#💥┃post-processing
1 messages · Page 2 of 1
over there , i have raised an issue relavant to this topic
witch link do i use?
neverminded i found it out thanks
Is there a way to stop edges from being lit more than everything else?
It looks off, and is amplified by the post processing I have
Depends why they are being lit in the first place
Heyo im trying to get the effect of an explosion or the kick back of a gun in motion blur.
Similar to minute 11:13 in this video https://www.youtube.com/watch?v=g7e3xMR671E&t=365s
Check out 17 minutes of hack and slash gameplay from Lost Soul Aside, a new fast-action game coming to PlayStation from Chinese studio, UltiZeroGames.
#IGN #LostSoulAside
Any ideas ?
It's called zoom blur, a type of radial blur
For example https://www.shadertoy.com/view/3slSRj
Thank you so much ❤️ ❤️
ngl, i have no idea how to implement this.
Do i follow the code from their website to create a shader and then create a shader + material => insert said material into a blit ?
You'll first have to learn how to make post processing shaders for the rendering pipeline you use, then recreate the shader with the help of that example
Shadertoy's GLSL is probably not directly compatible with Unity's languages
Thank you for the guidance
Is there anyway to apply a post-processing affect only to the UI?
I want to use warping but only on my UI elements, which are on the UI layer
Whats the best direction to do this?
I would go with camera stacking
easy to do with URP
probably not so easy with other pipelines
Stacking post processing is not really easy in any pipeline
Post processing acts on the whole rendered image, so you can't just process the layers that have been overlayed, but can process both/all or the ones below
you cant postprocess the ones below
the ones below will leak to the top
all my efforts were in vain
i need some help, i have a issue where post processing doesn't work in build mode, while in editor, it does
well not post processing entirely
only the pixelation and dithering effect
that doesn't work
Does your main camera have pp on
well look at the bottom message
only the "pixelation and dithering effect" doesn't work
other pp effects does
@digital silo I've heard that shaders that aren't assigned to any gameobject might get stripped out during compilation
Apparently that might not be enough
so what do i have to do?
I would try assigning the shader to a material that's on a gameobject
Or you could try searching for more accurate answers using this new information, if you don't want to throw solutions at the wall
Hello, is it possible to enable post process Volume only for certain layers/objects?
No
Only for certain camera
I have a mouse over post processing effect, which uses layer switching and a separate camera to draw a blue outline around a moused over object. When I leave the scene, and return to the scene, using my level selection scene, my outline postprocessing effect stops working. Does anyone know what may be causing this?
I'm trying to add a VHS noise effect on top of my camera. I'm currently using a video that outputs to a Render Texture that I add to a RawImage on a canvas. Is there a way to set different blend modes like Multiply or Screen for this? Thanks
you can use https://docs.unity3d.com/ScriptReference/Graphics.Blit.html to add an effect to a texture using a shader
With emission maps
im using the screen space reflection post processing effect in the built in render pipeline and im getting these weird dark spots. they dont look too bad in still frames like this but theyre very noticable in-game. any way i can get rid of these? havent been able to just by playing around with settings
Verify that the dark spot happens on other materials than that specific floor (prefarably a default material)
Looks like the normal maps are misconfigured which can cause all kinds of lighting weirdness
If that's not it, it could mean that SSR is falling back to environmental probes when it cannot reflect, but you might not have environmental probes so it falls back to black instead
can i bring rtx to my game with gtx 1650 ti?
Hey all, I'm not great with post processing or shader effects so I'm wondering if this is even possible-
I'm using the Oculus Quest Pro's passthrough camera in my project and I want to affect that camera feed with post processing like blur / sharpening
can a shader or post processing stack on a virtual camera effect a real life camera?
heyy, I'm trying to use post processing stack v2, I'm using unity 2022.1.20, I've been trying for about two weeks now but can't seem to get it, according to all the tutorials I could find I need to switch a setting in my urp renderpipeline asset, switching the feature set from integrated to v2, but when I go to where the setting was there's no setting there
That post-processing stack isn't compatible with urp, only lwrp. Urp uses post processing volumes instead.
in that case, is there any way to get my post processing with urp to have autoexposure?
also, how do I use script to turn attributes of the post processing on and off?
URP doesn't appear to have autoexposure. Not sure why.
But it does have an exposure setting in the Color Adjustments override. To change the values in script is the same as you would with other components, e.g:
ColorAdjustments c = gameObject.GetComponent<ColorAdjustments>();
c.contrast.value = 0.5f;
thanks
using the unity post processing package, is there any way to prevent ambient occlusion from popping up through other objects? Or is this only visible in the editor?
hello everyone, does someone know why my gun goes transparent when i activate ambient occlusion?
Hey, I've made a telescope minigame that i'm testing. It works by having a separate camera look in a starry skybox, which is then applied to an ingame computer screen as a rendertexture. However, while ive turned off any anti aliasing on the telescopes camera, since I have TAA enabled on my Player camera which ultimately looks at the rendertexture, it makes the screen look EXTREMELY blurry and makes the stars pop out when rotating the telescope camera.
Is there anything I can do, except disallowing the use of TAA for my entire game?
looks like your gun is not rendering into the depth buffer
so the post effect SSAO does not know that its there and will just use the depth and normal information it has of the elements behind it
hey i'm trying to set up post processing on my camera but when i do ALL the steps nothing happens and i dont know what i did for post processing to not show up but i wanna know what i could have done wrong, or what could have gone wrong in general
what steps would be a start
post processing exists differently depending on the render pipeline
i have urp
- install pp
- add a pp layer to camera and add a pp layer
- make a new empty object and add a pp volume to it or add it to camera and set it to global
- make the object pp or the camera if so
- add effects
also make sure pp is checked on the camera
and i did all this and it no working
is there anything i should check???
you install PP?
urp doesnt need to install anything
it already includes pp
u must be mixing legacy with urp
idk maybe
i know that
but i am trying to use pp because when i used bloom on the urp version it doesnt bloom
i screenshotted
ok chill with vertical messages
now show the camera
and global volume @cursive briar
vignette in full
but nothing
removePostProcessing v3 package from package manager
but wait why?
i really gotta repeat myself dont i
ok fine
URP has its own Global Volume and PP..
that one u installed is only for Built In Renderer
which is legacy
thanks
Hi ! I tried to use the post processing in Android.. and I have big FPS losses 😦
Do you know an another way to make a bloom effect ?
@if it's 2d then you can just bake it into sprites/textures
I found a solution in the Unity market, perfectly works on mobile : https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/fastmobilebloom-79310#description
Hey! Does anyone know what the difference between _MainTex_TexelSize.zw and _ScreenParams.xy is when using a fullscreen shader for post-processing? From how I understand the two there should be no difference, however, it does make a difference depending on which one I use...
Hello guys, girls etc !!
Is there a way to make blur on a specific part/object of a mesh ?
I guess it's impossible with post processing
Ok, so, ive to try something else. TY.
It's possible to make such a shader or a custom post process effect
Similar principle as how refractive shaders work, but blur instead of distortion
Hi all, I've just upgraded my project to 2021.3.8f1 and am trying to understand the Environment > Volume Mask setting in conjunction with camera stacking. I thought it would mean I could have separate PP stacks per camera, but it doesn't seem to work that way?
My current setup is Base camera on Volume Mask 1, Overlay Camera on Volume Mask 2
Base PP on Layer 1 (set at the top of the Inspector), and Overlay PP on Layer 2 (set at the top of the Inspector)
I thought it would work such that the camera on Volume Mask 1 would only be affected by the PP on Layer 1
And the same for Camera/PP on Layer 2
But the overlay PP is affecting both cameras
I know this question has been asked a million times but I can't seem to find a specific reason as to why this isn't working in my use case
They can use different post processing layers
However note that when the overlay's post processing acts on the overlay camera, the camera below has already been composited to it
Regardless of how many cameras you stack, every post process in the stack affects the full stacked image at that point in the stack, including all images below with their post processing
As soon as you create an HDRP project several postprocessing effects are already globally active.
figured it out
wasnt there supposed to be ambient occlusion?
If you're working in URP, SSAO is a renderer feature, not a post processing effect
i tried that but it didnt do anything
I can confirm it does something
Projects created from the URP template implement both post processing and SSAO so you can look there for examples
does it work with the unity toon shader?
I assume so, considering it's rendered separately
When I apply Ambient Occlusion via the post processing package (built in renderer 2020.2.2f1) I get weird flickering on my leaves and grass + a strange band across the top of my screen. flickering is only visible when moving the camera
in HDRP is it possible to use Amplify for fullscreen shaders? i wanna make a fullscreen custom pass shader for post processing effects but cant get it to work
Hey ya 👋
I recently did a medieval drawing post process and did a one minute video breakdown 😄
https://twitter.com/KubiakErik/status/1597910723170299904?s=20&t=zu9LIPFXe2-zlBdhIe3dEg
Hey 👋
Another update on my outline post-processing, there a longer breakdown 😉
I will try soon with a reduced FPS video 💪Feel free to follow 😄
There is a showcase section #archived-unitytips
how can i make this outline effect? I tried some effects found on the internet, they work but the camera view becomes partially black
Too puch changes in terms of color or normal I suppose?
