#šŸ’„ā”ƒpost-processing

1 messages Ā· Page 1 of 1 (latest)

lean widget
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Im working on a puzzle game but everything I have done so far looks kinda weird and I cant get my head around what makes it look weird. I have tried changing different post-processing settings but nothing improves it. Anyone have any idea on what makes it look weird or is it just me?

lean widget
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Hmm, maybe its just me then

stray mountain
lean widget
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I have tested and no they are not from those wires. But they where from the lamp it self!

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Thanks for the suggestion. Do you have any more suggestions?

raw badger
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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?

rancid wadi
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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.

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nothing here looks wrong, I can't figure out what the problem is.

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I am using URP and the post processing package

gritty folio
quick hazel
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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):

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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):

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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)

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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.

vapid locust
random musk
vapid locust
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Ok

vapid locust
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It's supposed to go to the post processing layer

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For some reason it goes to everything though

random musk
vapid locust
random musk
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That's odd

vapid locust
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I can show the code

random musk
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No need, I probably can't help you, I'm a beginner

vapid locust
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Ah ok

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I'll put the code anyways for whoever else sees this

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Here's the code

random musk
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what does 1 stand for?

vapid locust
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That's an i

random musk
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no no

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in the change color code

vapid locust
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Alpha

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It's not needed but I put it anyways

mighty stump
vapid locust
vapid locust
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Am I just changing the colors in a bad way?

vapid locust
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Apparently I need to change emission color not material color

vapid locust
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I figured it out I was supposed to get component sprite renderer not renderer

whole spoke
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That should allow you to cut out at least one render texture and that could be all you need

granite grotto
# lean widget I have tested and no they are not from those wires. But they where from the lamp...

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

icy ferry
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hey the Visual effect graph doesnt work on unity 2021.3.5f1

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I tried everything I could possibly do, nothing worked, even the simple templates doesnt working

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something must be wrong with the post processing

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or the setup

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could someone help?

lean widget
granite grotto
# lean widget Do you have any idea on how I might be able to implement it? Also does any of th...

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

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But it's really hard to tell without actually playing

lean widget
granite grotto
lean widget
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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...

granite grotto
lean widget
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Ahh, I read that on google but I thought it did not make sense :/

granite grotto
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I know it sounds stupid lol but it's actually a really good way to identify the big areas and lines of your image

orchid fern
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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.

vast flare
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Welp. Post processing is noth working.

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If exactly followed this tutorial on a new project:

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Could anyone help me?

red ice
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Is there any way to get the current weighting of a volume? (built in)

mighty stump
vast flare
mighty stump
vast flare
last crater
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is there some working tutorial for adding custom post processing effects into urp?

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i tried a few things but never got it to work

obtuse seal
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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.

last crater
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i cant get it to work even in editor

obtuse seal
# last crater 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

last crater
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these arent problems with custom right?

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like you mean that not having that is problem

tough nymph
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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.

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So the question is, that can i apply depth of field only to smoke?

gleaming sable
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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)

proven burrow
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Can i make a bloom effect whitout urp ?

mighty stump
proven burrow
# mighty stump Yes

Is by using particles ? i saw someone do something similar to a bloom using them

mighty stump
quick hazel
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By the way, I noticed that switching from environment setting's "solid color" to "uninitialized" completely ignores the culling mask and draws everything...

mighty sluice
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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.

fierce lake
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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?

mighty stump
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I'm not sure about android's limitations though

verbal igloo
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how do I remove this weird trace my grass is leaving behind when it moves?

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looks really blurry

grizzled parcel
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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

stoic urchin
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Why isn't my post processing working? I can't find out why, I have it enabled on the camera and everything

hushed ivy
stoic urchin
dark grove
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is my post processing thing not working bc my main camera is inside another gameobject?

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Unity Learn

Screen-based image effects add specialized filters to the application camera which can be used to drastically increase the visual quality of a project. Unity’s 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 ...

hushed ivy
hushed ivy
vital radish
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How often does something like Occlusion culling fail? Would it sometimes lag behind?

turbid lava
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UnityChanThink Is there anybody know how to get correct stencil value on post process when I'm using MSAA with URP?

