on the scene?
Did someone ever had the problem, that LUTs need to be vertically mirrored to achieve the correct effect?
I loaded the correct "neutral LUT" from the Unity site, but when i use it in the Post Processing in Unity, its completly fked up.
I need to vertically mirror it in PS to make it work.. š
i figured it out it only works if i have my textures on 3d planes sadly im used 2d objects for my whole game and changing it now is too much effort
Kernel 'MultiScaleVODownsample1' not found
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
when i switch to webgl platform im gettin errors and post processing effect not working
3D core pipeline
does it work on webgl im getting error
Hello, Is there a way to completely remove the flickering and jagged edges when using Antialiasing? Neither MSAA or TAA would help with that. Thanks for any help
Why they dont? I think both should work pretty well
They still leave visible jagged edges and cause flickering
There should be no jagged edges on the mesh edges atleast. I think jagged edges could still appear when using alpha clipping etc.
How about msaa? I dont have much experience with taa myself
MSAA has same problem, is not perfect, I have even stacked them both but still cannot remove the jagged edges and flickering
Maybe fxaa could help on that? It makes things blurrier but hopefully less fluckering and jagged (or smaa?)
Id try all the different methods to see which works the best
Thx, I have tried many, tried fxaa also and added a sharpening effect to counter the blurness but still wont fully remove the edges
Bloom works in scene but not game view?
check
your camera settings
i literally knew how to do it before and i fucking forgot š¦
Detailed instructions how to use post processing is pinned here, top right, in the manual.
oh
it literally says nothing regarding this
Follow quickstart guide how to setup post processing properly. You'll find out where is the mistake
oh
can someone help me figure out how to implement a thermal camera system? Currently I have a setup using the camera stack, where "hot objects" are on their own layer being overlayed, but I need them to be dimmer when occluded by foliage or not show up through walls entirely
current thermal view
vs what normal camera sees
im just not super familiar with this stuff in unity š
My first idea would be to make a script component which defines new materials to switch to when thermal is activated
The alternative thermal material could be transparent when needed
ok so
this is for a computer vision type of thing
theres gonna be normal cameras and thermal cameras simulatneeously in the scene
URP render feature might be a better bet with custom shader
i see
not familiar with that
I think if I could basically just say "Ok for the thermal cam only, plants have an alpha of .6" or something
You can have a specific material on object when its occluded
Swapping materials using a script or render feature is probably the simplest approach
wouldnt swapping materials change the appearance for the regular cams?
Yes
cant have that, theyre both going to be taking pictures at the same time
i know it complicates things somewhat

is there any way for the thermal cam to see certain objects as transparent, while the normal cam sees them opaque, at the same time?
Renderer Features should be the key to that, as renderers can be specific to camera
Render Objects may be able to do it, but if it doesn't you can create/find a Custom Renderer Feature for it, I expect
Not super familiar with Renderer Features but they're pretty powerful
oh gosh this sounds like scripting
i cant code ):
my unity dev friend probably can help me work through the manual tho
thx for giving a starting point
Unity has some guides for Render Objects feature, so that probably isn't too complex
I wouldn't know how to write a brand new Renderer Feature, but I expect there are a bunch of useful ones out there on the net
Shaders could be used to make the materials look prettier than simple transparency, but they're not crucial for the effect
how so?
why isn't post processing working after i transfer my project to another computer (using plastic scm)
it's literally the exact same but the post processing is gone
urp
anyone?
it's also at the highest setting
Hi guys, I'm making a level editor for my game, and I want to make the grid of the tiles visible on the entire screen. Is it possible to do that in post proc ?
guys how do i switch post pro profiles from on to another in game?
Hey all, im trying to add motion blur to a game, but it seems to only work on the center of the screen and some objects. I know it seems like its working fine in the picture, but there is no blur on the legs, and there is extreme blur on the character whilst I barely notice it on the background objects (during play).
So i tried making my own processing volume added a post processing volume to my camera, and nothing is working lol
I went back to the new system, and legs still wont blur
I found a thread with the exact problem :
https://forum.unity.com/threads/graphical-errors-with-hdrp-motion-blur.850819/
This may be a soln, but my motion blur override does not have all of these probperties
Although I am using urp, but the problem is similar
why can i not get pure red in post processing
i have a global post processing volume on my camera
Bloom is blended additively as light
Red + sky blue produces a pink with a hint of violet
so how can i make it red then?
You can't directly, unless you make a new post processing bloom which blends in a different way
A workaround might be to increase saturation and darken the image with overrides after the bloom which should push color tones towards the primary red green and blue
Or don't use bloom, instead use a transparent red glow sprite behind the ball
can u do it for me, u sound way more experienced then me in bloom and stuff...
I'm not for hire at the moment ^^
Hello, I am on my URP project and what's the difference between default post processing and package post processing?
I can use post processing through volumes and such but there is another prost processing stack, is there a huge difference?
