#💥┃post-processing

1 messages · Page 2 of 1

mighty stump
twin flicker
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over there , i have raised an issue relavant to this topic

cosmic quiver
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witch link do i use?

cosmic quiver
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neverminded i found it out thanks

open gulch
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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

mighty stump
limpid bobcat
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Any ideas ?

mighty stump
limpid bobcat
limpid bobcat
mighty stump
empty bluff
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Is there anyway to apply a post-processing affect only to the UI?

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I want to use warping but only on my UI elements, which are on the UI layer

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Whats the best direction to do this?

topaz loom
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good question

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i tried doing it sometime ago in urp but gave up

hexed nova
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I would go with camera stacking

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easy to do with URP

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probably not so easy with other pipelines

mighty stump
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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

topaz loom
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you cant postprocess the ones below

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the ones below will leak to the top

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all my efforts were in vain

digital silo
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i need some help, i have a issue where post processing doesn't work in build mode, while in editor, it does

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well not post processing entirely

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only the pixelation and dithering effect

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that doesn't work

zinc estuary
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Does your main camera have pp on

digital silo
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well look at the bottom message

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only the "pixelation and dithering effect" doesn't work

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other pp effects does

mighty stump
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@digital silo I've heard that shaders that aren't assigned to any gameobject might get stripped out during compilation

digital silo
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well its on a global volume

mighty stump
digital silo
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so what do i have to do?

mighty stump
# digital silo 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

digital silo
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oh hey that worked

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thank you!

severe slate
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Hello, is it possible to enable post process Volume only for certain layers/objects?

rustic sandal
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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?

tropic turtle
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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

keen cliff
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hello

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how can i add bloom only to some object !

hexed nova
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With emission maps

rancid viper
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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

mighty stump
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Looks like the normal maps are misconfigured which can cause all kinds of lighting weirdness

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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

coral dock
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can i bring rtx to my game with gtx 1650 ti?

mossy steeple
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Hey all, I'm not great with post processing or shader effects so I'm wondering if this is even possible-

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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

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can a shader or post processing stack on a virtual camera effect a real life camera?

shy thicket
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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

hushed ivy
shy thicket
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in that case, is there any way to get my post processing with urp to have autoexposure?

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also, how do I use script to turn attributes of the post processing on and off?

hushed ivy
shy thicket
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thanks

severe slate
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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?

heavy hamlet
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Anyone know why my LUT wont work? URP version 2021.3.0f1

gritty trout
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hello everyone, does someone know why my gun goes transparent when i activate ambient occlusion?

night meteor
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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?

sterile iron
cursive briar
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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

exotic oriole
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post processing exists differently depending on the render pipeline

cursive briar
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i have urp

  1. install pp
  2. add a pp layer to camera and add a pp layer
  3. make a new empty object and add a pp volume to it or add it to camera and set it to global
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  1. make the object pp or the camera if so
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  1. add effects
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also make sure pp is checked on the camera

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and i did all this and it no working

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is there anything i should check???

exotic oriole
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urp doesnt need to install anything

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it already includes pp

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u must be mixing legacy with urp

cursive briar
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idk maybe

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i know that

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but i am trying to use pp because when i used bloom on the urp version it doesnt bloom

exotic oriole
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go to Project Settings - > Graphics

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screenshot

cursive briar
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ok

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gimme a sec

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hello?

cursive briar
exotic oriole
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Ok so ur on URP

cursive briar
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i forgot to

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ye

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yes

exotic oriole
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ok chill with vertical messages

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now show the camera

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and global volume @cursive briar

cursive briar
cursive briar
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but nothing

exotic oriole
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ur using the wrong PP

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uninstall that and just use the URP volume

exotic oriole
cursive briar
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but wait why?

exotic oriole
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i really gotta repeat myself dont i

cursive briar
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ok fine

exotic oriole
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URP has its own Global Volume and PP..

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that one u installed is only for Built In Renderer

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which is legacy

cursive briar
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thanks

native pebble
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Hi ! I tried to use the post processing in Android.. and I have big FPS losses 😦

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Do you know an another way to make a bloom effect ?

severe vault
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@if it's 2d then you can just bake it into sprites/textures

native pebble
grizzled patio
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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...

halcyon trout
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Hello guys, girls etc !!
Is there a way to make blur on a specific part/object of a mesh ?

native pebble
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I guess it's impossible with post processing

halcyon trout
mighty stump
toxic temple
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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?