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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.

dark pulsar
severe slate
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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?

lusty axle
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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)

odd drift
lusty axle
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nvm its fixed now, tysm

unkempt horizon
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Why is my post processing not showing? I use URP 2D

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I am on Unity 2021.3.7f

unkempt horizon
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Why is my post processing Volume only working if set to global?
I need to process different object differently

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What are those? Like regular colliders?

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Okay

stray mountain
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do you have Volume Trigger

unkempt horizon
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No

stray mountain
unkempt horizon
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URP

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I just have three elements

stray mountain
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but your still using old PPv2 stack @unkempt horizon

unkempt horizon
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Debugger Volume and Layer

stray mountain
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from screenshot

unkempt horizon
stray mountain
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you need to delete old PPv2 stack if you are using URP and use that PP

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URP already has PP

unkempt horizon
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How to do that

unkempt horizon
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Only local does not

unkempt horizon
stray mountain
stray mountain
unkempt horizon
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I dont have this

stray mountain
unkempt horizon
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I just used the 2D template

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I am on 2021.3.7f

unkempt horizon
stray mountain
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can you screenshot

unkempt horizon
stray mountain
unkempt horizon
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What am I on then?

stray mountain
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not a scriptable one such as HDRP/URP

unkempt horizon
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So URP is not the default?

stray mountain
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you must've clicked regular 2D

unkempt horizon
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yes

stray mountain
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up to you , you can switch it

unkempt horizon
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Is URP better?

unkempt horizon
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Will it benefit me?

stray mountain
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some shaders aren't compatible with URP and vice versa

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URP has shader graph which is great

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URP has better 2D lighting support iirc

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if you switch you just need to convert your materials / recreate the same PP effects you had before

unkempt horizon
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How to switch?

stray mountain
unkempt horizon
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I only use sprites

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Do I need to do anything with them?

stray mountain
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you will just convert in 1 click

unkempt horizon
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OK

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Can I just reimport them?

stray mountain
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you dont have to reimport anything tho

unkempt horizon
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thank you

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What about TMP

stray mountain
unkempt horizon
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It isnt listed in the converter but wont render anymore

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But strangely it is shown in the Scene view

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Only missing in the Game

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How to use these Volumes with 2d Colliders?

stray mountain
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set it to Local

unkempt horizon
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it does not work

stray mountain
stray mountain
# unkempt horizon

If I recall my last 2D project I've done it based on global and just put the weight up when on trigger

unkempt horizon
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I am so grateful for your help

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What trigger?

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Even Global wont do anything

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Are there any setting i have to do to my camera except ticking post processing?

stray mountain
stray mountain
unkempt horizon
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Bloom

stray mountain
stray mountain
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which is easier to spot

unkempt horizon
stray mountain
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you need to enable emission in the material

unkempt horizon
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In the Sprite Material??

unkempt horizon
unkempt horizon
stray mountain
unkempt horizon
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IT IS SO FUCKING COMPLICATED!

unkempt horizon
stray mountain
hexed nova
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brackeys has a tut for that

unkempt horizon
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I will probably just roll back to the built in renderer and find a way to make local PP there

unkempt horizon
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Wdym?

stray mountain
unkempt horizon
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What does it do?

stray mountain
unkempt horizon
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Should I stay on URP

stray mountain
unkempt horizon
stray mountain
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Red zone is trigger 2D

unkempt horizon
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I just want one object to have PP all the time..

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Did I misunderstand local PP?

stray mountain
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yes

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set it to Global then

unkempt horizon
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I thought it meant only on one object

stray mountain
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no, you would use layers for that

unkempt horizon
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and not only on one place

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So roll back?

stray mountain
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what you want has nothing to do if you are on URP or built in. @unkempt horizon

unkempt horizon
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But built in i easier imo

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I dont want to create a shader graph just for some gloom

stray mountain
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thats if you want Emission bloom on sprites then yeah you need an emission map

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@unkempt horizon you need to make an emission map texture regardless

unkempt horizon
unkempt horizon
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And on Built in?

stray mountain
unkempt horizon
mighty stump
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@stray mountain @unkempt horizon There is no "per object" type of layering on either post processing system

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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

unkempt horizon
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I solved it with a second cam

arctic cape
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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?

hexed nova
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Its likely multiple settings

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Your best bet is to experiment with the values

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And its imposto tell which post processing your using since theres like 3 versions

arctic cape
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the default package one

severe slate
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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...