The package is meant for built-in render pipeline. I doubt it works at all on URP
wondering if there is an official method for creating custom post processing effects in urp yet?
https://www.febucci.com/2022/05/custom-post-processing-in-urp/
This technique is the closest to official afaik
A more streamlined process is being worked on currently
ok thanks!
As u said nvm , plz send where you did find a way to do it
What's the best AO on each SRP? On BIRP, it's Amplify Occlusion. You can crank radius to insane numbers and it still holds. Only thing it lacks is additive bounce, aka fake GI
help it doesnt glow
is the post process enabled on the camera
yes
i got it glowing, but it is on EVERYWHERE
i just want in the sphere
the "emissive" thingy on the material
is too weak
i enabled urp HDR too
it just doesnt work
im almost giving up
did you increase intensity bloom and are you sure the PP layer is correctly setup ?
look at this https://docs.unity3d.com/Packages/com.unity.postprocessing@3.2/manual/Quick-start.html @solid arch
make sure it's correct
Any tips to make ACES not look so dark and stop it from washing out my colors? If I increase my lights intensity, things become washed out again
There is no per-material bloom but you can abuse the bloom threshold an emission intensity to kind of do that
Make the threshold a high value, such as something between 2 and 10 until the scene doesn't glow anymore, then increase material emission HDR intensity until the material starts to glow
Hello i have a post processing volume in my gameplay scene and i want to access it from my start menu scene so i can change it in the options how can i achieve that
i got this on the slider but it can't find the volume since its on another scene
so it gives me null reference exception
imma try that
im currently modelling a ray gun in blender
i put that glow thing aside for a bit
i cant just get stuck in it and dont continue my game
Picking your battles is like 60% of all game development š
late ass reply but I didn't have enough time
Il still awake wasting brain cells on japanese mangas lol
Does anyone Know how to have the lighting become darker the further away from the camera it is viewing?
Fog.
but WHERE might this fog be?
Google knows
I looked it up on google but It didnt tell me which override it was
turns out that URP no longer supports Fog...
It does
Fog is a scene lighting setting, not a post processing override
thats what I meant
it no longer supports fog as an Override (IIRC)
It never did I'm quite sure
Except perhaps in the LWRP PPv2 days
But even that one used the same scene fog
You should still be able to use a custom volume component to change properties of the fog just as if it were a volume override
Or a trigger of any sort
Google doesnt know which because its not pp effect, google knows how to add fog tho
ok I think i got something going
but is it possible/practical to apply Shader Graph thingys to cameras? if so how do I do that?
Afaik fullscreen shader graph effects (pp) havent been released yet, it will be possible in the future
There's no streamlined in-editor way to do it yet, but it's doable
https://www.febucci.com/2022/05/custom-post-processing-in-urp/
.. Im ready to give up and just do this distance = darker thingy using the Lighting settings
is that a more practical way to go about it?
How do you mean more practical?
Hi All. A question regarding Render Feature. I am using a Unity 2D Renderer , Orthographic Camera. I have a Shader that I add to a Render Feature but is it applying to the full screen. I am trying to Filter the effect to an layer thus I am just breaking it and my head š . I got some samples etc if anybody want to have a look
Like MUCH more worth my time while still being simple and not reinventing the wheel
I mean what specifically do you want the fog setting to do that you feel it doesn't as it is?
be exclusive to certant objects
Could have opened with that
Probably the most practical way to do it is to implement fog in a shader, assigned to those specific objects and controlled with global variables
Or if it needs to work regardless of shader/material the effect can also be done with an extra camera or a rendering pass but that might be more complicated
k ill try it
BUT y'know WHAT?! I can just learn to enable disable the fog whenever I need to
That's what I suggested originally with triggers or volume components
oh
Possible to Pixel perfect ( With upscale Renderer ) just 1 Layer using 2D Renderer.
unity does not include the custom post processing stuff I have in the final release build
in the editor playtest it's there, but not if I build the game
hi! I am trying to anti-alias a simple moving cube with the default rendering pipeline
After I've installed Post Processing package, added Post Processing layer to the main camera and set Anti-aliasing to different modes, I'm still getting something like that:
the lines look somewhat jagged/blurry. Is that the best anti-aliasing post-processing can do, or I am missing something?
Looks like irregular game window zoom could be distorting the result
yeah, thank you, it was indeed the case!
I didn't realise that I was looking at scaled game window
it doesn't work
how do i make this glow? i tried post processing, urp, emission map, shaders but nothing works :(
You need to add a post-pocessing volume and then add to the Bloom override to it. Then add some emission settings to the material you're using.
Also check that you've enabled post-processing to show in the Editor view:
on earth
Gameobject > Volume > Global Volume
If you're using URP, then that is the wrong type of post-processing.
Can you add a Global volume from the GameObject menu?
And then add the Bloom override
k
i did it
it worked!!!!!
thank you so much!!!
you saved my life
in game it doesnt work '-'
nvm
i got it
If you're wanting to add a sort of atmosphere glow to your planet. Then might I suggest adding an additional sphere to the planet, slightly larger, then using a fresnel shader so it only adds the glow to outside of the planet.