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My current setup is Base camera on Volume Mask 1, Overlay Camera on Volume Mask 2

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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)

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I thought it would work such that the camera on Volume Mask 1 would only be affected by the PP on Layer 1

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And the same for Camera/PP on Layer 2

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But the overlay PP is affecting both cameras

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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

mighty stump
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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

severe slate
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post proccesing isnt working for me on hdrp

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ive followed so many tutorials💀

tall saffron
severe slate
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figured it out

ashen pebble
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wasnt there supposed to be ambient occlusion?

mighty stump
ashen pebble
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i tried that but it didnt do anything

mighty stump
ashen pebble
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does it work with the unity toon shader?

mighty stump
dark ermine
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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

somber trench
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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

minor smelt
fresh cypress
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how can i make this outline effect? I tried some effects found on the internet, they work but the camera view becomes partially black

minor smelt
fresh cypress
minor smelt
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It is done in post peocessing
You should check alexander ameye tutorial 😉

clever bolt
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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

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unity's ssao implementation reapplies it every frame and sets its keywords every frame

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but isnt that wasteful/using unnecessary resources?

minor smelt
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I create my material in the pass constructor and I don't have any issue

clever bolt
clever bolt
minor smelt
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You can still do it in onCameraSetup

clever bolt
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artists want to be able to edit the values of the material on the material inspector

clever bolt
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onCameraSetup runs every frame for each rendering camera

minor smelt
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Uhm I see 🤔

minor smelt
clever bolt
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making the material null

minor smelt
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Is it really seen? Like I never had this issue 🤔

clever bolt
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one sec

minor smelt
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Yeah okey but do you have something weird on screen by doing that?

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You can still update the material OnValidate

clever bolt
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the pass works fine

minor smelt
clever bolt
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but this is the optimization stage

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and its really trying to squeeze as much as possible

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bc the render pass is gameplay critical and its quite expensive

minor smelt
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Yeah I see, I don't have that much idea for you 🤔

clever bolt
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sadge

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nvm then, thanks for the help

bleak hazel
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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.

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public override void Render(PostProcessRenderContext context)
{
    if (context.isSceneView) {
        return;
    }

    // Post-processing logic...
junior bloom
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using hdr + bloom and i'm getting this "outline" effect on my ui elements

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it looks decent close up, but from far away it looks like an antialias fail

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is there a good way to resolve it?

odd drift
junior bloom
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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

odd drift
late crow
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Hey guys, my post processing doesnt work on my scene

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I know it may sound, weird, ive tried everything. This new version of pp i dont understand

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Nvm dude.

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I have to use URP built-in

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instead

glass mulch
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[SOLVED] Is anyone using URP 14 or higher? If so, on the Bloom Settings do you have available: Downscale and *Max Iterations *?

thin axle
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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:

errant dragon
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@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.

snow coyote
proven burrow
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so

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what's wrong with post processing in urp ?

cobalt minnow
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Nothing

proven burrow
junior bloom
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antialiasing is causing my tmpro text to be funny

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any idea how to fix this?

surreal nymph
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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

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none of my original effects are working

cobalt minnow
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What pipeline are you using?

surreal nymph
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URP

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@cobalt minnow

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idk why i created a new project with the asset in it, added post processing and urp and it all works

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hello anyone?

cobalt minnow
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URP comes with post processing built in. Did you install the post processing package from the package manager? Because that will cause issues.

surreal nymph
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yes i did

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ive watched like 5 videos now and nothings working

cobalt minnow
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You need to not have that package in your project if you're using URP

surreal nymph
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ok removed

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still not seeing results

cobalt minnow
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You also need to use the URP volume, make sure you have post processing turned on, on your camera.

surreal nymph
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and about 38 of my scrips rely on post processing package

cobalt minnow
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Start with using something built in like vignette

surreal nymph
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there in the two effect packages i bought

cobalt minnow
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Then you can't use URP or update them to work with the URP post processing volume.