I don't know, I'm new to unity and I don't even know if this effect is done with post processing
It is done in post peocessing
You should check alexander ameye tutorial 😉
already tried it
Is it recommended to "reassign" blit materials in a custom render pass? from what i understand we can pass it in the constructor of the render pass, but in the first few frames of enabling the render feature the material is null in the render pass
unity's ssao implementation reapplies it every frame and sets its keywords every frame
but isnt that wasteful/using unnecessary resources?
I create my material in the pass constructor and I don't have any issue
what about setting the material values? where do you set it in, like in the constructor, onCameraSetup, Execute, etc.
I cant do this bc its a project constraint
In the constructor
Why can't you use the constructor?
You can still do it in onCameraSetup
No i mean i cant create materials in the constructor
artists want to be able to edit the values of the material on the material inspector
wouldnt it that be called every frame then?
onCameraSetup runs every frame for each rendering camera
Uhm I see 🤔
I should check but I think constructor is called whenever you change the renderer settings 🤔
Oh okey
yeah, but sometimes the render pass is created before the renderer feature has been unserialized
making the material null
Is it really seen? Like I never had this issue 🤔
one sec
Yeah okey but do you have something weird on screen by doing that?
You can still update the material OnValidate
its more of engineers screaming at me for leaving in errors
the pass works fine
Yeah I see ahah
but this is the optimization stage
and its really trying to squeeze as much as possible
bc the render pass is gameplay critical and its quite expensive
Yeah I see, I don't have that much idea for you 🤔
Is there a way to prevent my PostProcessEffectRenderer from showing in the scene view? I see a context.isSceneView property which I could test against inside my Render function but simply returning from the function causes the scene view to become entirely black.
public override void Render(PostProcessRenderContext context)
{
if (context.isSceneView) {
return;
}
// Post-processing logic...
using hdr + bloom and i'm getting this "outline" effect on my ui elements
it looks decent close up, but from far away it looks like an antialias fail
is there a good way to resolve it?
How are you making that part emissive?
the radial bar is actually generated using a lit shader graph (there's some other properties there to for it to dynamically segment), so im just using a hdr color to multiply to get the emission
That could be the problem if you multiply the alpha channel too, otherwise i dont know
Hey guys, my post processing doesnt work on my scene
I know it may sound, weird, ive tried everything. This new version of pp i dont understand
Nvm dude.
I have to use URP built-in
instead
[SOLVED] Is anyone using URP 14 or higher? If so, on the Bloom Settings do you have available: Downscale and *Max Iterations *?
I'm using the Depth of Field Post Process effect in URP. For some reason, there's a square in the bottom left corner that doesn't get blurred. Here's a screenshot:
@snow coyote regarding different post-processing per camera: in theory it should be possible, but at least with URP overlay cameras it’s not working. I solved it by rendering other camera to texture and then doing composition with custom post-processing effect.
Thank you for following up. Im using a render texture too, however im doing built-in
Nothing
my bad i had to read docs about volume
hey so im having a problem in my whole game, i dont know why but all my post processing effects dont work. I just bought a retro vhs effect pack and that wont work either
none of my original effects are working
What pipeline are you using?
URP
@cobalt minnow
idk why i created a new project with the asset in it, added post processing and urp and it all works
hello anyone?
URP comes with post processing built in. Did you install the post processing package from the package manager? Because that will cause issues.
You need to not have that package in your project if you're using URP
You also need to use the URP volume, make sure you have post processing turned on, on your camera.
and about 38 of my scrips rely on post processing package
Start with using something built in like vignette
there in the two effect packages i bought
Then you can't use URP or update them to work with the URP post processing volume.
Did you check that they were compatible with URP?
ive been looking but there has been nothing said it can or cant be used
ive looked all in the project files, on the unity store page, found nothing
thats the asset
If it doesn't specify, then it's most likely for built-in only.
am i able to downgrade my project to built in?
You can remove URP yes. Something to look up because I'm not going to type it all out on mobile.
Though keep in mind, any URP features you're using will stop working too.
got it, thanks
ok still my post processing is not working
just in general
the package is out too im just staying in urp
but no pp is working
Is it turned on, on the camera?
yes
i dont know why no post processing works
Show your setup for it. Show that the built in package was removed.
Hi, I have a question about post processing effects. In my game I have 2 cameras: 1 base cam to show pretty much everything, and 1 overlay to show a UI item (a weapon for example, so that it doesnt clip in walls etc). This UI camera is part of the base camera's stack. I use post processing effects on the main camera (bloom, tonemapper, shadows midtones highlights, vignette). I want those same effects on the UI camera, but when applying the same effects, it applies it to everything, as if I just doubled the intensity on the main camera for everything. Does anyone know a fix for this?
I also tried using a 2nd post processing volume settings object to disable some effects, but that just makes my UI camera show in colors that aren't exactly matching with the colors in the rest of the world. it looks off
you can see here that the bloom from the sun works on the environment but not the hand (UI cam)
and when I disable/enable the tonemapper, it gets applied to everything. I want it to apply to just the hand, because tonemapping is already applied to the environment
i also made sure to use the right layers at the volume and culling masks. I put EVERYTHING EXCEPT the layer the hand is in at the main camera, and I put ONLY the hand in the UI camera
I want the effects to only apply to the hand. not the stuff that already has post processing
Nevermind. Solved it by removing post processing from the main camera, and only applying it to the UI camera
Helloo, So... I little trouble here.. I have two volumes, the volume A is global and the volume B is not, the volume B just works if it starts disabled and enable it after the Volume A... I create a Invoke to enable it after .2 seconds, works... but... Don't seems right... What can I do?
For future reference post processing always applies to every layer/camera below in the stack, due to their nature
🫡
someone knows how to disable the postprocess on some of the objects? for example, I don’t want the glow to work on such an object
Post processing is always per whole rendered image
Your best bet is to use bloom threshold and control the brightness / emission intensity of materials to kind of choose which one of them goes above the bloom threshold
is it really possible to somehow make the same glow effect for a mesh but without post-processing?
Not the exact same but similar
Particles would be an option, soft particles especially
is it possible to lay particles along the mesh? I have a spline that generates a mesh
You can spawn particles using a mesh as the shape without any extra tricks
I cant use my spline mesh into this field
Then I'm not sure
If "mesh renderer" doesn't let it update automatically then you might have to assign the generated mesh through code
shader glow effect can be done somehow? maybe some useful links?
"Shader glow"? Either you render some transparent geometry that mimics a glow, old games often did with sprites or particles, or use post processing for it
It's also possible to render the glowy objects entirely separately, blur them and composite them along with post processing, but there's no system for that by default
only the simple full screen brightness based bloom
hey so post processing isnt working in my first scene for some reason but in all my other scenes it works fine. i have pp checked on my camera and enabled so idk what it could be
nvm found the problem
Does anyone use the Kino package by Keijiro? I'd need some help or any code examples, everything would be highly appreciated
Hello, i need help with bloom. I have added bloom to the moon but it affects all objects and the skybox and i cant find any way to fix it. I have tried ading another camera that can only see the skybox and not bloom and disabled the main camera from seeing the skybox but now when i klick play the skybox is not visible at all.
what do your post process settings look like
yah, you see the threshold is at 1, which means anything is blooming
Is my game broken or why wont this work at all?? I did exactly what this tutorieal told me to do and it still dosent work...
you need to use shaders to make things bloom seperately
idk
depends on a lot of things
that tutorial sucks btw
I have tried 20 difrent tutorieals and nothing works...
what part doesn't work
The glowing pare or making only 1 object glow part
Everytime eaither nothing glows at all or everything glows
Now it dosent want to glow at all
becuase you need a material with an emission property set
?
Emission is on for the materieal
so it's glowing
Nope
I have set the layer to a new oane named glow but it dosent work on the default oane eaither
idk then
wait actually you showed me the wrong intesity value
go back to the emission color and click on the color
you're suppowed to change the intesity of the color value
but you showed me the intensity of the post process property
Yes
I have no idea what the problem is and what it wants from me
Im going to make a test project and do the exact same thing to see if it works there
It works there but afects the skybox
These are settings for an URP camera, but the tutorial is for Built-in Render Pipeline, which is probably why it didn't work
Post processing is per whole rendered image, so you cannot apply it selectively
The exception to that is that you're able to apply post processing on a rendered image before each additional image from overlay cameras is composited and in turn post processed
Doesn't really work for bloom because it needs to be applied last if you don't want the glow to be covered
Does that mean i cant add bloom without making everything glow?
Yes, not without a custom system that does it selectively
You can use a high bloom and emission intensities to get a similar effect though
emision only changes the color for some resone
How can i get a custom sistem that selectivly does it
You could look for such assets on the store, or start learning how to do custom post processing effects using data from custom passes or extra cameras
I have had more then enugh trail and error with this bad bloom sisten so if there is a asset for that it would be grate.
Maybe there is
should it really take about 6 (went up to 9) hours to bake this small room with 1 single light?
im baking on my rtx 3060ti
This is a #archived-lighting question
Showing your lightmapper settings may offer some clue
oh ok, ill take it over there
How do I make an effect like this?
