#💥┃post-processing

1 messages · Page 4 of 1

proud cove
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(sorry for the music, i forgot to mute spotify)

mighty stump
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I'd try disabling the camera stack entirely and try to get simply a single camera with post processing working

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I have no trouble getting PP on any camera working in 2022 LTS

proud cove
mighty stump
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I'm not using the 2D renderer though, so it may be related to that

proud cove
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even if i remove the camera as a overlay, set both cameras to base and change the UI's camera skybox to uninitialized the same issue happens, its so weird

mighty stump
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In any case I don't think there is supposed to be a technical limitation that dictates you only get PP on one camera of the stack, so it may be a bug specific to your project, or to this editor version (or to 2D renderer possibly)

proud cove
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seems to be a bug with the 2D renderer or the post processing shader, i'll try reporting it as a bug, thanks anyway for the help !!

forest pike
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Hello :),
I'm looking to put a custom texture in post process on my camera (kind of noise / ink).
But, I would like my texture not to be fixed, to change the UV of my texture according to the direction/Orientation of my Camera. As if I wanted to map my texture onto an invisible circle around my camera.

I imagine that I have to use both info from the camera and from my uv Screen, but I'm stuck on how to combine them.

uneven fjord
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Hey I'm having issues using bloom in the post processing settings on a global volume. (im using URP) my bloom wasn't working on any object that had emission so i made a new project and put my vfx and shaders in and it worked but as soon as i went into game view once it then stopped working in the scene view and game view (im using the newest lts version 2022.3.5f1)

upbeat briar
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Hi, I actually need bloom affect . So I enabled HDR and post processing bloom. HDR takes a lot performance (i assume because it "converts" whole screen and textures to HDR, idk for sure).
As I want bloom only one object -
Is there any possibility to Allow HDR to work only for one required object, or Layer? to reduce impact on performance? THX

mighty stump
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You can do various fake glows using billboard sprites and other kinds of effects

raven wolf
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guys someone PLEASE help me, i have been struggling with this for hours, so im trying to change vignette at runtime by getting a reference of it and changing the intensity value but sometimes the reference is null and sometimes its not and if i put a debug.log on different parts of the script the reference is always null, just check the video and youll see. it doesnt make any sense to me

mortal bluff
proud cove
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something somewhere else is probably changing the vignette every frame or something like that

raven wolf
quaint vector
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Any advice on how to get a more "professional"/"polished"/AAA look to my game? Or do I need to go beyond post-processing to get that? This is the best I've achieved so far

mighty stump
quaint vector
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I've added some bloom, ambient occlusion and distance fog, I need to dial the effects down a bit, but is this a move in the right direction?

mighty stump
haughty nest
# quaint vector

It also looks like it needs some antialiasing, but its a big improvement

stray socket
# quaint vector I've added some bloom, ambient occlusion and distance fog, I need to dial the ef...

I'd say the problem lies in the assets itself (textures and materials to be exact).
I see that you are trying to copy the twister movie, so I bring an image for reference
https://64.media.tumblr.com/e841b4a42315ee5a2c6e968c22368a7f/tumblr_nbx67cxsNf1tijsulo1_500.jpg
As you see, the car it self is unrealistically clean, also it seems to be unnecessarily high poly (but it's not much to be an issue).
Also, if you want a diegetic UI, then you should use the original needle speedometer instead of the 'digital' speedometer.

marsh frigate
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the best and most simple change to make would be baking a reflection probe

quaint vector
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@stray socket Thank you very much for your detailed response, I will look at editing the body material to make it more matte, and possibly add a custom shader to add randomised dirt/dust

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@marsh frigate I've added a reflection probe and it looks a lot better, however I'm getting some weird (aliasing?) artefacts on the chrome:

stoic jetty
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hey iv just discovered there are 2 completely different way of adding post processing, im used to this kind of setup with the following options

tranquil pewter
stoic jetty
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but now ive discovered you can make a voilume game object and add even more affects

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so whats the different between the 2?

mighty stump
stoic jetty
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thank you :)

rocky violet
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how do I make Camera.render work with the post processing effect; motion blur? I'm trying to make a second camera render at 60 fps instead of the default, but the motion vectors (I assume) are not updating when Camera.render is called

chrome swallow
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im currently using 3 cameras to get a very specific post-proccessing look result, but its tanking my performance and I can't seem to figure out how to replicate the exact appearance the 3 cameras are creating without using 3 cameras

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  • camera 1 renders some scene assets to a texture
  • 2 renders some scene assets that aren't in the render texture
  • camera 3 overlays 2 onto itself and renders post proccessing one only some specific assets
    the render texture is applied to a plane in the scene itself that some but not all cameras see
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the profiler shows these cameras are generating a ton of garbage and massive slow down

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but I havent been able to figure out how to compress the renderpasses theyre doing into one or two cameras

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each one has a very specific purpose that maybe something else could replicate its behavior?