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Did you check that they were compatible with URP?

surreal nymph
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ive been looking but there has been nothing said it can or cant be used

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ive looked all in the project files, on the unity store page, found nothing

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thats the asset

cobalt minnow
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If it doesn't specify, then it's most likely for built-in only.

surreal nymph
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am i able to downgrade my project to built in?

cobalt minnow
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You can remove URP yes. Something to look up because I'm not going to type it all out on mobile.

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Though keep in mind, any URP features you're using will stop working too.

surreal nymph
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got it, thanks

surreal nymph
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ok still my post processing is not working

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just in general

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the package is out too im just staying in urp

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but no pp is working

cobalt minnow
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Is it turned on, on the camera?

surreal nymph
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yes

surreal nymph
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i dont know why no post processing works

cobalt minnow
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Show your setup for it. Show that the built in package was removed.

opal hemlock
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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?

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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

opal hemlock
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you can see here that the bloom from the sun works on the environment but not the hand (UI cam)

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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

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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

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I want the effects to only apply to the hand. not the stuff that already has post processing

opal hemlock
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Nevermind. Solved it by removing post processing from the main camera, and only applying it to the UI camera

slim fox
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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?

mighty stump
deft sinew
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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

mighty stump
deft sinew
mighty stump
deft sinew
mighty stump
deft sinew
mighty stump
deft sinew
mighty stump
# deft sinew 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

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only the simple full screen brightness based bloom

surreal nymph
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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

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nvm found the problem

humble copper
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Does anyone use the Kino package by Keijiro? I'd need some help or any code examples, everything would be highly appreciated

proper dust
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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.

hexed nova
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what do your post process settings look like

hexed nova
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yah, you see the threshold is at 1, which means anything is blooming

proper dust
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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...

hexed nova
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you need to use shaders to make things bloom seperately

hexed nova
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depends on a lot of things

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that tutorial sucks btw

proper dust
hexed nova
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what part doesn't work

proper dust
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The glowing pare or making only 1 object glow part

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Everytime eaither nothing glows at all or everything glows

hexed nova
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i already told you why

proper dust
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Now it dosent want to glow at all

hexed nova
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becuase you need a material with an emission property set

proper dust
hexed nova
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?

proper dust
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Emission is on for the materieal

hexed nova
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with how much intensity

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?

proper dust
hexed nova
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so it's glowing

proper dust
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I have set the layer to a new oane named glow but it dosent work on the default oane eaither

hexed nova
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idk then

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wait actually you showed me the wrong intesity value

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go back to the emission color and click on the color

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you're suppowed to change the intesity of the color value

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but you showed me the intensity of the post process property

hexed nova
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if it isn't glowing then, idk

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does ur camera have post porcess enabled

proper dust
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I have no idea what the problem is and what it wants from me

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Im going to make a test project and do the exact same thing to see if it works there

proper dust
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It works there but afects the skybox

mighty stump
# proper dust

These are settings for an URP camera, but the tutorial is for Built-in Render Pipeline, which is probably why it didn't work

mighty stump
# proper dust It works there but afects the skybox

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

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Doesn't really work for bloom because it needs to be applied last if you don't want the glow to be covered

proper dust
mighty stump
proper dust
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emision only changes the color for some resone

proper dust
mighty stump
proper dust
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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.

mighty stump
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Maybe there is

visual hull
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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

mighty stump
visual hull
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oh ok, ill take it over there

delicate blaze
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How do I make an effect like this?

odd drift
# delicate blaze 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

blissful badge
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does anyone know which Version of Post Processing this Component belongs to?

marsh frigate
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URP or HDRP

blissful badge
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ohhhh that makes sense now, thank you!

blissful badge
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I noticed Bloom effects override each other, is there a way to give local bloom effects a radius?

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I know we can change the Blend Distance but that only seems to affect the difference between cameras that get near the object

mighty stump
blissful badge
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Is there any way to avoid this?

blissful badge
mighty stump
blissful badge
obsidian nebula
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Hi, im experiencing a bug when i try to build my game. The build fails to be created and gives the following errors:

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It says something about a Bee Post processor

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Even though i have post processing off for my urp module

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could anyone please help me fix this error?

mighty stump
obsidian nebula
ruby bane
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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...

hushed ivy
ruby bane
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Ah, thank you! I believe I've got it

visual hull
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what am i missing to see how much these lights actually glow?