I think thats just inverted color so 1 - thePixelColor (subtract the pixels color from 1 separately for each component). You can make your own post processing shader to do that or try to find one from online
does anyone know which Version of Post Processing this Component belongs to?
URP or HDRP
ohhhh that makes sense now, thank you!
I noticed Bloom effects override each other, is there a way to give local bloom effects a radius?
I know we can change the Blend Distance but that only seems to affect the difference between cameras that get near the object
Post processing overrides are always per-camera, never per-object
so bloom is how the camera sees each object?
when I place 2 different bloom objects one above another both bloom gets to both objects.
Is there any way to avoid this?
"bloom objects"?
different game objects with the volume component that has a local Bloom effect.
The camera gets its post processing settings based on its position and distance relative to volumes
The bloom itself is not "local" and never will be
That explains so much, Thank you!
Hi, im experiencing a bug when i try to build my game. The build fails to be created and gives the following errors:
It says something about a Bee Post processor
Even though i have post processing off for my urp module
could anyone please help me fix this error?
It's not related to graphical post processing at all
do you know what it could be related to?
How do I add an exposure override to a volume in Unity 2021.3.16f1? All the tutorials I'm looking at seem to be using earlier versions and say to just click on "Add Override" in the Inspector, but I don't have that option. I tried searching for "Exposure" in the 'Add Component' list for the volume, but came up with no results, so I don't think that's what is meant...
On HDRP you can add a Volume > Global Volume, then in that Volume component you click the 'Add Override' and find Exposure. On URP, it looks like the exposure is in the Colour Adjustments override.
Ah, thank you! I believe I've got it
what am i missing to see how much these lights actually glow?
when i play test they glow very much, making it hard to see what im doing
how do u add chromatic abberation to only specific objects?
is there a way via script to change Depth Of Field distance on a volume ?
So what’s post processing do for 2D games
The same it does for 3D games, adds screen based effects.
Takes the resulting image and processes it in some way before showing it on the screen (like osteel said). The behaviour is exactly the same no matter how the frame is rendered, altough some effects like depth of field or screen space reflections relies on things like depth texture which doesnt usually exist on 2d games
Alright thanks was just wondering cause I was thinking about adding some screen based effects to 2D games
how can i change Volume profile in runtime via script ?
Or even simpler, how can i activate/deactivate a post process effect via script ?
enable/disable the volume or set its weight
sure, but i don't find how to do it in script, there's no doc about it and no result on the forum search
wdym there's plenty of docs about it
it's a component like any other too, so enable/disable works as normal
of course which component we're talking about depends on which postprocessing framework you are using (which depends on which RP)
didn't found the docs then
URP post process
i mean i found docs about it but not about the scripting part
and if i click on the "?" in Unity inspector it redirect me to an inexistant web page
it's just called a Volume
...
the post process component is a volume from unityengine.rendering
and each different post process has it's own class
like colorcurves, bloom, etc
so you put a field for volume, and whatever post process you want in your script and do
{
ColCurves = colcurves;
}```
to get the post process reference into your post process field
you can't drag and drop individual post processes unfortunately
you can only drag and drop volume as a reference in inspector
thank you so much for all the explanations, will try that
yeah, it's not very well documented, if you try googling you mostly get questions as results lol, had to dig through youtube to find anything
lol yeah, i was becoming crazy not founding any documentation so i ended up posting here, it's strange because everything else is very well documented
Hm, I'm playing around with the depth of field post-processing volume and have tried both the Gaussian and the Bokeh methods. However, it seems like each effect either fully applies to an object or does not apply at all
Is the "distance to the object" etc given by the distance to the center of the object, and not the distance to that particular pixel on the object?
The object top left is very close to the camera and the two objects near the bottom are further away
yet they all appear equally blurred no matter how much I fiddle with the settings
Depth buffer, which as far as I know dof uses, stores the distances to each pixel, not the object origin, that much I can tell atleast, its really hard to say why that problem would happen other than the settings being wrong
Well, at this point I'm looking at this
Moving the camera away or towards the objects does not appear to change the amount of blur, no matter what the setting is
IE even if I twiddle with the FocusDistance so that the objects are barely perfectly in focus, moving the camera significantly away from the objects afterwards does not make them blurred again
Do I have to configure the depth buffer in any way myself?
Maybe? Im not sure. It also depends on the render pipeline
Btw if thats 2d game, you better forget the idea of dof
It's a "2d project" but the camera is perspective
does the project type matter?
I'm in the Universal Render Pipeline
Although, that is not an effect applied to the camera through a post processing layer, it's a "volume profile"
Effects added through "Post processing layers" and "Post processing volumes" appear not to trigger at all, only effects added through the "volume profile" seem to occur.
Make sure you aren't trying to use use Post Processing Stack v2 components with URP
Does that mean I can't use the "Post-processing layer" and "Post-processing volume" components with URP?
Correct
I see
However, using only the "Volumes" method, my issue still persists
Could this be due to a setting that is set when I make a 2d project?
Is it using a 2D renderer?
DoF is a 3D effect while the 2D renderer doesn't handle 3D at all
I would assume it doesn't even produce a depth buffer
i.e.
But..
Well
switching to a 3d renderer appears to have solved the issue
Thanks!
Another thing that I see causing issues with DoF and sprites is that DoF doesn't really work with transparency
You might have to change the sprites shaders to be opaque with alpha clipping instead down the line, though I'm not sure
Although
My 3 blocks are now properly blurred depending on their distance to the screen
but my 1 large object blurs as one large thing
instead of blurring based on pixel distance..
I have a lookup texture which is purely black and white. However, unity thinks that it has two extra greys which I really dont want, how do I fix this?
set the texture to point sampling and not billinear
it is set to point, but this still happens
Then either something is wrong with your texture, or your logic
make sure compression is disabled on your texture too
nothing is wrong with the texture, I believe
Hi, I have a post-processing error on android, it can't be seen on the pc build nor the editor using Unity [2022.2.1].
I already introduced it on the ui-ux channel, but I now figured out it was postprocessing
I created a test on my project and saw how enabling post processing mid execution created a sort of static frame and it constantly switched between the static frame and the real one.
After 2 seconds I enable post processing, I think you will be able to notice it though😂
The flickering issue is fixed when I go to the home screen without closing the app, and reopen it.
Ok, I tried many things, basically I focused on clearing the buffer, setting clearflags...
The "quick fix" or solution by now is updating the resolution to a different size, and reset it back to its normal resolution.
It would be nice to know which calls are made when changing the resolution.
Please how can I use Post processing in URP without thanking performance, I only want bloom but this drop FPS by 10 on low end mobile
Interested to know too
@soft garden @restive oyster Bloom is inherently expensive on mobile hardware
You can search for mobile optimized bloom assets on the store which I've heard work okay, but I haven't tried them myself
Alright thank you
I think newer versions of URP have an option to skip iterations which would make it cheaper
yeah i think i've seen something like that in the parameters option
it improves performances alot but still not enough for low end devices, do you guys have any idea how i can make something glow without post processing, closet I can get is with frenel effect
Is it possible to apply Post Processing to an area in Unity 2D URP?
Post processing from volumes applies to cameras, not areas
yes, during my research found that might be a better idea to use a shader, trying to find or create one right now 🙂 Shader language is sadly hard though, don't understand things.
failing though. do you per chance know a working grayscale shader that acts like a mask with an effect?
I tend to make my own shaders so I don't know of pre-existing ones
Desaturating in fragment shader based on some external factor is a simple color operation
Having that external factor be localized in the scene is trickier and there's many ways to go about it depending on how it needs to work
yes, its a simple color operation, and I now know that there are some formulas to do so, but that just gives me a grayscaled sprite, sadly.
How it needs to work -> I have an image which allows me to paint areas(not sprites though) in grayscale.
Tried both masks and textures, nothing seems to work.
directly put something on scene which I cannot see, but it paints the area beneath in grayscale
There's many way to make a dynamic "paint" effect
The most common one is to draw on a render target texture
You would then sample that RT texture in the shader as a factor for the greyscale effect
I'm sorry for putting my words wrong, what I meant by painting is not in game drawing, but -> I put something, let it be a raw image + texture combination, image with mask or just sprite, anything basically which has geometry bounds I can control, in my scene, so that I don't see what I put, but rather what is under it, the sprites, in grayscale.
Sure, those are all options
and all of them tried, and all of them failed.
the best result I achieved is finding a blur shader which works with world space canvas, but converting it to grayscale failed also. I can link my shader code if you have time.
You could present the question in #archived-shaders
Fake it
Use lens flares
Not the new kind, the old lens flare system
Or just glow sprites in general
"Faking it" should usually be the first option to consider ^^
Transparencies on mobile can be expensive, but should be less than the cost of a fullscreen bloom
From what I could understand, maybe you want to stencil out the areas you want to blur and greyscale and keep the rest of the areas unaffected. Or create a mask in a separate pass and write it to a RenderTexture. Use this as a mask in the final post-processing effect...