Something like this, but you don't need the pulsing/timer node:
https://www.youtube.com/watch?v=3ALkvh3pJXQ&ab_channel=BoundfoxStudios
ah cool.
is there a way to get/make extra post processing effects that aren't in the default post processing volume? I feel like I see so many effects in games that look like they can't be achieved with the default effects. Whenever I google it it just comes up with tutorials about adding the normal ones. Thanks!
You can create post-processing effects with shaders. It depends on what kind of effect you're looking for. The default ones are just the most commonly used.
ah, time to learn shader graph I guess lol
Ben Cloward on YouTube is great.
awesome thank you
Hey, quick question. I want to make a game that is centered around heavy datamoshing and glitching and need to write post-processing custom shaders that take A LOT of parameters in, inclusively custom data structures. I know how to do that in Cg, no problems with that.
But since URP offers a few nice perks, Iād be interested in doing it so but it looks quite hard to write custom post-processing passes in URP.
Anyone has insight in that? Iām not interested in shader graph.
https://www.febucci.com/2022/05/custom-post-processing-in-urp/
This might help
I expect it doesn't make a difference whether SG or a written shader is used
You'll probably need to check what kind of written shaders are compatible with URP
normally itās in HLSL. but apparently itās quite complicated from what i see to inject complex stuff in the post processing overrides? iām fairly confused
apparently itās much easier to write custom post processing shaders for HDRP though
i mean, easier no. but there is a clear pathway
maybe i can just stick to the core since itās clearer for me
Hey everyone, I have searched for hours now about this. Does anyone know how to get radial blur or focus vignette in hdrp?
Guys, how do I make a toggle box for post processing settings (i forgot to use hdrp or urp so i can't make low or high settings option)
Can anyone give me a rundown on how this should be set up for camera stacking? I'm working on a few paragraphs of documentations, 2 minute video by unity itself, and a bunch of youtube tutorials that seem to use deprecated methods. I'm trying to make two primary layers which consist of having pp being enabled or not.
I've got a bunch of vfx I want to have pp enabled on, so they all are on the pp layer at the moment. However, I get no post processing in the game cam at the moment with this set up unless I allow the main cam to have it.
I'm not sure why this shouldn't work, but making sure that you're aware that post processing in camera stack applies to the whole stack at that level, so using bloom on the topmost camera is the same as using bloom with no more than one camera in that scenario
Right, I actually have the stack backwards there from just experimenting. Seems like I'm having more problems than just the pp, cause the depth isn't rendering correctly even if I clear it. Beyond that, I guess what I really want to know is if the main camera matters if I have pp on it or not and if I should be using two overlay cameras when I should just use one.
Feels like I've tried every kind of combination so I'm feeling like there's something else I'm missing.
It's way too long since I did this stuff, but what might help is to know what kind of effect exactly do you want to achieve by camera stacking?
Just the bloom mostly
some stuff on the vfx graph not supporting shaders I want to use so I'll have to use pp
having full screen bloom is nauseating, but looks pretty killer on some stuff is I can single it out
That's the key part
You can't use camera stacking to single it out, as far as I know
Since post processing will draw on the whole stack at that point, it'll always be full screen
Unless you draw it before non-blooming geometry, but the bloom won't work that way because it needs to be able to spill over surrounding pixels
@zinc estuary You can however draw the bloom full-screen with a high threshold value so as to not make things glow unless they're very emissive, and then boost the emission intensity of the effect
Yeah, I notice it's somewhat bearable using the local volume blend, so if that's possible without having to create that on every single vfx that would be good enough.
Local volumes are just as full-screen as global volumes since they affect cameras, not objects
I do recommend trying out the bloom threshold + emission intensity trick
oh, that works perfectly actually. I honestly don't even want to screw with my layers since I've a lot of navmesh/raycasting going on in them. So yeah, I think I'll stick with this now, thanks ;p
I'm glad it works, you don't practically have other options, unless you start implementing entirely custom bloom systems š
been watching a bunch of videos with particles, yet they never mention they secretly bloom their stuff so I kinda got lured into it all
but ill add a custom bloom system to the evergrowing list to do
Hello guys, is there a way to have two post-processing effects in one scene? Where the first PP will only affect a specific object, while the second one affects the entire scene except the object.
I recently came across Ben Cloward's YouTube channel - some really useful stuff there. https://www.youtube.com/watch?v=KLOGaHgo2GY
In this post-processing shader video for Unreal and Unity, I show how to create a radial blur effect with the blur streaking out away from the center of the screen.
Here are the gaussian weights I used on the samples:
0: 0.0029304029304029304
1: 0.01611721611721612
2: 0.05372405372405373
3: 0.12087912087912088
4: 0.1934065934065934
...
I just found out weeks ago, it is possible to have a selective postprocessing layer in Unity.. sadly it requires of updating your camera in a FixedUpdate and kind of sucky
hello, trying to make underwater effect, which i'm told is basically just an underwater fog effect, is that supposed to be post processing? like URP renderer feature full screen pass ?