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when i play test they glow very much, making it hard to see what im doing

rough birch
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how do u add chromatic abberation to only specific objects?

restive oyster
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is there a way via script to change Depth Of Field distance on a volume ?

verbal hemlock
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So what’s post processing do for 2D games

cobalt minnow
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The same it does for 3D games, adds screen based effects.

odd drift
# verbal hemlock So what’s post processing do for 2D games

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

verbal hemlock
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Alright thanks was just wondering cause I was thinking about adding some screen based effects to 2D games

restive oyster
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how can i change Volume profile in runtime via script ?

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Or even simpler, how can i activate/deactivate a post process effect via script ?

tall saffron
restive oyster
tall saffron
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it's a component like any other too, so enable/disable works as normal

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of course which component we're talking about depends on which postprocessing framework you are using (which depends on which RP)

restive oyster
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didn't found the docs then

restive oyster
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i mean i found docs about it but not about the scripting part

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and if i click on the "?" in Unity inspector it redirect me to an inexistant web page

tall saffron
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it's just called a Volume

restive oyster
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...

hexed nova
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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;
        }```
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to get the post process reference into your post process field

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you can't drag and drop individual post processes unfortunately

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you can only drag and drop volume as a reference in inspector

restive oyster
hexed nova
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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

restive oyster
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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

autumn temple
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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

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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?

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The object top left is very close to the camera and the two objects near the bottom are further away

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yet they all appear equally blurred no matter how much I fiddle with the settings

odd drift
autumn temple
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Well, at this point I'm looking at this

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Moving the camera away or towards the objects does not appear to change the amount of blur, no matter what the setting is

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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

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Do I have to configure the depth buffer in any way myself?

odd drift
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Maybe? Im not sure. It also depends on the render pipeline

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Btw if thats 2d game, you better forget the idea of dof

autumn temple
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It's a "2d project" but the camera is perspective

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does the project type matter?

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I'm in the Universal Render Pipeline

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Although, that is not an effect applied to the camera through a post processing layer, it's a "volume profile"

autumn temple
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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.

mighty stump
autumn temple
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Does that mean I can't use the "Post-processing layer" and "Post-processing volume" components with URP?

autumn temple
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I see

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However, using only the "Volumes" method, my issue still persists

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Could this be due to a setting that is set when I make a 2d project?

mighty stump
autumn temple
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without being 100% sure

mighty stump
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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

autumn temple
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Well

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switching to a 3d renderer appears to have solved the issue

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Thanks!

mighty stump
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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

autumn temple
#

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..

open gulch
#

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?

marsh frigate
#

set the texture to point sampling and not billinear

open gulch
marsh frigate
#

Then either something is wrong with your texture, or your logic

#

make sure compression is disabled on your texture too

open gulch
#

nothing is wrong with the texture, I believe

glass mulch
#

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.

glass mulch
#

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.

soft garden
#

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

restive oyster
#

Interested to know too

mighty stump
#

@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

mighty stump
#

I think newer versions of URP have an option to skip iterations which would make it cheaper

restive oyster
#

yeah i think i've seen something like that in the parameters option

soft garden
#

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

weary delta
#

Is it possible to apply Post Processing to an area in Unity 2D URP?

mighty stump
weary delta
weary delta
mighty stump
weary delta
#

directly put something on scene which I cannot see, but it paints the area beneath in grayscale

mighty stump
#

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

weary delta
mighty stump
#

Sure, those are all options

weary delta
weary delta
# mighty stump Sure, those are all options

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.

plush pumice
#

Use lens flares

#

Not the new kind, the old lens flare system

mighty stump
#

Or just glow sprites in general

plush pumice
#

Or if that doesnt work then use glow sprites

#

Beat me to the punch...