Interesting! But all I needed was _CameraSortingLayerTexture and this example: https://github.com/Unity-Technologies/2d-renderer-samples/tree/21.2/Assets/Samples/2D Renderer/02 Applied Samples/Heat Haze Overlay
ohh okay, you're doing heat haze effect. Cools 🙂
No-no, I'm doing grayscale :) needed to somehow get the scene color node alternative in 2d, which as I now know is _CameraSortingLayerTexture
Now I can apply grayscale to parts of the screen as an overlay
thats nice! quite interesting, I've not yet worked on 2d platforms. But this is useful piece of information for sure 🙂
would anyone have any insights on how to get a blur effect similar to this?
https://youtu.be/lH6qlF_iegU?t=839
Abstract Liquid! V - 6 - https://youtu.be/t8jI5cSyWVE
Abstract Liquid! V - 5 - https://youtu.be/VlVV4AXCXts
Abstract Liquid! V - 4 - https://youtu.be/oOkGmK3_Hdg
Abstract Liquid! V - 3 - https://youtu.be/lH6qlF_iegU
Abstract Liquid! V - 2 - https://youtu.be/z1_X86D34Q0
Abstract Liquid! V - 1 - https://youtu.be/n9v-2xF54HM
12 HOURS of Relaxing Fi...
Anyone know how to have URP post processing not apply on worldspace canvas?
Seems like URP PP Volume is all or nothing deal.
So I tried to Camera stack - one for gameplay with post processing as base, another camera for UI including WorldSpace UI as overlay camera in the stack with post processing disabled. But Camera stacking seems to be incompatible with WorldSpace UI since it follows the stacked UI camera instead of respecting its world position.
I'm on Unity 2021.3.16 and URP 12.1.8
Solved by applying same changes to the UI Camera as the main camera, position, orthographic size and everything else has to match.
Any ideas on why Post Processing is working in the Game View but not the Scene View? I have it turned on in the Scene Effects options.
URP? There's a post processing checkbox on the Camera, enable that.
oh, sorry, working in game but not scene view, can't help with that.
Yeah it's the opposite of the usual problem 😛
Anyone know why bloom is triggering here'
For context I imported a model and it just started blooming on the edges here, using unity toon shader if that's any help
Apparently it's these faces here
@tired gull This happens if the shader is producing nonsensical values at some point
Probably something crazy high or not-a-number
Moved around some vertices and it doesn't do that now, but damn that was weird
does my canvas need to be screen space camera for UI to be affected by PP? urp project if it makes a difference
Screen space - camera or world space
im having some issues with it. I set up a UI camera, set the culling mask to UI only, and on the main camera unchcked UI. my canvas is set to screen space camera, with the UI camera dragged in as the render camera. I can see my UI, but it doesnt seem affected by PP (PP is checked on the UI cam). the UI cam's render type is set to Overlay, and I added the UI cam to the stack of the main camera. did I forget a step or do something wrong?
edit: actually its kind of working, i jacked the bloom up and can see changes in one of the elements. but the TMP text is unaffected still, and it's set to UI layer
Do you just want PP for canvas, or is there another reason to use an overlay camera?
PP for the canvas is my goal
In that case you should need just one camera and nothing to do with culling masks
Canvases rendered by a camera should also get post processing if the canvas is not screen space - overlay
ill change it back then, but any idea why the text is unaffected by bloom? that was what i really wanted
Haven't had that happen
Remember to assign a Render Camera to the canvas
oh it was an issue with that specific font, glow works with another. i guess last question I have is how do I create different PP profiles so I can have one set of settings for the UI and the other for the game? i recall how to do it in the basic render pipeline but URP seems different
is there any way to create different volumes based on layer in URP like with built in? the only choices im seeing are global and local which uses colliders?
i dont know if this is the right way to do it but it worked for me, just made local volumes and parented them to the cameras. the gameplay one to the main camera and the UI one to the UI camera. seems to be what I want
The volumes use the gameobject's layers, camera uses "volume mask"
Parenting local volumes to cameras is redundant unless you plan to move them somewhere at some point
Hi.
I have a small probem and I think it's due to my post procession to my scene:
whenever I try to add antianalysing to the camera, when I click play I see a black screen
Any idea what is happening
What type of AA component is this? It looks like a custom system
any tips for a blue that dont hurt the eyes ?
and does this looks okay (it will appear only for few seconds , less than 10 i guess)
What do you mean by "hurt"?
The image looks mostly grey to me
look like blur
Anybody know where I drag a .shadergraph in the editor so it runs as postprocess on the whole screen?
In the right click menu, I managed to create this asset. But I would expect there would be a plus button in this inspector to add a shader graph effect. Is this not the right asset?
Found that under Create > Rendering > Universal Render Pipeline > Post-process Data
I'm getting somewhere! Chat GPT told me I need the Post-processing Profile, not the Post-Process Data.
Trouble I'm having is there is no "Shader Graph" option in the dropdown and I have the latest shader graph and post processing stacks and a unity version later than 2018.3 so I am stuck.
can i decreases the value of a post process profile (Volume since im in URP) in the runtime ? i want it to start with a blue and it gets clears after few seconds , or should i use a different thing ?
Why would you expect a shaderGrpah Option there?
Is it possible to control post process values using timeline
Because you can use shadergraph as a fullscreen post processor. I got it working yesterday by adding a Full Screen Pass Renderer Feature component to my UniversalRenderPipelineAsset_Renderer, Right clicking to create a "Fullscreen Shader Graph" and material, then dragging the material into the Pass Material of that component. Thank you for your help.
good that you got it working that way
the options lieted for the post processing are more then just a material / shader but a script that handels the effect
that would need to be written your self if you want to go that way
I finished an edge detection post processor with shader graph and no written code!
via the Renderer Feature you can
if you want to use the post processing system you cant
you need some code around to setup your post process
I really don't mean to get into an argument, but I literally did it as I described with no scripting. I know shader graph converts into shader code under the hood and maybe this is how everything checks out for you.
the post processing system and the Renderer Feature
they both can use the shadergraph shader that you created (correctly without any code)
but if you wan to use it in the post processing system (that the one you showed in the first screenshot where you shadergraph option was missing ) you would need to create some sripts to make your custom effect show up there.
i know you got it working and if that's how you want it its fine 🙂
Alright, I see what you mean. Have a nice day!
I think specifically only the newest versions of URP added the option to plug in a shader graph as a post processing override
unity hdrp depth of field is it posable to set a target
if you can change the depth of field values in runtime, just get a distance to target from cam, and set value?
Hi! I'm upgrading a webgl project from Unity 2020.3.38f1 to Unity 2022.2.1f1...
I'm getting the following error in 2022.2.1f1 (works fine in 2020.3.38f1).
`ERROR: Shader
build.framework.js:2845 Hidden/PostProcessing/Debug/LightMeter shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
build.framework.js:2845 ERROR: Shader
build.framework.js:2845 Hidden/PostProcessing/Debug/Histogram shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
build.framework.js:2845 ERROR: Shader
build.framework.js:2845 Hidden/PostProcessing/Debug/Waveform shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
build.framework.js:2845 ERROR: Shader
build.framework.js:2845 Hidden/PostProcessing/Debug/Vectorscope shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
build.framework.js:2845 ERROR: Shader
build.framework.js:2845 Hidden/PostProcessing/MultiScaleVO shader is not supported on this GPU (none of subshaders/fallbacks are suitable)
build.framework.js:2845 ERROR: Shader
build.framework.js:2845 Hidden/PostProcessing/ScreenSpaceReflections shader is not supported on this GPU (none of subshaders/fallbacks are suitable)`
I see this posted in forums and here in the discord but I don't see any answers. I haven't swapped out my GPU in the past 24 hours so I'm confident that is not the issue.
I do see post processing in the error, which we have in the project (v3.2.2 which should be the latest). We're using the built in pipeline
I do see those specific hidden shaders referenced here: https://docs.unity3d.com/Packages/com.unity.postprocessing@3.2/manual/Debugging-Post-processing-effects.html
Not sure if I'm missing a setting or need to add them to the "Always Included Shaders" possibly? Bit of a mystery...
Might be helpful:
Will custom post-processing work in built-in render pipeline in 2021 Unity?
Each render pipeline has its own way to implement custom PP, which aren't automatically compatible with each other
Hi! Could someone explain to me how Bloom works with URP PostProcessing?
I have two shaders, one is custom, and the other one is the Lit URP that comes built in
However they have a Bloom effect even when emissive is disabled
This is with Threshold 0.56 and Intensity 2
Then if i have Threshold 1.1 and 5 Intensity, white blooms very lightly.
Im after a more defined bloom thats not so faded, and also avoid bloom for these objects that dont have emission active. (This bloom seems to be because of the main directional light)
Bloom affects any part of the image that is bright / has pixel values over the threshold. Whether the shader is "Emissive" would only be important for global illumination.
When I use bloom I tend to have HDR enabled (on URP asset), a Threshold higher than 1, and have shaders output a high intensity value (by multiplying the output to increase values above 1, or use a HDR Color)
Im setting the Intensity to 10 (for testing) on the shader, and i get the object visible with no main light, however the bloom is not visible around it with a 1.1 threshold
Make sure you have HDR enabled on the URP asset or the camera colour target will clamp values to 1
Okay, thank you for the tips Cyan
How would I go about create this post processing effect on unity?