Distance fog can be found in environment lighting settings, not post processing
can I create a post processing effect that draws the objects on a certain layer transparent?
lol re. wash your hands of this š
i am using URP so i guess i'll mess with custom volume and refer to rendersettings.fog then
is there a way to exclude a gameobject from post processing?
Like how?
Like let's say I put certain objects on a separate render layer, and then made only them half see through
No, post processing surely cant do that
Is it possible to do it with camera shaders?
Like a custom buffer or something, idk really how it works
Id not bet on that. Why not use transparent materials to begin with
I need one camera to see things normally, and the other camera to have a different view of the same objects
Where some of them are slightly see through
Hard to tell what would be the best approach without knowing more about the effect you want to achieve, post processing doesnt seem correct solution to that
The effect I want to achieve is some objects being see through
On one camera, while normal on the other
I know how to do it with camera stacking and duplicate objects, but I'd rather not
I'm trying to find a one camera solution
But why
Was just about to ask that
Because that's what I need?
Idk how to answer that
I need to be able to see through certain objects as if they had half alpha, so they still slightly obscure stuff they're occluding
But one camera has to see everything normally simultaneously
This is the solution you're looking for, but the problem itself eludes us
There has to be a reason why material transparency won't do
But why? Why would you need to render same mesh with two different materials?
Because 2 cameras have to look at the same object at the same time
Go on
Camera 1 has to see object 1 as normal, opaque and obscuring object 2, while camera 2 has to see object 1 as slightly transparent so that object 2 can be seen through it
Don't facepalm me
That makes more sense
Got an example or a mock-up of this scenario?
Yeah one sec
I'm trying to get camera 2 to see the scene like this without using multiple cameras in a camera stack
Normally the tree would obscure the capsule
iirc the Render Objects feature can render objects selectively with different shaders / in different order from usual
And this can be done per camera?
I believe so
Do you happen to know any videos or examples of this on YouTube or whatever
None at hand
It's a long while since I looked into it and it has changed a bunch since
Note that render features only exists on urp
I'm on urp 2021.3.0f1
ok im getting somewhere with this
just one sticking point
ive created 3 render object features, with material overrides
so I can choose what layer to put my objects on and they'll be either white, grey, or grey and transparent to my "thermal camera"
however idk how to get the transparency to work
ive got the jigsaw on the transparent layer using the transparent material as the override, but it seems to just draw over the top
id like to try and figure out how to actually make it transparent, is that possible with this technique?
Make sure the camera doesn't render the thermal layers normally in addition to rendering them with the render feature
Render Objects renders new objects, it doesn't change how existing objects are rendered
quick question on BMo's video https://www.youtube.com/watch?v=LGhkKdud-DQ about the glow effect, how do i only apply it to one object? i have made a layer just for post-processing and set it to that but it still changes the whole games bloom
In like 2 minutes you can throw a Bloom post processing effect into your game and instantly change the entire aesthetic of your game!
In this Unity Tutorial we will be looking at installing the Post-Processing package and playing around specifically with the Bloom effect which adds a glow or neon effect to our sprites/models.
Feel free to chec...
Post processing effects are always full screen, so you do not
The layer masking is for masking cameras from the volume, not objects
You can however use a high "threshold" value along with high material emission intensity values to make only those materials glow
yeah i have just made a material to add to it, and turned emission on, it adds a slight glow, but it doesnt have a value i can increase / decrease
trying to make my health bar have a slight glow effect
3D materials have a "HDR" field for emission which has an intensity value
2D and UI materials by default do not, so you might have to implement a shader that allows you to multiply the color by an intensity factor
or find some other way around it
Iam using default Particle System, when i press Play, all particles play for 0.1 sec, This is not good, cause iam using them as thruster effect. Even instantiate rocket to a pod for Space Jet, engine play one flame
This is so frustrating. As far as I can tell, itās impossible to achieve the Depth of Field (blurring in the distance) effect in 2D games if you are using URP. This is such an important/basic visual IMO (makes games like Hollow Knight look great)
- If you use a post-process depth-of-field in 2D, it just blurs everything, the Gaussian/bokeh knobs donāt work (see https://forum.unity.com/threads/2d-urp-and-depth-of-field-post-process.964520/#post-8501321). So some people use two separate cameras, and apply depth-of-field post processing to only the background camera. This is a workaround that works for non-URP
- But sadly in URP, you canāt even do multiple camera rendering EXCEPT āBaseā and āoverlayā. But for the blur, you need a background camera, not an āoverlayā camera in front. You canāt move the overlay camera in back of the base. This was easily doable before URP with the ādepthā property. (See https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.2/manual/camera-stacking.html). Sigh.
Has anyone else experienced this?
is it possible to post process only on one camera? if so please give an example of how I would pull this off. (Using built in render pipeline)
wdym?
how do I change how the camera renders the thermal layers separate from the rendererfeatures
(nvm i fixed it)
Render Objects renders objects on command
So, they need to be culled in the camera unless you want to render them twice
are you sure? if I cull it in the camera its invisible ?