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the PP isnt on the camera itself, this is a seperate empty object that has the global profile on it

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i think I got it, i think it was Volume Mask on the camera

crude skiff
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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.

high fern
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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)

hexed nova
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I never had that problem

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can u confirm if your post process is working

high fern
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My post processing itself is working, and changing the values before running the game works fine

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it's just that changing the values during runtime doesn't do anything

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toggling them on/off doesn't do anything either

carmine wadi
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How do you do post processing on certain layers?

odd drift
storm solar
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How to remove transparency gap between tiles or sprites while moving them or camera?

mighty stump
high fern
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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.

quasi trellis
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guys how can i enable post processing?

mighty stump
quasi trellis
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oh URP?

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thank you

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i downloaded it before

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btw i did what manual say but post processing still not work

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add component Post-processing layer
make a Volume layer
set volume layer to volume object
but it still

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ah must add post processing volume not volume

mighty stump
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Decide which render pipeline you want to be using and follow instructions for that pipeline

quasi trellis
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forget about it
i guess

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i download urp for glow object

mighty stump
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#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

quasi trellis
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thanks

versed moat
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why when i add my renderer in here my post processing stops working

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but if i do not it works

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same for the quality settings

mighty stump
tepid juniper
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Is there a way to disable specific Post-Processing effects for specific layers? I'd like to disable color grading for a specific layer.

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Can you have multiple volumes?

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Or multiple layers, for that matter.

mighty stump
tepid juniper
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How??

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I already have multiple cameras.

tepid juniper
tepid juniper
mighty stump
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Local volumes by position also, but global volumes just skip this step

mighty stump
mighty stump
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"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

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Exposure (EV) unit if I had to guess

tepid juniper
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@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?

mighty stump
tepid juniper
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Not at a specific moment.

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I'd like to only exclude the color grading effect on a specific layer, and have the other effects on.

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Always

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Not have a toggle or anything.

mighty stump
tepid juniper
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Perpetually.

tepid juniper
mighty stump
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Well, just to reiterate, layers in post processing are to filter which PP volumes affect which cameras, not objects

tepid juniper
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But from what I know, for an entire volume.

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So I just want it to be clear, can you have multiple global post processing volumes?

mighty stump
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Yes

tepid juniper
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In use, simultaneously.

mighty stump
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Yes

tepid juniper
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Not one global and multiple local?

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Damn

mighty stump
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Layers are only for detecting when and where camera transforms are within volume range

tepid juniper
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Ye ik

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Nvm

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I thought you meant local.

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Volumes

mighty stump
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To exclude objects from PP they need to be rendered on a separate camera with different PP and those renders overlaid

tepid juniper
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So the priority option doesn't matter for global volumes?

tepid juniper
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I'm talking about specific effects though.

tepid juniper
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@mighty stump How do I use multiple volumes?

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It doesn't seem like you can select a volume.

tepid juniper
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Why can I see the outlines through the ground?

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Possibly not a post processing question.

mighty stump
tepid juniper
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With quick outline.

brittle spear
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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)

A Unity Custom SRP tutorial about decoupling the render resolution from the target buffer size.

mighty stump
brittle spear
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Oh I see. Thank you!

mighty stump
green juniper
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Can someone please explain to me why my post processing isn't working?

mighty stump
long parrot
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I can't find the post process in my unity
why ?

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Anyone can help me ?

stray mountain
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if ur using URP / HDRP post processing is included already

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otherwise u need the package for PP if you are on built-in renderer

long parrot
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okay 1s

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@stray mountain

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??????