I have text that is supposed to be shown on a screen. the only issue is I was hoping I could apply a fisheye filter to the test to simulate the rounded screen. how could I do this??
Start by studying the kind of techniques that are used for these
https://alexanderameye.github.io/notes/rendering-outlines/
You might need to pass the screen through a shader graph using a fullscreen blit, if you're able to do that you can pass the screen through a spherize node
Hey , I wanted to ask , how can you change the values of things like bloom , chromatic abberation and other post processing stuff via code , Thank you in Advance ^^
@fiery hare grab the volume component, declare a Bloom volume component then...
if (vol.profile.TryGet<Bloom>(out var tempBloom) )
{
bloom = tempBloom;
}
bloom.intensity.value, bloom.tint.value and so on..
Thanks a lot ^^
I feel my question straddles #archived-urp and this channel.
I'm using a camera render texture to stream the scene. All good there, but UV's are flipped.
Flipping them in blit, no big deal.
Enabling post processing flips the image again - even when the blit is disabled ( or removing the flip in the blit)
I was thinking that the blit renderpass event was not in the correct order, so I put it all the way out ( after RenderPostProcessing.) Any clue from the wise devs here ? 😉
I need some help with lighting in my game. I want a bloom effect on things that are in the background, but not everything in the scene. I added the global volume into the scene, and the bloom really shows. But everything then get's it. I have now looked around for a solution to this, but can't seem to find it. Some says that you need two cameras, 1 for what will render the bloom/post-processing and one for what will not. I don't get this to work. Does anyone here know of anything around this? Would really like the help I could get.
Your instructions are correct
If you're on URP you need to use the camera stacking feature to let cameras draw on one another
But i dont get it to work
I got it to seperate the bloom effect now of different objects. But the camera does not wanna show the objects that are not affected by it.
Try to get two cameras layered on screen first, then figure out how to make bloom affect only the layer below
This is what I got so far
im making lights for the first time and why my light is behind background and how can i change that
More of a #archived-lighting question or #🖼️┃2d-tools question if you're working with sprite renderers
Sprite renderers will be unaffected by anything except 2D lights from URP's 2D renderer
Area lights specifically can't be used in realtime at all, unless you're in HDRP
I've switched from 3d to urp and my post processing doesn't work anymore does anyone know how to fix this?
URP uses different post processing entirely
Instructions in pinned messages
I've already fixed this but thanks
Any update from the community on this? It’s been a blocker for us since we upgraded Unity
Hey! I'm not exactly sure how to search for this problem on google so here I am.
As shown in the pictures, I have a line renderer that points to the direction the player will fling to.
The problem then comes when I enabled depth of field and then the blurry effect goes ham when there's nothing directly behind both the player and the line renderer, giving a very distinct cut off as shown in the first 2 pictures.
I am using URP and it's global volume as shown in the last picture.
If anyone can shed some light (lol) on it, it would be greatly appreciated. Thank you.
Is there any way to edit the color grading with an animation? Because I'm trying to make it so whenever you die, the color in the scene fades to black and white. Just like in Dark Souls.
anyone know what post processing brackeys used in the rpg tutorial?
how to do dof on isometric camera in urp?
The render pipeline doesn't matter. Set the camera to orthographic and the Y rotation to 45.
Hi, why might I be getting GPU errors when using AsyncGPUReadback.RequestIntoNativeArray() on a render texture, specifically a custom render texture?
maybe the render texture was temporary and the data on the GPU is dead?
I didn't use CreateTemporary(), I just constructed a new custom render texture.
what error are you getting?
It's a gpu error so IDK, but if I stop the function from returning I think it says something else, lemme check real quick
Right now it's saying not enough data provided when I try to LoadRawTextureData()
Yes i already have the camera setup but im asking how to do the depth of field effect on the isometric camera that doesnt blur the character but only the enviroment
Hello, i have problems with the Bloom on a Emission Material, since the emission from a .FBX import doesn't work(Or maybe i don't know how to do it, would be a question too) , i made a new Material, that has now Emission enabled. I also have PostProcessing(Downloaded the Package and made the Bloom Component). The PostProcessing in the Scene Visuals is also active, in the Game view it is the same(No Bloom). I also have HDR Enabled. Now what did i do wrong? (And yes i researched definitely about this on google, and didn't found anything except the things i wrote above)
I am using the Build-in render
Doesnt sound pp related at all, #💻┃unity-talk would be much better channel
hi
Anyone can please help?
@magic pasture Did you follow the instructions in pinned messages for setting up bloom for built-in RP?
The screenshot of your volume looks like it's URP post processing, not built-in
built-in PP from the post processing stack looks like this
Yeah tried out after i wrote, forgot to mention sorry, but it didn't made any change
Are you using the correct components now at least?
Should give it more chance of working
Yeah, i followed the instructions on the post-processing and bloom from the docs/ liked from the troubleshooting link in the pinned message
Here, that's the post-processing i have rn.
Here the Material if it is needed, Emission is on (Also we can see it, that the World is dark)
And to the layers, the Object is in the same layer as the PP layer
any ideea?
I need help with post processing, I made it but it wont display on my camera
is there a post process layer component on your camera?
are you using URP or built in pipeline?
I was able to figure it out
Quick question, does anyone know why my global volume isn't being applied to my object when I actually run the game?
Nvm, Post-Processing wasn't on.
😄
To avoid future confusion note that post processing doesn't apply to objects, it applies to cameras ^^
guys I can't get post processing to work
I cannot do it
I added volumes, profiles, ticked boxes, everything
it doesn't work for me
how this works changes every month
so all tutorials are outdated
Follow the pinned documentation (top right) it explains in detail how to make it work. Also make sure you are using correct version. For Example URP comes with it built-in and default render pipeline requires package.
Did you enable post processing on the camera? If this is indeed URP
I clicked it and increased to 115
don't notice it
I also added film grain just to make sure and I don't see that either
other way
what do you mean
lower the threshold easier it reacts to brightness
also, I can disable pp volume and pp layer that I was adding? Those are ancient as far as I understand, right?
<1 range is usually sub HDR
nope, threshold 0 doesn't do anything either
I found something about switching to v2 in project settings but I can't find that anywhere...must be outdated too
Go over all of the steps in quick start in the manual make sure you are not missing something. Could create a clean scene as well for testing.
V2 is a package for default pipeline. If you installed it you might want to remove it
For Example URP comes with it built-in and default render pipeline requires package.
oh ok
so I'll delete the package
still doesn't work tho :/
I hate unity sometimes
Again, make a clean scene and follow the guide to not repeat mistakes.
Make that work then compare with what you have in the old one and fix it.
ok
all I wanted was to test screen space reflections
I will attempt to fix it
OK I fixed it
fkn bullshit
wait a minute
does urp not have screen space reflections?
Not without custom assets
Isn't this bloom right here?
All of that for nothing
umm actually I had to fix my character's glowing eyes and I rmemeber having to add bloom for that
but I don't remember anything about that, it was some time ago
in any case, I fixed it
following outdated tutorials (or simply tutorials for different pipelines), I made the camera on another layer...when I selected default, it worked
anyone know how to set the center of a vignetter via script?
figured it out nvm
Has anyone ever had a problem with the post processing not working on a final build. If so do you know how to fix it?
Build on what platform? First thing to check if the default quality tier for that build supperts PP and has it enabled
Hello. I want to maks my custom post processing effect. From what I have heared you can Inherit from a class called CustomPostProcessEffect which is supposed to be located in the UnityEngine.Rendering.Universal namespace. This class does not exist for me. Is this an outdated feature or am I doing something wrong?
how do i get chromatic aberration on my whole screen? not just the edges. also without blur preferably
You'd make a custom effect that splits the color channels, offsets them in different directions and adds them back together, assuming that's the kind of effect you're imagining
well, where is a good tutorial on that
I don't know of one
If there isn't one specifically like that, you'd have to find more general examples of how to implement custom post processing in your project's render pipeline, and then study how to make shaders that work with it for the effect
ok will do
why cant I see my post processing stuff
i followed a tutorial
I added a post processing layer
Its on my camera
I created an empt object with all the post processing stuff
Show your camera settings
Ok yeah I didn't know if camera had post processing setting was for other render pipeline than urp but what I would recommend is check your quality settings (I think there is a post processing settong there)
I don't see a post processing option in quality settings
That menas your probably using built in render pipeline
I gtg I'll try to help more later
How do i change that?
Oh ok
You don't need to
So what should i do?
I fixed it
Thanks
There was a setting I missed in quality
Thx
I have another problem tho
My materials on my gun on different than my materials I have in my materials folder
How is that an issue?
Its way darker
Are you sure its not just lighting
Not really a post processing issue
Just set the gun material to the one in the folder
Agreed, @tawny gulch Lets bring this to #💻┃unity-talk
Yea I just didnt know hwhere to put it
This is how my post processing/Camera itself is set up but it doesnt work
this is the Render Pipeline
Incorrect post processing component
URP uses the volume component, not the components from Post Processing Stack V2
Check out URP specific instructions in pinned messages
I haven't used post processing with cinemachine yet. Am I supposed to add my Volume component to it somewhere to get the effects to show in my scene view? Or what else could I have missed?