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10k of garbage collection :X

merry arrow
chrome swallow
merry arrow
chrome swallow
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I couldnt find any other way to replicate this effect without the render texture

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this type deal

chrome swallow
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Looking into it further, is there any way to only bloom post-proccess specific assets in a scene, without the use of a second camera and stacking them? The two camera stack is causing a performance hit, and the second cameras only purpose is to keep some assets isolated from the bloom post-proccess

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when in this stack are render textures created?

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Is there any way I can move the render texture creation to occur after post proccessing?

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elements that I want excluded from post proccessing still need to be in the render texture

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but they arent since its occuring somehere before

severe slate
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Hello , so i have my main camera which uses post processing and i have a second camera which dosent, i want only the pixelated squid to be affected by the no post processing camera but everything is affected by it , why is that ?

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i'm trying to exclude the squid from post processing but everything gets excluded when i try

severe slate
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I really could use some help i still didn't figure it out

mighty stump
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URP 2D post processing is broken with camera stacking in 2022.3. LTS, maybe in some other versions too

severe slate
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oh

severe slate
mighty stump
severe slate
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oh, so in this version i will be unnable to do what i am trying to , right ?

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or are there any methods that I could try to achieve the same effect ?

mighty stump
severe slate
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i want the rest to be 0 saturation

mighty stump
severe slate
mighty stump
severe slate
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which is everything

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except like 15 objects

mighty stump
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Mm sure

severe slate
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i am achieving the desaturation using a global volume is there a way to exclude a layer or something ?

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that is not the camera stacking which you said it's broken

mighty stump
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You can type SpriteRenderer in this filter box (assuming it's set to filter by type as well as name) to list every gameobject with Sprite Renderer in the scene, then by clicking and then shift+clicking select them all by selecting a range, then ctrl+click to exclude your particular gameobjects

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Then you can drag any material to the Sprite Renderer's material slot to change them all at once

mighty stump
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You could (with backups) upgrade your project to 2023.1., see if the stacking method works then

severe slate
mighty stump
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Which beats copypasting by light years

severe slate
mighty stump
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Unity also offers its own version control thing which I think internally uses PlasticSCM
But it has some kind of cost per seat so I'm going with Git as are most others

mighty stump
severe slate
mighty stump
severe slate
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so the post processing by itself does work , without a second camera

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it's just that i want the squid to not be affected by it

mighty stump
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Quite

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2022.3.2f1 didn't have the sprite editor issues, maybe it doesn't have this issue either? That I didn't check

severe slate
mighty stump
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I'd much rather recommend 2021.3., or even 2023.1. despite it being a tech stream release

severe slate
severe slate
mighty stump
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Yes

severe slate
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great , i was asking because at the moment I need to make WebGl builds

mighty stump
severe slate
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ok

queen siren
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Hi! I'm not a programmer but trying to help out my friend with his game. I'm trying to add ambient occlusion but I get this error (URP, Unity 2022.3.3f1 version)

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does any1 know how to fix this?

queen siren
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Reinstalling URP does nothing

bleak hazel
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I have made a full screen shader using shader graph and have hooked it up into the URP renderer using the built-in "Full Screen Pass Renderer Feature".

Note: I have set it to use the "Pass Material" and have set "Injection Point" to "Before Rendering Transparents" with "Depth, Normal, Color" and "DrawProcedural (0)".

The effect is working as expected in the "Game" view. However, the scene view now appears black (see screenshot). Any ideas what might be causing this?

vale wind
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Why do the local volumes only work on the default layer? If I set them to Ignore Raycast, they stop working! The player doesn't trigger their colliders any more.

bleak hazel
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Okay so after some playing I've found the cause is this. If I use _CameraColorTexture I get the color buffer in its full resolution and it works in game mode. But in scene view it is simply black. If I use "Scene Color" instead it works in both game view and scene view, however it is super blurry in both

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Why is _CameraColorTexture coming out as black in scene view?

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Or alternatively, why is "Scene Color" so blurry?

mighty stump
bleak hazel
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Is it cheaper to use the smaller resolution scene color texture if the full size one is going to be used anyway? eg. the camera color one appears to be present in game mode... so is it wasting resources for unity to have a smaller one as well as a full size one?

stark dock
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Hey,
I am working on a racing game and I am trying to get the colors close to real life.
Why does my color grading look so off and how can I colormatch it close to reality?
Project is in 2022LTS HDRP

Thanks in advance!

Update: I found the solution!

stark dock
mighty stump
bleak hazel
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I'm not sure exactly where _CameraColorTexture comes from; it seems to be defined by URP

mighty stump
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Multiple effects can work on top of each other even if the scene color texture is not available to shaders, anyway
Though I don't know how it works exactly

gritty folio
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Afaik _CameraColorTexture is the camera target. The SceneColor uses _CameraOpaqueTexture, which is a copy, as you can't / aren't meant to read and write to the same target.
Though I think since 2022 URP switches between two camera targets when rendering post processing. I don't know if that applies to features/blits too, I've always used my own temporary/custom RTs.

bleak hazel
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Interesting thank you! okay so I've enabled the opaque texture and changed my shader to use that and under quality set the down-sampling to "None" since that doesn't work on any quality setting for my effect.