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@stray mountain

stray mountain
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read the Getting Started page *thoroughly *, come back if you got question @long parrot

severe slate
severe slate
tepid juniper
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Nah

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The only option that's there is "precompute outline," which is unchecked.

tepid juniper
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Uh not sure.

crude skiff
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Are there any good tutorials for learning SRP scriptable render features? I need a tutor or something.

crude skiff
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iS ThAt On ThE iNtErNet?

mighty stump
# crude skiff tHaNk YoU

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

quasi trellis
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guys post processing not work

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it only work when i put component into camera

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in volume

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in camera

tidal junco
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(Overlay)

clear verge
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I need help with post processing

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It does nothing

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Consider donating to help me keep this channel and website alive : https://paypal.me/supportTheGameGuy šŸ’–

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 ...

ā–¶ Play video
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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

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I don't know what I did wrong or what to do

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I made this thing

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its got these variables

clear verge
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and I did make a layer for it

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I followed all the steps so I don't know what I'm missing or if the tutorial is outdated

marsh frigate
clear verge
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it is on the effect layer

marsh frigate
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and presumably you're not using URP or HDRP

clear verge
marsh frigate
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add a more obvious effect like vignette to see if the post processing is being applied at all

clear verge
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it is applied

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how to make motion blur obvious then I guess..?

marsh frigate
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the larger the shutter angle the more blur you get when you move the camera

clear verge
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it only goes to 360

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and thats not enough

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it looks like nothings changed

marsh frigate
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If you're doing AR/VR it's not supported. Not sure what your setup is though

clear verge
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I'm not

marsh frigate
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No idea then. Hopefully someone else has more familiarity with the effect in the built-in pipeline

mighty stump
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@clear verge Can you show camera gameobject/component settings as well?

grim lichen
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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?

odd drift
grim lichen
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Hmm. I guess I thought changing the intensity of the object itself made it "brighter".

bitter marsh
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I just tested the bloom, how about just raising the emission a bit more?

crude skiff
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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.

lofty marsh
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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.

stray mountain
thin prairie
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how can i make my dof focus on this exact point ? the camera is perspective btw

marble bolt
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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?

rich idol
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Hello, is there a way to preview a post processing profile on scene view when no cameras are on the scene?

north reef
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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.. šŸ˜„

thin prairie
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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

compact cloud
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Kernel 'MultiScaleVODownsample1' not found
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)

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when i switch to webgl platform im gettin errors and post processing effect not working

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3D core pipeline

compact cloud
rich idol
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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

odd drift
rich idol
odd drift
rich idol
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Here is what I mean

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That is using TAA with the best settings I could set

odd drift
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How about msaa? I dont have much experience with taa myself

rich idol
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MSAA has same problem, is not perfect, I have even stacked them both but still cannot remove the jagged edges and flickering

odd drift
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Maybe fxaa could help on that? It makes things blurrier but hopefully less fluckering and jagged (or smaa?)

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Id try all the different methods to see which works the best

rich idol
keen bane
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Bloom works in scene but not game view?

digital silo
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check
your camera settings

severe slate
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what do i do

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i forgot

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and i dont know what to google to find it

severe slate
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i literally knew how to do it before and i fucking forgot 😦

bronze mural
#

Detailed instructions how to use post processing is pinned here, top right, in the manual.

severe slate
#

oh

severe slate
bronze mural
#

Follow quickstart guide how to setup post processing properly. You'll find out where is the mistake

severe slate
#

oh

heavy hamlet
#

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 šŸ˜…

mighty stump
heavy hamlet
#

ok so

#

this is for a computer vision type of thing

#

theres gonna be normal cameras and thermal cameras simulatneeously in the scene

stray mountain
#

URP render feature might be a better bet with custom shader

heavy hamlet
#

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

stray mountain
#

You can have a specific material on object when its occluded

heavy hamlet
#

it could work

#

because I dont want to see through walls/terrain, only light brush

mighty stump
#

Swapping materials using a script or render feature is probably the simplest approach

heavy hamlet
mighty stump
#

Yes

heavy hamlet
#

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?