This one is pretty important
LOL
I'm so disappointed
Thanks Spazi, I'll change that when I wake up tmrw :p
Cinemachine itself doesn't need to interact with post processing, post processing is applied based on true camera position as you'd expect ^^
hey, im having this issue, the only fix i've found is turning off the bloom, or disabling "allow HDR" in the camera (which also turns off the bloom). This only happens on objects that are using double sided shaders. i've also attached the post processing settings
Anyone using the Post process v3 voumes for URP?
the v2 post processing doesnt seem to work with URP
Actually i figured it out myself but literally every example i found on the internet did it wrong (they were outdated due to changes in the API)
There are always up to date guides on this channel's pinned messages
I've never heard of a PPSv3
Apparently it's the new way that URP handles post processing in Unity 2022.1+
It's similar to how the other post process stack works.
Perhaps you're referring to URP's Volume framework
yes
is it possible to pass an object's layer as a texture for processing?
I want to only run an effect on renderers on a certain layer
Similar to an ObjectID pass but for the Layer data
No
The exceptions to this are camera stacking to render objects after executing post processing on the initial image
Or to produce a custom system that renders and post-processes images separately and then composits them
The default post processing is per rendered image, full screen effects only
Dang. Post processing doesnt work as well with a camera stack because they I end up renderering everything twice, or else i get the effect appearing on top of everything else
It works according to limitations of both systems
Mainly that since post processing is per image, each post processing effect applies to each rendered image under it in the stack
Right. But you can choose the time which the effect renders, so technically the post processing effect doesnt even need to be during the post-processing pass
Hmmm. Actually I have an idea.
A custom RenderFeature that applies an override material, but only for those with a specific layer mask. Then have the effect check for the override shader property and only draw the effect there
RenderFeatures can't get information on any object with the override materials, so what I would have to do is add is add a separate rendering pass with an override material that writes to a custom RenderTex, then have the RenderFeature check for that RenderTex
Man. all this just for a decent outline that doesn't appear through walls
There's many ways to implement outlines
I'd first look at examples of how others have done it rather than trying to bend the existing post processing effects to do it as the first option
I already know you can use an override material and blow up the vertex position for a screenspace outline. The problem is that method relies on the object's normals, which can be messed up for objects with sharp edges or concave surfaces.
Screenspace outlines use sobel filtering and always provide a smooth outline on the target, which is what I want.
The drawback is that screenspace outlines generally have to poll the camera's depth pass to determine when objects are far apart so it can draw the outline, and that happens for every object. since I only want some objects to be outlined I would have to add a separate camera that only rendered objects I wanted the outline for, and render that. but that uses a second camera on top
sorry for assuming you were jumping right into it without research
As long as you know what you're dealing with then it's a valid path
updating to unity 2021 didnt seem to fix it, though i didnt think it would
I have a bug that a custom post process effect disables the whole post processing in the build, does anyone know how to fix it
what are the best settings for realistic look using urp?
for some reason
my post processing keeps turning off randomly
Is there a way to blur a foreground layer using post processing in URP? I've tried camera stacking and depth of field, but it resulted in the whole foreground camera layer blurring, and not just the gameobjects on that layer, so any player and background layers were also blurred.
Render them to a separate buffer (render texture) apply blur to that as a post processing effect, then compose the finished texture over your base camera output in its post processing pass. This will involve custom shaders & render passes.
which post processing effect is boxblur?
When I install post processing package in a fresh 2021.3.15 project it just endlessly sticks on reloading script assemblies. Trying to restart the project it hangs on the same thing indefinitely, preventing me from loading the project. I've tried to re-create the project and reinstall the package 3 times now with the same result. Is there something I'm doing wrong?
When post processing stacked cameras the order is crucial
A post process effect will affect the camera it's applied to, and always every camera rendered before that
I have tried to usr the post processing V2 package for unity 2021 URP. I have setup the Post-Process layer on the camera and the I made sure that the volyme and is on the correct layer. But nothing happens when I add post processing effects to the volyme. Its like its not even there. Any ideas why?
Check the instructions in pinned messages
PPV2 is not for URP
ah I see. Thank you
Sounds like it might be cheaper to just create pre-blurred assets in photoshop
Yes, usually best to fake everything you can that you don't have to accurately simulate
Also if you're working in 2D, then depth of field is really problematic as it doesn't do well with transparent geometry, which is what sprites are
Yea, good shout. Cheers
Is there a way i can get my UI elements to be effected by my Post Processing effects in UnityRP? because i cant figure it out...
Because their setup is correct, or are you trying to bait an answer?
Are you looking in your scene view? Did you turn off the post processing in the dropdown at the top?
Also don't crosspost
WDYM?
Canvas render Mode: Screen Space - Overlay is not affected by post processing
Screen Space - Camera and World Space are
So turn it on?
hey there!
i have a camera with an output to a render texture and post processing enabled.
but the problem is that the bloom for example looks very weird on the render texture.
picture 1 is what it looks like:
picture 2 is what it should look like:
I'm guessing the render texture color format does not have the necessary depth to store HDR color, could try one like R16G16B16A16_SFLOAT
Oh that was easier than i expected, thank you very much!
Hi I just upgraded my project to URP (2D btw) and I had an effect that used to increase the bloom and make it red on player death.
bloomLayer.intensity.value = 2f;
bloomLayer.color.value = Color.red;
That was the code. Now after going onto URP this code does not run, it shows no errors or anything. But on player death the bloom does not turn red and increase.
Did I maybe setup URP wrong or something?
Hi anyone know how i can have a world space ui not be affected by post processing? i use urp for my post processing
I dont think you can very easily. Only way that I know is to render the UI with camera that doesnt have post processing in it (camera stacking)
I tried that it removes it entirely urp doest not also have the option to have post layers unless im missing somthing?
No render pipeline supports that type of pp layers afaik
You have to use camera stacking to merge the camera views together
Ohhh ok ill try that when i get a moment
does anyone know how to make depth of field only work at a certain y level, i want to create the effect to provide distinction between diff levels in my "isometric" (its a perspective camera moved out and set with a low fov) and the current depth of field blurs most of everything in the top half of the screen
right now it is very hard to see distinction bvetween the two platforms
in deaths door its done very well
Your best option is to render them on separate cameras, with only the layer below having DoF
Afaik an ortho camera doesn't provide the depth necessary for DoF to work anyway so stacking might be the only way to do it, though I'm not sure
I think a better option than depth of field would be to use lights and shapes to communicate different levels
Seems unlikely that your background detail must have the exact same lighting, texture and color as the foreground
Yeah I’m def doing that as well but I’d like to have depth of field for times where I can’t really place objects or change lighting
Yeah I’m using perspective rn not ortho but I think the same method works
Looked like ortho, but if you use perspective with a tight fov, then you probably can do with just the basic DoF
Even if it's not per layer, the biggest depth difference will be by height effectively
Yeah idk tho the default DOF barely does what I need it to do and barely shows any real effect even on very distinct objects
Is it possible to have per-object parameters for a post processing effect?
Am I misguided in thinking a post processing effect is suitable if I need per-object parameters?
Normally post processing is per-rendered image and local post processing overrides are per-camera
It's possible to combine separately rendered and post-processed images, or volume overrides that add some effect to components within them but it's up to you to implement them
hey the camera for ui overrides the post processing settings for the main camera even while the volume mask on UI layer only, any quick solution to fix that?
every other gameobject isnt even set to ui layer but still affected by the volume
Post processing in stacked cameras applies to the whole rendered image at that point in the stack, including images from cameras rendered first
Post processing volumes affect cameras, not any other type of gameobject (with specific exceptions)
There's no system out of the box to apply post processing to just one rendered image, then compose it with other rendered images, afaik
But it's possible to code one
What are the Sonic Ether's SSAO and SSAO Pro effects? Because I found a bunch of people talking about them (https://forum.unity.com/threads/ssao-pro-vs-sonic-ether-ssao.326212/), but I can't find those effects anywhere
The thread is from 2015
My guess is that the assets mentioned are long obsolete
Can I lerp a chromatic aberration effect during runtime? Like maybe through an animation or something?
what do you mean by lerping chromatic aberration, of course you can lerp the setting that control these effects tho
I mean, say I have a character that has a dash move. I want to have the chromatic aberration go from 0 -> 0.5 to sell the speed of the dash. The only issue is that I can't seem to effect the variables in the animator panel.
And Mathf.Lerp is having issues as well.
But mainly, I would like to use the animator because then I get a tighter grip on how I want to blur to look.
Oh shit wait
nvm figured it out
lol
yea , u can
i did with dotween but pretty sure u could do it normally too
https://youtu.be/5dzGj9k8Qy8?t=868
Sorry, in this video Brakeys applies bloom only to the sprites with shader, but in my project, if i follow his steps, i get this result
I want to add bloom only to the yellow part around the red card. Why all the elements glows?
I found a work-around, but thanks for the heads-up anyway
Threshold value, as he mentions in the video
Oh ok ty, can i lower the field intensity?
If you want?