#

😛

mighty stump
#

"Faking it" should usually be the first option to consider ^^

plush pumice
#

Transparencies on mobile can be expensive, but should be less than the cost of a fullscreen bloom

quaint flume
weary delta
# quaint flume From what I could understand, maybe you want to stencil out the areas you want t...
GitHub

Samples for Unity's 2D Renderer. Contribute to Unity-Technologies/2d-renderer-samples development by creating an account on GitHub.

quaint flume
weary delta
#

Now I can apply grayscale to parts of the screen as an overlay

quaint flume
cobalt folio
#

would anyone have any insights on how to get a blur effect similar to this?
https://youtu.be/lH6qlF_iegU?t=839

neat ledge
#

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

neat ledge
#

Solved by applying same changes to the UI Camera as the main camera, position, orthographic size and everything else has to match.

thick shadow
#

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.

neat ledge
#

oh, sorry, working in game but not scene view, can't help with that.

thick shadow
#

Yeah it's the opposite of the usual problem 😛

tired gull
#

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

mighty stump
#

@tired gull This happens if the shader is producing nonsensical values at some point
Probably something crazy high or not-a-number

tired gull
devout bronze
#

does my canvas need to be screen space camera for UI to be affected by PP? urp project if it makes a difference

mighty stump
devout bronze
#

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

mighty stump
devout bronze
#

PP for the canvas is my goal

mighty stump
#

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

devout bronze
#

ill change it back then, but any idea why the text is unaffected by bloom? that was what i really wanted

mighty stump
devout bronze
#

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

devout bronze
#

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

mighty stump
#

Parenting local volumes to cameras is redundant unless you plan to move them somewhere at some point

severe slate
#

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

mighty stump
# severe slate

What type of AA component is this? It looks like a custom system

proven burrow
#

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)

mighty stump
south spindle
#

Anybody know where I drag a .shadergraph in the editor so it runs as postprocess on the whole screen?

south spindle
#

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.

south spindle
#

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.

proven burrow
#

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 ?

sterile iron
proven burrow
#

Is it possible to control post process values using timeline

south spindle
# sterile iron Why would you expect a shaderGrpah Option there?

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.

sterile iron
south spindle
sterile iron
# south spindle

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

south spindle
sterile iron
#

i know you got it working and if that's how you want it its fine 🙂

south spindle
mighty stump
ruby coral
#

unity hdrp depth of field is it posable to set a target

jade marlin
#

if you can change the depth of field values in runtime, just get a distance to target from cam, and set value?

normal geode
#

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...

meager sable
#

Will custom post-processing work in built-in render pipeline in 2021 Unity?

mighty stump
snow coyote
#

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)

gritty folio
# snow coyote However they have a Bloom effect even when emissive is disabled

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)

snow coyote
gritty folio
snow coyote
modest hamlet
#

How would I go about create this post processing effect on unity?

stuck cape
#

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??

mighty stump
open gulch
fiery hare
#

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 ^^

sweet atlas
#

@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..

sweet atlas
#

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 ? 😉

zenith skiff
#

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.

mighty stump
zenith skiff
mighty stump
warm ginkgo
#

im making lights for the first time and why my light is behind background and how can i change that

mighty stump
hardy lagoon
#

I've switched from 3d to urp and my post processing doesn't work anymore does anyone know how to fix this?

mighty stump
hardy lagoon
north delta
glacial pulsar
#

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.

soft dirge
#

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.

severe slate
#

anyone know what post processing brackeys used in the rpg tutorial?

steel magnet
#

how to do dof on isometric camera in urp?

scenic scarab
final pebble
#

Hi, why might I be getting GPU errors when using AsyncGPUReadback.RequestIntoNativeArray() on a render texture, specifically a custom render texture?

drowsy kernel
final pebble
drowsy kernel
#

what error are you getting?

final pebble
#

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()

steel magnet
magic pasture
#

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

odd drift
coral lantern
#

hi

mighty stump
#

@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

magic pasture
mighty stump
#

Should give it more chance of working

magic pasture
#

Yeah, i followed the instructions on the post-processing and bloom from the docs/ liked from the troubleshooting link in the pinned message

magic pasture
#

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

mighty magnet
#

any ideea?

clear verge
#

I need help with post processing, I made it but it wont display on my camera

plush pumice
#

are you using URP or built in pipeline?

clear verge
#

I was able to figure it out

verbal pawn
#

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.