mighty stump
#

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

heavy hamlet
#

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

mighty stump
#

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

jagged inlet
#

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

full granite
#

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 ?

signal otter
#

guys how do i switch post pro profiles from on to another in game?

ashen elm
#

I'm trying to blur the ui from a canvas and I don't know where to start send help

#

Nvm

limpid bobcat
#

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).

limpid bobcat
#

So i tried making my own processing volume added a post processing volume to my camera, and nothing is working lol

limpid bobcat
#

This may be a soln, but my motion blur override does not have all of these probperties

limpid bobcat
final shadow
#

why can i not get pure red in post processing

#

i have a global post processing volume on my camera

mighty stump
final shadow
mighty stump
# final shadow 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

final shadow
mighty stump
stuck valley
#

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?

odd drift
wary swallow
#

wondering if there is an official method for creating custom post processing effects in urp yet?

mighty stump
proven burrow
summer tundra
#

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

solid arch
#

help it doesnt glow

stray mountain
solid arch
#

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

stray mountain
#

make sure it's correct

regal pivot
#

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

mighty stump
# solid arch i got it glowing, but it is on EVERYWHERE

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

queen remnant
#

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

solid arch
#

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

mighty stump
ashen elm
proven burrow
severe slate
#

Does anyone Know how to have the lighting become darker the further away from the camera it is viewing?

severe slate
odd drift
severe slate
#

I looked it up on google but It didnt tell me which override it was

#

turns out that URP no longer supports Fog...

mighty stump
severe slate
mighty stump
#

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

odd drift
severe slate
#

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?

odd drift
severe slate
#

.. 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?

mighty stump
rose briar
#

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 šŸ‘€ . I got some samples etc if anybody want to have a look

severe slate
mighty stump
severe slate
#

be exclusive to certant objects

mighty stump
#

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

severe slate
mighty stump
#

That's what I suggested originally with triggers or volume components

severe slate
#

oh

rose briar
#

Possible to Pixel perfect ( With upscale Renderer ) just 1 Layer using 2D Renderer.

heady flicker
#

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

timid geyser
#

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?

mighty stump
timid geyser
#

I didn't realise that I was looking at scaled game window

severe slate
#

it doesn't work

solid arch
#

how do i make this glow? i tried post processing, urp, emission map, shaders but nothing works :(

hushed ivy
solid arch
#

where do i add the volume

#

is it in the camera

severe slate
solid arch
#

oh

#

k

hushed ivy
hushed ivy
# solid arch :/

If you're using URP, then that is the wrong type of post-processing.

solid arch
#

i am using urp

#

i have to remove it?

hushed ivy
solid arch
#

yeah

#

i can

hushed ivy
#

And then add the Bloom override

solid arch
#

k

#

i did it

#

it worked!!!!!

#

thank you so much!!!

#

you saved my life

#

in game it doesnt work '-'

#

nvm

#

i got it

hushed ivy
#

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

solid arch
#

yeah i did this

#

anyways thank you again

hushed ivy
#

ah cool.

bitter laurel
#

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!

hushed ivy
bitter laurel
#

ah, time to learn shader graph I guess lol

hushed ivy
bitter laurel
granite grotto
#

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, I’d be interested in doing it so but it looks quite hard to write custom post-processing passes in URP.

Anyone has insight in that? I’m not interested in shader graph.

mighty stump
#

You'll probably need to check what kind of written shaders are compatible with URP

granite grotto
#

apparently it’s 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 it’s clearer for me

severe slate
#

How to create a similar effect?

#

Primarily the curved screen

snow atlas
#

Hey everyone, I have searched for hours now about this. Does anyone know how to get radial blur or focus vignette in hdrp?

blazing zealot
#

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)

zinc estuary
#

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.

mighty stump
zinc estuary
#

Feels like I've tried every kind of combination so I'm feeling like there's something else I'm missing.

mighty stump
zinc estuary
#

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

mighty stump
#

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

zinc estuary
mighty stump
zinc estuary
mighty stump
zinc estuary
#

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

surreal timber
#

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.

drifting gorge
# snow atlas Hey everyone, I have searched for hours now about this. Does anyone know how to ...