High bloom threshold and high emission intensity mean only those emissive materials will pass the threshold and glow
Thank you, now I understand, I'll do it this way!
Hey folks, I'm hoping to write an HLSL post processing shader with access to the gbuffer in 2022.2.x + URP. I see in the documentation (https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@14.0/manual/post-processing/post-processing-custom-effect-low-code.html) there are instructions on creating a Full Screen Pass Renderer Feature and passing it through a Shader Graph. Experimenting with this shows I can just give the renderer feature a material, so it seems I should be able to pass in a material with an HLSL shader attached, but I'm struggling to get this to work as expected. The docs don't seem to cover this case. Is there some example or documentation I can refer to, or is this path not possible for some reason I'm not immediately seeing?
Well, I've been able to reverse engineer enough from a default "Fullscreen Shader Graph" exported to HLSL that it seems to be working and I can probably hack the rest together, but I'm still interested to see if there is more documentation on this, as it's slow going piecing together what's critical from all the stuff Shader Graph generates.
idk why my post processing won't work I made sure everything is how it should be from layer to whatever and it still not works I even removed it and started over but still no good
You're using the built-in render pipeline?
fr?
- Then why is that clearly a Post Process Volume component, from the package it tells you to remove
I did remove them
wait I think I got it
ok I got it
but
it only shows in the scene and not in the game scene
how do I enable post process on camera?
nvm found it
now it does not work again
😭😭
If you're using URP:
-
Remove the post processing package if you've installed it. That's for built in.
-
Add the Volume component to your scene
-
Create a post processing asset and assign it to the volume
-
Turn on the Post Processing toggle on your camera
-
Test with something easy to see, like Vignette
That's all there is to it
Bonus: make sure you have post processing enabled in your scene view too. The drop down is at the top of the scene window.
thanks
Hey
I'm not sure if it is the problem buuut
My scene looks so much brighter while playing it (darker in editor)
I think that this is because of post processing is getting of
Any ideas why does it?
(Left is with processing - view in editor, right without one - view ingame)
using DrawRenderer custom passes with TAA cause massive ghosting artifacts, any ideas on why it would happen?
I know that TAA needs motion vectors to know where objects are going, so the smoothing can happen forthe correct pixels
I got motion vectors enabled on everywhere
I use these to render my arms/weapons before everything else to avoid wall clipping
motion vector settings are enabled on mesh renderers
also in render pipeline asset
for god's sake
no post processing on your game camera
Thank you very much!
My bad 😅
Hello
I'm trying to create some custom post process effect with a material created at rumtime
like this:
Shader shader = Shader.Find("CustomSRP/PostFX/Bloom");
Assert.IsNotNull(shader, "Shader not found: CustomSRP/PostFX/Bloom");
_bloomMaterial = new Material(shader);
It works, but I wonder whether I need to destroy this material by myself
or it'll get GC'ed
The material is not attached to a renderer, nor saved in the disk. It's purely created in render pipeline C# code
Pretty sure you need to
Why create new post processing effects at runtime anyhow?
I'm dealing with an existing project and it has code like that. I know I can just create material assets in disk to avoid this, I just wonder if it's necessary
What's the difference between setting post processing effects on a camera vs a Universal render pipeline asset?
And volumes
I setup a second camera that ignores post processing effects for certain objects, issue is this also ignores fog for those objects that ignore post processing. Anyway to fix this so my ignore post processing camera can also apply fog to those objects?
Why doesn't motion blur work? The vignette works but motion blur nah
Hard to say exactly, and it depends on render pipeline but motion blur requires some extra things like motion vectors
So, my bloom effect works on one lvl but not the rest. They all have same settings. Can someone help please?
I'm currently trying to use Post Processing stack package in built in pipeline and i'm facing issue to apply post processing to certain objects.
I have two cameras, one which renders objects which don't need post processing and another camera which needs post processing.
Even-though I apply post process layer to affect post processing camera alone, I see always whole screen objects are getting the post processing effect. This is really annoying as i see the contents of the post processing camera is only the objects i need. But still I wonder how its applying affect on all cameras/objects.
Any help?
I'm using universal
Aand what could be the reason a little more exactly
erm.. has anybody watched the series by Ben Cloward on post processing? In the first episode he makes the base post processing shader that samples the scene's color and outputs exactly that: https://www.youtube.com/watch?v=ipKQt0BxQSA
Today we start a new series on post-processing! In this video we go over the setup to make post-process shaders in Unreal and Unity, and then I show you how to make some simple post-processing effects like color tinting and screen warping. In the coming weeks we're going to do all kinds of cool things with post-processing shaders.
Here's last...
The problem is it does not do that
this is before and after he applies the post processing filter before any effects are added in
notice the bloom is gone
and as far as i can tell, at least in like 5 episodes after, he doesn't fix it
the effect is way worse on a default unity scene, notice the sun's just flat now, as well as increased banding for some reason?
So.. PSA I guess? Maybe he fixes it later, but if you're just using his tutorial as a starting off point and doing something else after the first episode or two-- like i did-- be aware of this problem.
Well! This turns out to be a limitation of Post processing currently where it applies the effect to the cameras stacked below it, which is terrible!!!
In scene view, when post processing is on, the gameobjects are translucent. This is not the case in game view. This is also true when there are no post processing effects and just an empty post processing layer attached to the camera. In sprite mask mode or shaded wireframe mode this is not an issue, its only a problem in shaded mode. Any help would be appreciated.
Are the objects really translucent or is the scene grid just being drawn over them?
Why would the scene grid be drawn over them?
They seem fine in game view
Not sure, but if that's the case then it's not a translucency problem that's being solved
Even if they aren't translucent it's still distracting
If there's no fix out there, you can at least lower the grid opacity to make it less distracting
Thanks for the link and the suggestion
I'll just use sprite mask draw mode since it seems to be a bug in the engine
Hey there, I was wondering if their was a way to make the bloom in URP not look yellow and instead appear white.
Bloom takes its color from the color of light and surface
There is a saturation slider if you want to force it to monochrome
Found out I had set a tint in the bloom settings of the camera, now it works as intended.
How would I go getting a Vignette over a void?
I'm developing for AR, but when loading a Vignette with no skybox nothing shows up.
Hello i need help if anyone can, im having this issue with post processing where whenever i turn the intensity in bloom everything glows up im trying to make a neon affect but its glowing up the entire room, can anyone help?
nvm the issue is resolved
hey not entirely sure where this question belong, but how hard would it be to selectivley apply a pixelation shader to things in my scene?
Is it as simple as two cameras, one capturing only the things I want pixelated, another capturing everything but that... apply shader, and somehow mix the results back together for the output?
spoiler alert: I achieved it. it was not that simple.
appearantly camera stacking used to be a thing that made this easy, but the feature was removed due to it causing more headache and bugs than it was worth, iirc
nevermind did not entirely figuring it out, only sort of....
I made it work for fire and particles in my game, which is great
but I also need to apply it to my water shader... which has its own transparency and this is causing issues
also the selectively pixelated stuff renders on top of everything else sans UI
Is this what you want or not? It's difficult to give any opinions when such pixelation can be done on so many different levels which all result in different interactions with other rendered stuff
no, it is not what I want
as you can see here, the water and fire are being pixelated as I want, but the rock that is supposed to be in the foreground, over the water.... is under the water
one solution to this is to put foreground things on a third layer and make a 3rd render pass....
but thats gross, and will probably have significant performance implications at some point
or what I could do... is get the foreground into its own render texture, and use that to mask the pixelated later in the shader... hmm
still requires a third camera, but not a 3rd render pass
Hey all, I'm trying to use the post processing package to add a bloom effect to an asset I am assetbundling into a game
The bloom effect runs just fine in the editor/preview.
However, the scene in the actual game already has a camera so I'm trying to add the Post-process Layer component to it during runtime
I do that with
var a = GameCameras.instance.mainCamera.gameObject.AddComponent<PostProcessLayer>();
a.volumeLayer = 31;
Unfortunately, this results in the following error getting spammed over and over. The game still renders just fine, including the assetbundled asset, however the bloom fx does not appear.
[ERROR]:[UNITY] - NullReferenceException: Object reference not set to an instance of an object
[ERROR]:[UNITY] - UnityEngine.Rendering.PostProcessing.AmbientOcclusion.IsEnabledAndSupported (UnityEngine.Rendering.PostProcessing.PostProcessRenderContext context) (at <a6f755e7caf0432c88099cb80bdfd2b0>:0)
[ERROR]:[UNITY] - UnityEngine.Rendering.PostProcessing.PostProcessLayer.SetLegacyCameraFlags (UnityEngine.Rendering.PostProcessing.PostProcessRenderContext context) (at <a6f755e7caf0432c88099cb80bdfd2b0>:0)
[ERROR]:[UNITY] - UnityEngine.Rendering.PostProcessing.PostProcessLayer.SetupContext (UnityEngine.Rendering.PostProcessing.PostProcessRenderContext context) (at <a6f755e7caf0432c88099cb80bdfd2b0>:0)
[ERROR]:[UNITY] - UnityEngine.Rendering.PostProcessing.PostProcessLayer.BuildCommandBuffers () (at <a6f755e7caf0432c88099cb80bdfd2b0>:0)
[ERROR]:[UNITY] - UnityEngine.Rendering.PostProcessing.PostProcessLayer.OnPreCull () (at <a6f755e7caf0432c88099cb80bdfd2b0>:0)
Anyone know how to make bloom affect only selected layers/cameras and not all of them? FYI I have 3 cameras, one for the main game, one for the UI and one for the shop. All except the main camera are on overlay, and all of them have their own volume profiles with blooms in them. But the cameras that are on overlay, their volume profiles/bloom also affects the cameras below. How should I go about adding them effects seperately? Also sorry for the bad explanation, I can provide some images if anyone wants to bother helping me
Nvm don't need help anymore, got it kinda working..