Can I make the renderer feature not render the object normally and only use the override material?
Or am I doing it the wrong way
Yes, that's the one I meant
Render Objects can only render objects, it can't stop objects from rendering
I figured it out!
one camera
and the other camera see normally
i had to disable the thermal transparent layer in the renderer's opaque culling
I have urp and post processing installed why dont my changes take effect on the camera, yes im in the trigger
How do I do this: Enable post processing on the Renderer used by the active Render Pipeline Asset. @marsh frigate
It says no SRP in use, what does that mean?
What says that?
If you have no SRP, that would mean you're not actually using URP?
I have it installed
Not yet
Made my whole scene purple probably has something to do with my settings
All my assets are pink now
That'll happen if you change render pipelines. The shader upgrading was linked from that doc
I updated my materials but my terrain is still pink how do I get it to be recognized by the converter
I presume you just swap it manually to the URP terrain shader
how would i do that?
find the terrain material, and change it to Universal > Terrain
its grayed out i cant change it
Make a new terrain material and assign it to the terrain
If u add a random material then undo it, it will automatically give you the updated material(only for terrain)
Some of the materials i used arent supported in urp, does that mean I have to find new ones?
Yes, or re-create them in shader graph
Know any asset bundles with lots of materials that are supported in urp?
Nope. I don't buy many assets
anyone knows if it's possible to pass data between multiple Render Features in URP? any data that is not a texture, for example UVs, or a float value
Why is emission not doing anything on my materials?
I have HDR enabled and I am using URP
Its set to 5
We are seeing bloom so it's doing 'something'
Assuming it still appears with negative intensity emission or a black emission color, it's likely that it's light reflected off the base color that's blooming or there's another sphere entirely
Bloom isn't just for emission, it's for all light including reflected
My shadows are red when I enable post processing?
First with processing. Second without. Any idea why this would happen? I don't have any volumes than the one I'm trying to add. And the one I'm adding isn't the cause.
So youāre saying the problem only occurs when you enable the post processing volume, but youāre sure the volume isnāt the issue?
Can you provide some details of what your volume overrides and lights are configured like?
When I enable post processing at all. With or without that volume even existing.
It's like there's an invisible volume changing the color of shadows.
This is the only object in the scene with a volume
What do you mean by "enabling post-processing, with or without a volume"? The post-processing in URP is connected to the post-processing volumes you add to the scene?
I can't tell from the pictures what you're doing. If you have Discord on your laptop, just use Win + SHIFT + S to do a screen grab. What do your post-processing settings look like?
I don't, I mean disabling and enabling the post processing flag on the camera object.
Sorry, I'm kinda on the go right now trying to solve this issue.
I found the ambient light changes the red shade. I'm going to mess with that more.
Yeah, it sounds like you've added a volume component to your Player Camera. So check out the settings in that to see what might be making your scene red.
Well I know that. But the scene is fucked with or without it.
It's something with environment lighting. Not volumes. Post processing just enables it.
My first game, and I am very bad at frontend, how do I make it more visually appealing?
Appeal is subjective
My first idea would be to give it contrasting colors of light, for example add a little yellow or orange to the directional light, and a little blue or purple to the environmental light, or do a similar effect via color adjustment post processes
https://youtu.be/f6zUot73-gg refer to this for an exploration of those concepts
found the problem. its a radeon API issue. It works on my nivida workstation but not on my laptop.
weirdly, using vulkan doesn't fix it either.
You are seeing bloom because of the Bloom post processing on my camera. The emission isn't doing a thing
I don't understand what you mean exactly?
Disabling emission on the material doesn't even do anything
I found a glow asset that works good
What's emission supposed to do in this case, if not bloom?
saturate so the color becomes white š
Unity doen't want to use the bloom effect
-i installed the post processing package
-added a new layer called "PostProcessing"
-enabled post processing on the camera
-added the post process layer to the cam
-with itself as the trigger and "PostProcessing" as the layer
-added a new game object
-placed both it and cam in the "PostProcessing" layer
-added the post process volume
-added bloom and turned intensity to 50
-set is global to true
and nothing glows
did I forget something?
Make sure you are using it for correct pipeline. The one in package manager is for built-in pipeline. Others have their own built-in. You can find manual for all of them in the pins with setup guides.
Also make sure threshold is low enough for effect to start working
That will happen only with HDR rendering I believe
yeah if there's an hdr color but a pipeline doesn't support it it'll become clamped at 1
Hi, have a good weekend everyone, I just wondering if it's possible to have motionvector using builtin render pipeline?
I need to create a custom motion blur post-process
hey,
a while ago I started getting errors in my project on:
[Worker7] Trying to get RenderBuffer with invalid antiAliasing (must be at least 1)
[Worker7] Attempting to get Camera relative temporary RenderTexture (width || height <= 0) via a CommandBuffer in a Sriptable Render Pipeline.