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
...

ā–¶ Play video
slate vessel
#

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

brave fjord
#

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 ?

mighty stump
heavy hamlet
#

can I create a post processing effect that draws the objects on a certain layer transparent?

brave fjord
#

lol re. wash your hands of this šŸ˜†

i am using URP so i guess i'll mess with custom volume and refer to rendersettings.fog then

severe slate
#

is there a way to exclude a gameobject from post processing?

heavy hamlet
# odd drift Like how?

Like let's say I put certain objects on a separate render layer, and then made only them half see through

odd drift
heavy hamlet
#

Is it possible to do it with camera shaders?

#

Like a custom buffer or something, idk really how it works

odd drift
#

Id not bet on that. Why not use transparent materials to begin with

heavy hamlet
#

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

odd drift
heavy hamlet
#

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

odd drift
#

Was just about to ask that

heavy hamlet
#

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

mighty stump
odd drift
#

But why? Why would you need to render same mesh with two different materials?

heavy hamlet
#

Because 2 cameras have to look at the same object at the same time

mighty stump
#

Go on

heavy hamlet
#

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

mighty stump
#

That makes more sense
Got an example or a mock-up of this scenario?

heavy hamlet
#

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

mighty stump
#

iirc the Render Objects feature can render objects selectively with different shaders / in different order from usual

heavy hamlet
#

And this can be done per camera?

mighty stump
#

I believe so

heavy hamlet
#

Do you happen to know any videos or examples of this on YouTube or whatever

mighty stump
#

None at hand
It's a long while since I looked into it and it has changed a bunch since

odd drift
#

Note that render features only exists on urp

heavy hamlet
#

I'm on urp 2021.3.0f1

heavy hamlet
#

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?

mighty stump
#

Render Objects renders new objects, it doesn't change how existing objects are rendered

tight finch
#

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

BMo

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...

ā–¶ Play video
mighty stump
tight finch
#

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

mighty stump
thick ocean
#

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

supple cloak
#

This is so frustrating. As far as I can tell, it’s 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)

Has anyone else experienced this?

severe slate
#

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)

heavy hamlet
#

how do I change how the camera renders the thermal layers separate from the rendererfeatures

mighty stump
heavy hamlet
#

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?

heavy hamlet
mighty stump
heavy hamlet
#

one camera

#

and the other camera see normally

#

i had to disable the thermal transparent layer in the renderer's opaque culling

fossil sand
#

I have urp and post processing installed why dont my changes take effect on the camera, yes im in the trigger

fossil sand
#

How do I do this: Enable post processing on the Renderer used by the active Render Pipeline Asset. @marsh frigate

fossil sand
marsh frigate
#

What says that?

#

If you have no SRP, that would mean you're not actually using URP?

fossil sand
#

I have it installed

fossil sand
#

Not yet

#

Made my whole scene purple probably has something to do with my settings

#

All my assets are pink now

marsh frigate
#

That'll happen if you change render pipelines. The shader upgrading was linked from that doc

fossil sand
marsh frigate
#

I presume you just swap it manually to the URP terrain shader

fossil sand
#

how would i do that?

marsh frigate
#

find the terrain material, and change it to Universal > Terrain

fossil sand
marsh frigate
#

Make a new terrain material and assign it to the terrain

fossil sand
#

If u add a random material then undo it, it will automatically give you the updated material(only for terrain)

fossil sand
marsh frigate
#

Yes, or re-create them in shader graph

fossil sand
marsh frigate
#

Nope. I don't buy many assets

fossil sand
#

My grass is pretty shiny

#

thanks for the help btw

ember tide
#

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

civic gorge
#

Why is emission not doing anything on my materials?

#

I have HDR enabled and I am using URP

zinc estuary
#

Is your intensity set high enough?

#

From the bloom volume

civic gorge
mighty stump
#

Bloom isn't just for emission, it's for all light including reflected

scenic coyote
#

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.

hushed ivy
scenic coyote
#

It's like there's an invisible volume changing the color of shadows.