#

😄

mighty stump
cedar forum
#

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

bronze mural
cedar forum
#

well I just checked it out

#

and I did all of that

bronze mural
#

Did you enable post processing on the camera? If this is indeed URP

cedar forum
#

yes

bronze mural
#

also you are not using threshold

#

That's the main trigger for the bloom

cedar forum
#

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

bronze mural
#

other way

cedar forum
#

what do you mean

bronze mural
#

lower the threshold easier it reacts to brightness

cedar forum
#

also, I can disable pp volume and pp layer that I was adding? Those are ancient as far as I understand, right?

bronze mural
#

<1 range is usually sub HDR

cedar forum
#

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

bronze mural
#

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

cedar forum
#

I installed this

bronze mural
#

For Example URP comes with it built-in and default render pipeline requires package.

cedar forum
#

oh ok

#

so I'll delete the package

#

still doesn't work tho :/

#

I hate unity sometimes

bronze mural
#

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.

cedar forum
#

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?

mighty stump
mighty stump
cedar forum
cedar forum
#

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

lethal drum
#

anyone know how to set the center of a vignetter via script?

lethal drum
#

figured it out nvm

silk vale
#

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?

mighty stump
polar forge
#

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?

clear cobalt
#

how do i get chromatic aberration on my whole screen? not just the edges. also without blur preferably

mighty stump
clear cobalt
mighty stump
# clear cobalt 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

tawny gulch
#

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

round lily
#

Show your camera settings

tawny gulch
round lily
#

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)

tawny gulch
round lily
#

What render pipeline are you using

#

I know urp has some post processing settings

tawny gulch
round lily
#

I gtg I'll try to help more later

tawny gulch
#

Oh ok

round lily
tawny gulch
#

So what should i do?

round lily
#

I gtg

tawny gulch
#

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

tawny gulch
round lily
tawny gulch
#

Yes

#

The icon the materials show are different

#

In the assets place

mighty stump
#

Not really a post processing issue

round lily
#

Just set the gun material to the one in the folder

round lily
tawny gulch
inland charm
#

This is how my post processing/Camera itself is set up but it doesnt work

#

this is the Render Pipeline

mighty stump
modest hemlock
#

how do i get it to affect ui?

#

im using urp

blissful hull
#

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?

blissful hull
#

I'm so disappointed

#

Thanks Spazi, I'll change that when I wake up tmrw :p

mighty stump
#

Cinemachine itself doesn't need to interact with post processing, post processing is applied based on true camera position as you'd expect ^^

blazing portal
#

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

jolly plover
#

Anyone using the Post process v3 voumes for URP?
the v2 post processing doesnt seem to work with URP

jolly plover
#

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)

mighty stump
jolly plover
#

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.

mighty stump
jolly plover
#

yes

jolly plover
#

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

mighty stump
#

The default post processing is per rendered image, full screen effects only

jolly plover
#

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

mighty stump
jolly plover
#

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

jolly plover
#

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

mighty stump
jolly plover
# mighty stump There's many ways to implement outlines I'd first look at examples of how others...

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

mighty stump
blazing portal
silk oasis
#

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

tawny gulch
#

what are the best settings for realistic look using urp?

tawny gulch
#

my post processing keeps turning off randomly

quasi forge
#

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.

idle swan
languid ingot
#

which post processing effect is boxblur?

last coral
#

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?

mighty stump
polar forge
#

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?

mighty stump
#

PPV2 is not for URP

polar forge
quasi forge
mighty stump
obtuse marten
#

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...

cobalt minnow
#

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

obtuse marten
#

WDYM?

mighty stump
# obtuse marten WDYM?

Canvas render Mode: Screen Space - Overlay is not affected by post processing
Screen Space - Camera and World Space are

worthy lintel
#

some post processing profiles?

cobalt minnow
#

So turn it on?

brisk canopy
#

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:

mighty stump
brisk canopy
jagged bane
#

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?

slender pier
#

Hi anyone know how i can have a world space ui not be affected by post processing? i use urp for my post processing

odd drift
slender pier
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I tried that it removes it entirely urp doest not also have the option to have post layers unless im missing somthing?

odd drift
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No render pipeline supports that type of pp layers afaik

odd drift
slender pier
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Ohhh ok ill try that when i get a moment

sand sedge
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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

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right now it is very hard to see distinction bvetween the two platforms

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in deaths door its done very well

mighty stump
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I think a better option than depth of field would be to use lights and shapes to communicate different levels

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Seems unlikely that your background detail must have the exact same lighting, texture and color as the foreground

sand sedge
sand sedge
mighty stump
sand sedge
paper helm
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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?

mighty stump
simple torrent
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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?