But it still would be nice to know if it's possible to put effects only on specific cameras/layers because the blooms effects add up more and more the more bloom effects you stack
I've never seen an "official" way to do it
I assume you'd render to a separate render texture and then composit them in a custom post processing pass
By using layers on the cameras you can make the effects only affect certain cameras, filtering objects by layer is not possible
Yeah, used that to perform the fix
What'd you go with exactly? I assumed you used a screen space overlay canvas which is rendered after post processing
I used the "Screen Space: Camera" option and then added the required event cameras to them, after that I used the layer thingy which Aleksi described b4
Then added the 2 other cameras to the main camera's camera stack
With correct ordering of course
Does post processing using a Global Volume incur a cost on mobile platforms like Quest 2? I'm referring to pixel independent effects like tonemap / vignette? As far as I can tell, it costs the same as post processing off minus the additional instructions / texture fetches
hello
i have a problem
the post processing didn t work for me
so is there something wrong
If it's not working, one would assume so yes.
It looks like you're using URP but are using the PPv2 package. These are not compatible. You need to remove the post processing package you installed in the package manager, and then use the built in URP Volume component instead.
ok
How can i have 2 post processing cameras, that each have different effects?
Why cant I juse enabel?
What does the error say and what post processing system is this
Im jusing hdrp
The error says ther is no definitoin for enabled
https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@12.1/api/UnityEngine.Rendering.HighDefinition.LensDistortion.html
Perhaps IsActive() is the one you need
But I want to set it to false
😕 ?
I'm trying to figure it out
This is a team effort isn't it
not really
I tryed that but then this happense
If you're using TryGet<Tonemapping>() that might return return null if there is no Tonemapping section added to the volume
Or LensDistortion I guess, that's what you're using in the code above despite the function name
Or perhaps it's the fx or fx.profile that's null? Try some Debug.Log stuff to check
ok thanks
I thought this is for the volume itself, not the override
That makes you sound incredibly entitled
I'm going to assume you didn't mean it that way
no
Yeah bit confusing but I think it should be for the override since VolumeComponent is the the base class for those. While Volume would be the class for the actual GameObject component. (some great type naming here 😔 )
https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@12.1/manual/Volumes-API.html
The first example here also uses ".enabled.value"
But I can't tell if that's for the whole profile or an override
This works perfectly
hi, does SSR(Screen Space Reflection) post processing already supported on VR?
Hey guys, does anyone know how to add a post processing volume to a camera that is projecting to a render texture? Or do I need to make my own shader in shadergraph/write a custom shader?
This is the post processing channel
I'm not very familiar with VR, but I think all effects are supported as long as your VR device's graphics API supports the required features, and has the performance for it
https://docs.unity3d.com/Manual/GraphicsAPIs.html
More info about specific graphics APIs and platform-specific rendering differences from here
SSR in the Post Processing Stack requires
Compute shader
Motion vectors
Deferred rendering path
Shader Model 5.0
A lot of platforms might not support all of those
HDRP has different requirements but you're probably not using it for VR
I think you can specify post processing per-camera using layers and layer masking, just how you would for a non-RT camera
thanks for the information 👍
I actually managed to get a vignette effect working which was basically what I needed to be honest but thanks
I'll probably need to come back to it later
if (desaturateData.IsActive()) {
material.SetFloat(Intensity, (float) desaturateData.intensity);
Blit(commandBuffer, src, desaturate, material, 0);
Blit(commandBuffer, desaturate, src);
}
How do I use a stencil test when writing from one texture to another in a renderfeature? I want to only apply this post processing effect to parts of the screen selected with stencil. (I am already writing to it)
How can I download unity post processing stack?
Assuming Built-in RP, you'd install the "Post Processing" package via the Package Manager window. There's docs links in pinned messages for more info
I think it's not possible with a blit. But you can swap it out for drawing a fullscreen quad instead.
The important thing would be using cmd.SetRenderTarget with both a colour target (destination tex) and depth target since that's where the stencil bits are stored.
To make sure the quad is fullscreen, You'd also need to make sure the vertex shader is just outputting positions in clip space rather than doing transformations, OR temporarily set the view/projection matrix to Matrix4x4.identity.
This might help with all of that, though is a bit outdated now (RenderTargetIdentifier is deprecated in favour of RTHandle in 2022+) : https://github.com/Cyanilux/URP_BlitRenderFeature/blob/cmd-drawMesh/Blit.cs
An alternative to using stencils would be passing your own mask texture into the shader used for the blit.
Hi All! Does anyone know how to do this flash bomb that’s appear on screen and fade out? https://youtu.be/naXFartSYhs you’ll find it on the 4:39 minutes
SURVIVOR.IO Chapter 2 Full Gameplay Walkthrough (iOS, Android)
Survivor.io Walkthrough Playlist - https://youtube.com/playlist?list=PLVWuYVItyjiS4f_GrPpGG2_df-9_XcgoE
Dangerous zombies are attacking the entire city! The city is in peril!
Awakened by the trial of dreams, you've no choice but to take on the heroic mantle of saving the city!
As...
Increase bloom threshold
Make sure you're using linear color space so bloom threshold can function properly
Can someone help me? I added post processing to my game, but it doesn't work on my UI.
Set your Canvas to screen space - camera and Render Camera to the one with the PP
I have a post processing layer attached to my main camera and a pp.Volume with motion blur activated attached to my Player. The camera is also attached to the player. The game still looks the same and motion blur doesn't work.
Motion blur can be trickier to get to work than other overrides
I recommend to try with vignette first to confirm that the post processing is working
everything except motion blur is working
Motion blur problems are often related to motion vectors or their settings
what would be a common problem with motion vectors as an example?
it works, idk why, but it does. Thanks for your advice
I tried to add glow effect to a certain gameobject with post processsing but it doesnt work unless I activate isGlobal on the post processing volume anyone know why?here is my PostProcessingVolume and PostProcessingLayer settings
and yes I have set thee layer in post processing layer and the game object to match eachother
if you dont tick isglobal it puts the post processing local to the position of the volume, using the collider, blending it in based on the blend distance
So I need to modify the value here?
or make the collider bigger
tried to make the collider bigger and changing the blend distance value to either positive or negative and none of the works
oh its 2d? never tried that, might not work with local volumes
the camera needs to be inside of the collider trigger
oh ok btw thanks for the help really appreciate it
can I somehow get rid of the flicker on bloom when a small object is moving? using Pixel Perfect Camera with upscale render texture and bloom from the Volume component
seems to be tied to resolution in some way
https://streamable.com/mo86mc
I found a bug tracker report but it was marked as "by design" (https://issuetracker.unity3d.com/issues/2d-urp-global-volume-bloom-post-processing-flickers-when-object-moves-in-the-view-space) but I'm making a pixel game its expected for things to be relatively small, sometimes 1 pixel, but it happens even if the object is as large as 5 or more, just a bit less intense, so is there a way to work around this?
Hey. So\ im pretty new to lightning and stuff but I added post processing and I was trying to make nighttime and this happened (I rotated my directional light)
Don't crosspost
"This happened" tells absolutely nothing to us
Basically I rotated the directional light and added pp and put that yellow glowing cube there for testing. Whenever I baked it, it looks like that.
"like that" as opposed to what?
i fixed it. is alright
What turned out to be the problem
is there anyway i can disable post processing?, as none of my objects use it and it is taking up 70% of my performance
In URP you can disable it per camera, and with effects like SSAO they can be disabled from the Renderer Asset
In BiRP you can disable the post processing layer component
In HDRP post processing is heavily tied to the whole render pipeline, so you would disable individual volume overrides, or disable rendering features from the Frame Settings entirely
thanks a ton!
Though in most cases post processing is not supposed to be that expensive, I'd try to figure out if a specific effect is the culprit before disabling all of it
SSAO especially in URP tends to be more expensive than all post processing and even rendering combined
But it does depend on your render pipeline
I'm not even using any as far as I'm aware lol. My game is a simple 2d pixel art randomly generated type game in urp if that helps. Disabling it shouldn't matter much though. thanks a ton!
how can i make a variable for the color format of the TextureRenderDescriptor ?
i cant find anything about that anywhere
but I saw a video where someone made a custom settings class and took the colorFormat from said class so it should be possible somehow
i figured that out but i have a new problem
i always get this error, that i honestly dont realy understand but at line 34 theres nothing wrong i simply assign a material to a material variable and the material is assigned in the editor
Okay i fixed that too