It can be ignored and seemed to be a warning, but after some research I found that it is 2 versions of post processing editions that clash with each other.
apparently by removing one of them this error can be fixed, but I can't find any way to detect if I'm using v1 or v2.
I noticed v2 can only be installed from the package manager and v1 from git, so where do they sit in a unity project?
and how can I remove v1?
Thanks
it turned out I can simply use global variable provided by unity called _CameraMotionVectorsTexture
How can I layer multiple Depth Of Field post processing in URP? I currently have a Depth of Field effect which creates blur in the distance. I want to layer another Depth of Field on top to create blur in the foreground (tilt shift effect). However I cannot add multiple Depth of Field to the same volume, and if I create another Volume component the Depth of Field settings on that profile will override the settings on the first volume: (Example image shows only blur in distance, but i want to add blur at the bottom too)
It's probably better to create a bespoke tilt shift effect, like described here https://github.com/iMemento/Tilt-Shift-URP or https://www.noveltech.dev/tilt-shift-unity/
Actually I think i have managed to do it with just 1 Depth of Field effect, just had to really play with the settings a lot:
hey, sorry for the ping but did you find any solution?
well, i've had other issues so i didn't even continue to dig this one š
thanks for the response
i can't find a single documentation about the thing i wanna do
i think it's possible to just pass for example vector2 value using a temporary render texture
i was just wondering if it's possible to pass values natively
i have a shader to render 3d objects view screen space normal
i want to render a layer with that shader and pass the result to a material
than render them again with that material and display
Is URP and default post processing just SUPER bug prone?
i've run into so many problems with this shit
If I make my solid color too dark, it just breaks like this.
I don't recall having any issues or bugs with it
May help to make sure the editor and packages are updated, rebuilding library, etc
I had a problem with having dark sky boxes on my amd (cpu and gpu) test bench causing red shadows. And now darker solid colors doing weird things when I change the background color on my normal computer.
If you remove the library folder in your project, Unity will rebuild it fresh
Dope, lemmie try that right quick.
The one in the root of the project?
Yes
Deleting it is not really an officially sanctioned procedure so you can move it instead if you're worried about stuff breaking more
Can't think of any reason why it would break stuff though
Alright, seems that I'll be waiting for unity to rebuild this. I'll get back when this finishes.
Didn't fix it
The first two have post processing on
the last one doesn't
so there's something in my project that is causing the background/environment to break down when post processing is rendered at all.
Any other troubleshooting tips or do I have a ghost in my project?
I'm learning towards ghosts
Not sure what else it could be but I would just try flipping random settings related to cameras, post processing and rendering and see if it happens in new scenes or new projects
So, the usual process of elimination
Alright, I've fluxed around with a lot of things in my project...
I'm disappointed that I went from game development to make unity work.
That's an unavoidable part of the process regardless of engine, I'm afraid
Could be worse, could be OS and hardware breaking in the middle of production
Yeah, but this problem seems so stupidly impossible to solve. I'll gonna open a issue/post on the forums and hopefully work with some of the folks at unity to solve it.
That might help
It's really hard to guess if some issue is genuinely hard to solve or if the solution is something simple but elusive
If it seems like a tricky one, I prefer to sidestep both and try find the circumstances where the problem doesn't occur, such as by creating new scenes or projects and working from there to replicate it, or to replicate the features without the problem hopefully
@mighty stump Turns out my URP asset was bugged. I pulled the HQ one from a template project and now my project has been unghosted. thanks for your time and help!
Good to hear that ^^
The process of elimination tends to be the only way to reveal these kinds of issues
Yeah, I just don't understand how it was bugged 
maybe it won't break on radeon systems now š¤
Iam missing something but dont know what
this is on camera
this is empty game object on scene
u have to have PP in the PostProcessing layer
I managed to make it work like 20 min ago and then decided to install URP. removed URP but still doesnt work
...
u cant use this for URP
yeah i know thats why i disabled urp
as far as i understand, URP has its own bloom,
yes URP already comes with Post Processing..
Id just use URP
this is legacy PP , i forgot how its plugges
but pretty sure its the layer issue
URP didnt work but atleast found tutorial. Thought maybe it is some stupid setting
i managed to make it work then lost it
URP only needs 1 settings checked on the camera
Enable post processing
done
screenshot this
ur not gonna see bloom with only 1 intensity , depend show strong emission on material is
put something more obvious
like vignette
make it very round and intense
yeah uhm, where is that
in the scene view..
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watched this one, step by step
@stray mountain figured it out, classical needs layer set as post processing, urp needs default layer set where volume is
might be it needs to match camera layer
oh its this setting here
hey everyone, i need help with something
i have this scene with post processing, and i want to apply a pixel perfect camera to it
with upscale render texture, as opposed to pixel snapping
and yet when i do, the bloom and panini projection mess up and THIS happens:
everything gets blurry and intangible
is there any way to change WHEN the post processing is applied, so that I can make it happen after the pixel perfect camera?