#

This is the only object in the scene with a volume

hushed ivy
scenic coyote
#

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.

hushed ivy
#

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.

scenic coyote
#

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.

severe slate
#

My first game, and I am very bad at frontend, how do I make it more visually appealing?

mighty stump
scenic coyote
#

weirdly, using vulkan doesn't fix it either.

civic gorge
#

I don't understand what you mean exactly?

#

Disabling emission on the material doesn't even do anything

civic gorge
#

I found a glow asset that works good

mighty stump
topaz loom
#

saturate so the color becomes white šŸ˜†

livid imp
#

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?

bronze mural
#

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

mighty stump
topaz loom
#

yeah if there's an hdr color but a pipeline doesn't support it it'll become clamped at 1

wet venture
#

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

blissful badge
#

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

wet venture
bold fiber
#

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)

hollow solar
bold fiber
#

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:

toxic turret
ember tide
toxic turret
#

thanks for the response

#

i can't find a single documentation about the thing i wanna do

ember tide
#

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

toxic turret
#

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

scenic coyote
#

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.

mighty stump
scenic coyote
#

How to I rebuild libraries?

#

I tried reinstalling urp.

scenic coyote
mighty stump
scenic coyote
#

Dope, lemmie try that right quick.

scenic coyote
mighty stump
scenic coyote
#

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.

scenic coyote
mighty stump
#

So, the usual process of elimination

scenic coyote
#

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.

mighty stump
scenic coyote
#

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.

mighty stump
scenic coyote
#

@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!

mighty stump
scenic coyote
#

Yeah, I just don't understand how it was bugged UnityChanBugged

#

maybe it won't break on radeon systems now šŸ¤”

silk quarry
#

Iam missing something but dont know what

#

this is on camera

#

this is empty game object on scene

stray mountain
silk quarry
#

dont really know what you mean

#

pp?

stray mountain
#

change this Post Process layer u made

silk quarry
#

not working

stray mountain
#

PP = post processing

#

screenshot the camera inspector

silk quarry
#

I managed to make it work like 20 min ago and then decided to install URP. removed URP but still doesnt work

silk quarry
stray mountain
#

u cant use this for URP

silk quarry
#

yeah i know thats why i disabled urp

#

as far as i understand, URP has its own bloom,

stray mountain
#

Id just use URP

#

this is legacy PP , i forgot how its plugges

#

but pretty sure its the layer issue

silk quarry
#

URP didnt work but atleast found tutorial. Thought maybe it is some stupid setting

#

i managed to make it work then lost it

stray mountain
#

Enable post processing

#

done

silk quarry
#

Decided to just switch back to URP, and its same

stray mountain
stray mountain
# silk quarry

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

silk quarry
stray mountain
silk quarry
#

@stray mountain figured it out, classical needs layer set as post processing, urp needs default layer set where volume is

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might be it needs to match camera layer

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oh its this setting here

wild ferry
#

hey everyone, i need help with something

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i have this scene with post processing, and i want to apply a pixel perfect camera to it

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with upscale render texture, as opposed to pixel snapping

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and yet when i do, the bloom and panini projection mess up and THIS happens:

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everything gets blurry and intangible

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is there any way to change WHEN the post processing is applied, so that I can make it happen after the pixel perfect camera?

mighty stump
#

Also, confirm that no type of anti-aliasing is enabled in camera or in quality settings

wild ferry
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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

wild ferry
#

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

mighty stump
#

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

mighty stump
wild ferry
#

I have done that, and sadly the pixel perfect camera proved to be infinitely superior to my method

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Mine works for 3d games well, but for 2d pixel art... not so much

mighty stump
wild ferry
#

I found a solution which works for me

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Which was to upscale the output on the pixel camera

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with some slight changes to the post fx, the image looks great now

mighty stump
wild ferry
mighty stump
stiff tangle
#

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.

severe slate
#

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?)

cobalt minnow
severe slate
#

Thanks!

scenic coyote
#

Am I over doing the post-processing?

stray mountain
scenic coyote
#

plenty lol

#

Trust me, I'm not doing the "lost in the backrooms" stuff. I got a more in-depth story written out.