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every other gameobject isnt even set to ui layer but still affected by the volume

mighty stump
simple torrent
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bruh

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i wanted to make a volume for my ui and volume for everything other

mighty stump
subtle thistle
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Any clue on why dopes my bloom not work?

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nvm, didn't check is global lol

spark yarrow
mighty stump
spare osprey
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Can I lerp a chromatic aberration effect during runtime? Like maybe through an animation or something?

sharp summit
spare osprey
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And Mathf.Lerp is having issues as well.

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But mainly, I would like to use the animator because then I get a tighter grip on how I want to blur to look.

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Oh shit wait

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nvm figured it out

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lol

fiery hare
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i did with dotween but pretty sure u could do it normally too

cinder ruin
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I want to add bloom only to the yellow part around the red card. Why all the elements glows?

spare osprey
mighty stump
cinder ruin
mighty stump
cinder ruin
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Thank you, now I understand, I'll do it this way!

drifting tulip
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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?

drifting tulip
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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.

fiery copper
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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

marsh frigate
fiery copper
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lemme check

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I think yes

marsh frigate
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It looks like URP

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Which means you are using the wrong components and package

fiery copper
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fr?

fiery copper
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I looked at this but I did not understand much

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I tried to do everything it said

marsh frigate
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  • Then why is that clearly a Post Process Volume component, from the package it tells you to remove
fiery copper
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I did remove them

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wait I think I got it

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ok I got it

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but

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it only shows in the scene and not in the game scene

fiery copper
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nvm found it

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now it does not work again

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😭😭

cobalt minnow
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If you're using URP:

  1. Remove the post processing package if you've installed it. That's for built in.

  2. Add the Volume component to your scene

  3. Create a post processing asset and assign it to the volume

  4. Turn on the Post Processing toggle on your camera

  5. Test with something easy to see, like Vignette

That's all there is to it

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Bonus: make sure you have post processing enabled in your scene view too. The drop down is at the top of the scene window.

fiery copper
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thanks

swift urchin
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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?

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(Left is with processing - view in editor, right without one - view ingame)

blissful cedar
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using DrawRenderer custom passes with TAA cause massive ghosting artifacts, any ideas on why it would happen?

mighty stump
blissful cedar
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I use these to render my arms/weapons before everything else to avoid wall clipping

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motion vector settings are enabled on mesh renderers

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also in render pipeline asset

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for god's sake

plush pumice
swift urchin
sonic zenith
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Hello

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I'm trying to create some custom post process effect with a material created at rumtime

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like this:

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Shader shader = Shader.Find("CustomSRP/PostFX/Bloom");
Assert.IsNotNull(shader, "Shader not found: CustomSRP/PostFX/Bloom");
_bloomMaterial = new Material(shader);
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It works, but I wonder whether I need to destroy this material by myself

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or it'll get GC'ed

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The material is not attached to a renderer, nor saved in the disk. It's purely created in render pipeline C# code

mighty stump
sonic zenith
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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

wet coral
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What's the difference between setting post processing effects on a camera vs a Universal render pipeline asset?

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And volumes

worn pivot
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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?

severe slate
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Why doesn't motion blur work? The vignette works but motion blur nah

mighty stump
silent moth
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So, my bloom effect works on one lvl but not the rest. They all have same settings. Can someone help please?

hazy knoll
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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?

severe slate
wheat jackal
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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...

▶ Play video
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The problem is it does not do that

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this is before and after he applies the post processing filter before any effects are added in

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notice the bloom is gone

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and as far as i can tell, at least in like 5 episodes after, he doesn't fix it

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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?

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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.

hazy knoll
supple fossil
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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.

mighty stump
supple fossil
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They seem fine in game view

mighty stump
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Not sure, but if that's the case then it's not a translucency problem that's being solved

supple fossil
mighty stump
supple fossil
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Thanks for the link and the suggestion

supple fossil
gusty delta
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Hey there, I was wondering if their was a way to make the bloom in URP not look yellow and instead appear white.

mighty stump
gusty delta
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Found out I had set a tint in the bloom settings of the camera, now it works as intended.

sweet drum
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How would I go getting a Vignette over a void?

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I'm developing for AR, but when loading a Vignette with no skybox nothing shows up.

somber galleon
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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?

ivory spoke
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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?

ivory spoke
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spoiler alert: I achieved it. it was not that simple.