My first idea would be to try disabling "upscale render texture"
Also, confirm that no type of anti-aliasing is enabled in camera or in quality settings
I want to use the upscaled render texture for the kind of effect I'm going for
I want all the pixels to be on the grid, with none of them being out of place or the wrong scale or anything like that
I've checked! Nothing, but good guess
My only idea right now is to render the upscaled render texture image to another render texture, displaying it on the screen and THEN applying post-processing
I believe the upscale option makes the render texture fundamentally render in smaller resolution, though I have no idea how to check if that's true actually
Doesn't look like there's any ready-made solutions to fix this
That could be worth a try
Another option that comes to mind is to instead of upscale option to make a custom post processing effect that pixelates the rendered image which runs before other post processing effects
I have done that, and sadly the pixel perfect camera proved to be infinitely superior to my method
Mine works for 3d games well, but for 2d pixel art... not so much
Ah, even if you do use pixel perfect camera with it, just substituting the upscaling with your own?
Yup, that's right
I found a solution which works for me
Which was to upscale the output on the pixel camera
with some slight changes to the post fx, the image looks great now
So, no workarounds were necessary, only tweaks?
This still doesn't answer the big question of how to apply post fx AFTER pixel perfect camera, which would be an infinitely better solution to my dilemma, but for the time being this will make do
Yea, that'd be cool to know
But since there doesn't seem to be guides for it I expect it'll be pretty tricky to figure out
My problem is that if I apply the post processing to the main camera it won't affect the gun, and if I apply the post processing to the gun's camera it won't render everything, especially the fog. Using it on both cameras doubles the effects of color grading, bloom etc.
Hey guys!
Which template should I start my project with?
I don't expect it to be like super realistic etc whatever.. more like valorant, minecraft and similiar stuff that runs on low end pcs too
So URP or Built In? I don't quite get how to decide, which one performs better (since both can use Post processing, is URP mostly just good for shader graphing?)
Just stick with URP if you're not sure about the specific details of either pipeline.
Thanks!
how many backrooms clones are we gonna see xD
plenty lol
Trust me, I'm not doing the "lost in the backrooms" stuff. I got a more in-depth story written out.
lol #archived-works-in-progress if you want feedback
well I was hoping for feedback on the post-processing and how to improve it for a specific look. hence the #š„āpost-processing
How would I go about writing a custom post-processor for URP? Is it even possible? The docs don't imply that it is.
@mighty stump have you used this yourself? Because it only kind of works for me and idk if I'm missing something or it Unity broke compatibility since that post was written
I have not, but I have been linking it dozens of times without reported issues before
They're working on an official way to do this instead of the hacky one detailed in the post
Apparently the official one is released in 2022.2 beta, which may or may not change how the old way works
At this point it might be worth waiting for the official method instead of trying to make this work.
Your call
Based on some dev comments I recall the new way isn't supposed to be technically different, but meant to just give an editor interface for doing it
Is it feasible at all to try to port non-URP custom post-processing shaders to URP this way?
I think so
Recreating a shader in shader graph is the "proper" way to port a shader to URP, but it's also possible with written code
With post processing effects that seems like a much simpler process since there's no lighting or batching or stuff like that to worry about
Why i dont have this
Try spelling it correctly
can i use shader graph to create custom post processing effects? im using the post processing stack v2 in the built in render pipeline
Check the previously posted link
wont work, im not using urp's post processing
Sorry, in that case I don't know
im able to do it with hlsl shaders but id prefer to use shader graph if possible since hlsl is being a pain
looks like it just needs to reference the shader with shader.find in the c# script, so if i can just replace that with a shader graph it could work
If URP accepts an ordinary unlit shader made in shader graph, perhaps PPv2 accepts as well?
ive tried doing this before and im trying again now, still doesnt seem to work
just get this grey triangle at the center of the world
PPv2 shaders use a specific vertex shader iirc, which isn't something you can easily override in shader graph
would there be any other way to use shader graph for image effects?
using the built in render pipeline
I typically work in URP but can probably use a shadergraph material in a Graphics.Blit call in OnRenderImage. That's an older method of doing custom image effects without PPv2.
https://docs.unity3d.com/ScriptReference/MonoBehaviour.OnRenderImage.html
Shader graph would use a texture property with reference _MainTex to obtain the source texture of the blit.
i think this is what i originally tried, ill try again tho
yeah, everythings just red now
I assume the graph isn't outputting just red? What does the Graphics.Blit call look like? May want to add the Pass parameter set to 0 (e.g. Graphics.Blit(src, dest, mat, 0);) so you only use the first pass the graph generates, as you wouldn't want to blit with the shadowcaster/etc.
added the 0 and im getting a different now, looks like its just rendering a grey sphere over the image (ignore the red things, thats ui)
heres the shader graph
and the script
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class PostProcessingScript : MonoBehaviour
{
[SerializeField] Material material;
void OnRenderImage(RenderTexture source, RenderTexture destination)
{
Graphics.Blit(source, destination, material, 0);
}
}
You probably want to use the Unlit Graph template, not Lit. Can change it in Graph Settings
looks like its working now, ty
Does anyone here have experience the post processing disabling after scene reload? I have implemented dying into my game by reloading the current scene, which causes the post processing to stop working after respawn
just got these 2 errors out of nowhere... got no clue what they mean. Anybody know what they mean and how to fix it? thanks
quick restart and got this now
im in safe mode but still scared lol
Upgrade or downgrade the post processing package until it works with your version of Unity
Thank you so so much!!
my heart was racing, I thought I may have lost my project but seemed that worked
thanks!