scenic coyote
scenic scarab
#

How would I go about writing a custom post-processor for URP? Is it even possible? The docs don't imply that it is.

scenic scarab
#

@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

mighty stump
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Apparently the official one is released in 2022.2 beta, which may or may not change how the old way works

scenic scarab
#

At this point it might be worth waiting for the official method instead of trying to make this work.

mighty stump
#

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

tribal turtle
mighty stump
steel condor
#

Why i dont have this

plain kite
#

Try spelling it correctly

rancid viper
#

can i use shader graph to create custom post processing effects? im using the post processing stack v2 in the built in render pipeline

mighty stump
rancid viper
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wont work, im not using urp's post processing

mighty stump
rancid viper
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im able to do it with hlsl shaders but id prefer to use shader graph if possible since hlsl is being a pain

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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

mighty stump
#

If URP accepts an ordinary unlit shader made in shader graph, perhaps PPv2 accepts as well?

rancid viper
#

just get this grey triangle at the center of the world

gritty folio
#

PPv2 shaders use a specific vertex shader iirc, which isn't something you can easily override in shader graph

rancid viper
#

would there be any other way to use shader graph for image effects?

#

using the built in render pipeline

gritty folio
rancid viper
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i think this is what i originally tried, ill try again tho

#

yeah, everythings just red now

gritty folio
# rancid viper 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.

rancid viper
#

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

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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);
    }
}
gritty folio
rancid viper
#

looks like its working now, ty

severe slate
#

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

karmic burrow
#

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

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im in safe mode but still scared lol

marsh frigate
#

Upgrade or downgrade the post processing package until it works with your version of Unity

karmic burrow
#

thanks!

lunar hollow
#

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 :)

inland tree
#

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 ?

mighty stump
severe slate
#

does post processing work on unity 2d

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ive never used it before (unity 2d i mean)

mighty stump
autumn shoal
#

Ayo I have an issue with PP working in 2019.4.31f1

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I have it on a gameobject, the post processing volume, and the camera is on the same layers at the game object

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but emissive materials are flat and have no bloom despite being enabled

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Fixed it. Forgor to put a layer on the camera OMEGALAUGHING

umbral wigeon
#

Somebody's been playing VRC

lunar hollow
#

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

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which is absolutely not ideal

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you can decern so much more of the background in the 4K one

autumn shoal
umbral wigeon
#

Id say same but I don't do comms

lunar hollow
#

yeah but real cameras don’t simulate the same movements on different sensors to capture different resolutions of the same video

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so even though it’s realistic, it’s introducing unwelcome variation at different resolutions

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do AAA games use this approach too?

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cos i find that the depth of field can get distractingly strong at low resolutions and barely noticeable at high resolutions

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like an object at a higher resolution occupies more pixels than it does at a lower resolution, so if the blur isn’t getting stronger relative to the pixels the effect is going to look different

deft pilot
#

Hi

#

Does someone know how to only include a set of gameobjects (in canvas) to post process ?

shadow bloom
#

capture them from a different camera

mighty stump
severe slate
#

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

mighty stump
severe slate
cobalt minnow
buoyant galleon
# lunar hollow so even though it’s realistic, it’s introducing unwelcome variation at different...

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.

lunar hollow
#

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

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that does mean that I'm going to need to leave the game window at QHD tho

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and itll make it more difficult to test different aspect ratios

buoyant galleon
#

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)

high trellis
#

Can I use a texture as post processing mask or to blend between different volumes?

cosmic quiver
#

for some reason my post processing isnt working

mighty stump
twin flicker
#

what would be the way to implement Depth of Field on mobile?

#

specially Focus anti blurring...

mighty stump
twin flicker
#

PPv2 is a killer for mobile for sure

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so im not using it ....i wouldnt even ask if i was using PPv2

mighty stump
twin flicker
#

searching what to use

mighty stump
#

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

twin flicker
#

then which alpha is the fastest for mobile?

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alpha cut off? alpha blend? alpha fade? or what?

mighty stump
twin flicker
#

again...please