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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

ivory spoke
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nevermind did not entirely figuring it out, only sort of....

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I made it work for fire and particles in my game, which is great

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but I also need to apply it to my water shader... which has its own transparency and this is causing issues

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also the selectively pixelated stuff renders on top of everything else sans UI

mighty stump
ivory spoke
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no, it is not what I want

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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

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one solution to this is to put foreground things on a third layer and make a 3rd render pass....

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but thats gross, and will probably have significant performance implications at some point

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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

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still requires a third camera, but not a 3rd render pass

pure plaza
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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)
normal oak
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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

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Nvm don't need help anymore, got it kinda working..

normal oak
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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

mighty stump
odd drift
normal oak
mighty stump
normal oak
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Then added the 2 other cameras to the main camera's camera stack

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With correct ordering of course

charred marsh
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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

wooden orbit
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hello

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i have a problem

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the post processing didn t work for me

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so is there something wrong

cobalt minnow
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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.

wooden orbit
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ok

winged burrow
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How can i have 2 post processing cameras, that each have different effects?

jagged prism
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Why cant I juse enabel?

mighty stump
jagged prism
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The error says ther is no definitoin for enabled

jagged prism
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😕 ?

mighty stump
jagged prism
gritty folio
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If you're using TryGet<Tonemapping>() that might return return null if there is no Tonemapping section added to the volume

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Or LensDistortion I guess, that's what you're using in the code above despite the function name

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Or perhaps it's the fx or fx.profile that's null? Try some Debug.Log stuff to check

jagged prism
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ok thanks

mighty stump
mighty stump
jagged prism
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no

gritty folio
mighty stump
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But I can't tell if that's for the whole profile or an override

gritty folio
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I think that's because the Fog override in particular has a Enable checkbox

random terrace
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hi, does SSR(Screen Space Reflection) post processing already supported on VR?

lethal drum
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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?

mighty stump
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This is the post processing channel

mighty stump
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SSR in the Post Processing Stack requires

    Compute shader
    Motion vectors
    Deferred rendering path
    Shader Model 5.0
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A lot of platforms might not support all of those
HDRP has different requirements but you're probably not using it for VR

mighty stump
random terrace
lethal drum
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I'll probably need to come back to it later

visual pebble
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            if (desaturateData.IsActive()) {
                material.SetFloat(Intensity, (float) desaturateData.intensity);
                
                Blit(commandBuffer, src, desaturate, material, 0);
                Blit(commandBuffer, desaturate, src);
            }
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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)

golden smelt
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How can I download unity post processing stack?

gritty folio
gritty folio
# visual pebble How do I use a stencil test when writing from one texture to another in a render...

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.

formal mantle
#

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...

▶ Play video
severe slate
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Hey

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How do I make the sky not have bloom ;-;

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cuz is kinda annoying

mighty stump
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Make sure you're using linear color space so bloom threshold can function properly

stiff karma
#

Can someone help me? I added post processing to my game, but it doesn't work on my UI.

mighty stump
wintry knot
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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.

mighty stump
wintry knot
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everything except motion blur is working

mighty stump
wintry knot
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what would be a common problem with motion vectors as an example?

wintry knot
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it works, idk why, but it does. Thanks for your advice

pale ruin
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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

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and yes I have set thee layer in post processing layer and the game object to match eachother

alpine tangle
pale ruin
alpine tangle
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or make the collider bigger

pale ruin
alpine tangle
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oh its 2d? never tried that, might not work with local volumes

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the camera needs to be inside of the collider trigger

pale ruin
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oh ok btw thanks for the help really appreciate it

keen tapir
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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?

severe slate
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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)

mighty stump
severe slate
mighty stump
severe slate
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i fixed it. is alright

mighty stump
severe slate
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me being too dumb

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to put down a light source

wary swallow
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is there anyway i can disable post processing?, as none of my objects use it and it is taking up 70% of my performance

mighty stump
mighty stump
# wary swallow 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

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SSAO especially in URP tends to be more expensive than all post processing and even rendering combined

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But it does depend on your render pipeline

wary swallow
thin prairie
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how can i make a variable for the color format of the TextureRenderDescriptor ?

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i cant find anything about that anywhere

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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

thin prairie
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i figured that out but i have a new problem

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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

thin prairie
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Okay i fixed that too