Hey guys, I've been trying to tackle the issue of depth of field looking different at different resolutions.
In doing some research, I believe that the reason it changes is a technical thing. In that case, what am I meant to do to combat this issue? Is there some sort of formula you can plug in for the different kinds of effects that will keep it more-or-less similar between resolutions?
This is 2021.3.9f1, URP. Attatched is a screenshot for what I have it at at the moment, relative to 2560x1440.
I've read through the documentation for depth of field and think I've kinda got what everything means, and would prefer not to switch to guassian. Both near and far-field bluring is what I'm looking for, and for bokeh on the brighter spots.
The resolution scaling on Gaussian looks less egriguous than on Bokeh, because even though the blur intensity seems to change the ranges stay constant. It feels like I could figure out how to scale Gaussian myself if necessary, I'm just not sure about bokeh.
Sorry if the solution is out there, my googling returned answers I struggled to follow. Any help is greatly appreciated :)
Question of the day : Should I create my simple full screen fade effect (Fade to black) with Postprocessing or animate a fullscreen ui canvas? Should I prioritise one over the other for performance reasons ?
From what I've heard canvas animation is pretty expensive, since every frame it animates all the elements in it are forced to redraw
Post processing on the other hand is designed to change
But as all optimization it usually depends on factors and requires testing to be sure
Yes
There is no "Unity 2D", conceptually
Ayo I have an issue with PP working in 2019.4.31f1
I have it on a gameobject, the post processing volume, and the camera is on the same layers at the game object
but emissive materials are flat and have no bloom despite being enabled
Fixed it. Forgor to put a layer on the camera 
Somebody's been playing VRC
I suppose the question here is how should I go about scaling how intense the blur is depending on resolution, as after creating an incredibly unscientific test project the range does seem to stay the same, only the blur radius changes
and I know i definitely set the parameters extreme but even when they're low all it means is that the depth of field becomes increasingly less pronounced
which is absolutely not ideal
you can decern so much more of the background in the 4K one
tis where I make my living
Id say same but I don't do comms
yeah but real cameras donāt simulate the same movements on different sensors to capture different resolutions of the same video
so even though itās realistic, itās introducing unwelcome variation at different resolutions
do AAA games use this approach too?
cos i find that the depth of field can get distractingly strong at low resolutions and barely noticeable at high resolutions
like an object at a higher resolution occupies more pixels than it does at a lower resolution, so if the blur isnāt getting stronger relative to the pixels the effect is going to look different
Hi
Does someone know how to only include a set of gameobjects (in canvas) to post process ?
capture them from a different camera
Post processing works per rendered image, so you need to render them separately and overlay the images in some way
Im having an issue with post processing in unity 2d. For some reason it works on the scene editor but not when I play the game
Check if the camera needs to have post processing enabled
Another guy awnsered with the same and It works now but thanks anyway
This is why we have a no crossposting rules. Keep it in one channel in the future.
The ugly truth is that there's often hardcoded quality settings for different resolutions that will change settings of things like DoF, which are ultimately resolution-dependent. However, it's easier in some ways, because back when I released my game which used the DoF effect I make, if a user was playing on a 720p res... they didn't have a PC good enough to even consider using DoF. Then, one setting for 1080p, another setting for 4K, and you're most of the way there.
i suppose that's an alright compromise, i guess I could just calibrate it for QHD in mind since that's my monitor, and a bit of a halfway point between HD and 4K
that does mean that I'm going to need to leave the game window at QHD tho
and itll make it more difficult to test different aspect ratios
Honestly, that's something I'd leave til the very end of development - it's an extremely solvable problem (likely one setting change in script will fix it, assuming whatever DoF effect you're using exposes that, like it should)
Can I use a texture as post processing mask or to blend between different volumes?
non-URP post processing on URP camera
Check pinned messages
what would be the way to implement Depth of Field on mobile?
specially Focus anti blurring...
Assuming you're using PPv2
https://docs.unity3d.com/Packages/com.unity.postprocessing@3.2/manual/Depth-of-Field.html
Make sure the target devices meet the requirements and follow the performance recommendations
PPv2 is a killer for mobile for sure
so im not using it ....i wouldnt even ask if i was using PPv2
What are you using in that case?
searching what to use
There are some on the asset store which claim to be fast enough for mobile
But from what I know most mobile games don't even bother with it, they seem to use blurred images and rendering tricks instead to create the illusion of DoF
then which alpha is the fastest for mobile?
alpha cut off? alpha blend? alpha fade? or what?
I think I already answered this
again...please