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This seems to look good in play mode and also looks as it should in the scene view

covert marlin
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Hello there !
I'm trying to set up post process but it's not working.
I'm working on 2022 HDRP.
I created a Layer postProcess, I created a postprocess layer on my camera.
I created a volume with a post process volume "Is global" checked. Assigned my post process layer.
Then just adding a color grading overide to see the changes but nothing does.

Any idea what I did wrong ??

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Also, When I'm just trying to modify my anti aliasing in the post process layer on the camera, nothing changes neither

mighty stump
covert marlin
mighty stump
covert marlin
queen siren
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I'm trying to add ambient occlusion but I end up with this ugly mess. I know I can reduce the intensity but I'm wondering why is this such a noisy mess? (using URP)

gusty harbor
mighty stump
gusty harbor
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^ To add to this, I'm assuming you might want the AO because of all the little foliage on the ground to give it some depth. Faking cleverly or baking might be better for you here.

haughty nest
turbid root
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are there any hdrp packages that add more post processing effects?

haughty nest
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If I remember correctly there's stuff like raindrops and basic night vision

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It's a great starting point for figuring out how to write your own

frosty musk
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Hello guys. I'm trying to add bloom effects to my game but it simply is not working

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Steps that have been made:
Made sure HDR is enabled on my URP asset
Added global volume with bloom overwrite
Created new materials with emission
Enabled post processing on camera

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I have also done the same on a new 3d URP sample scene project and it doenst work eighter.

mighty stump
frosty musk
mighty stump
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And if you have multiple cameras

frosty musk
cursive wave
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quick built-in render pipeline question:
I can postprocess quite easily through a camera's "OnRenderImage" in play mode, but I can't get it to also display in the scene view / editor
([ExecuteInEditMode] does call Update etc. but not OnRenderImage)
is there an easy way to do this?

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as in, have the camera preview in the scene display what's actually in the game window

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the fact that they're different is annoying

wanton flint
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ive been adding and testing by eye and reading about various PP effects by myself but i was wondering if theres a ready template of effects that just makes things look good available
nvm i found some on asset store

buoyant galleon
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Hey all, experimenting with URP "Fullscreen Pass Renderer Feature" - is it a known bug that no matter what pass of my shader I actually select, it defaults to only ever using the first pass?

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EG: Setup

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And in the frame debugger, clear that it's just running two of the first passes no matter what I select :/

gritty folio
buoyant galleon
tardy steeple
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is it possible to make it so a light source isnt affected by post processing or make it have different values?

cyan wraith
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Hello, I wanted to know why the Post Processing Layer takes up so much performance without even having any active effect. Is there any way to optimize it?, my game is for mobile system

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as well for low gamma computers

tepid rover
cyan wraith
cyan wraith
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Only when i sable post processing layer, not post processing volume

tepid rover
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The Command Buffers are (what I think to be) the points where PostProcessing can do it's work, but I didn't look it up.

Is the FPS loss apparent in Builds too, or just in Editor?

It's kinda weird that you loose FPS when PostProcessing has nothing going on

cyan wraith
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its weird

tepid rover
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Seemingly, from the Stats Window, the Render Thread does take the same time on both if your images, just the CPU time has increased by some ms

But idk how accurate or useful that information is

Have you tried to use the Profiler?

Also, ANY scripts running? If yes, deactivate all of them, check if one of them is the actual cause of the FPS loss, because it really shouldn't be a PostProcessing issue in my eyes, it doesn't make sense

(Also, you're definitely using BuiltIn RP, not URP or HDRP, correct? Those have their own PostProcessing Feature)

For Mobile, do you set Application.targetFramerate?

cyan wraith
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no bro

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wait let me see

cyan wraith
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may it work

tepid rover
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You'd have to try if the problem disappears in a clean project, but if it does then it was probably an issue by the user, not by unity.

When you said the PostProcessing Layer doesn't do anything, not having any effects, is the PostProcessing Profile empty?

cyan wraith
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layer is not set yet wtf

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why?

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@tall saffron here's the problem

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whe i use Post Process, FPS goes down

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and it is rare since it does not yet have an effect that modifies something

tepid rover
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You tried to use the Profiler in the meantime, didn't you?

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You could create another identical Camera without the PostProcessing, change between them, and see what changes in the Profiler and Stats

grizzled otter
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Hey, I'm trying to make my post processing effects affect my canvas without changing the Render Mode to Screen Space - Camera, is there any simple way to do it?

mighty stump
grizzled otter
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I'm just trying to not use multiple cameras, and my game is 2D, and using my default camera looks broken, the UI is behind the terrain

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and without post processing, the UI looks disgusting

mighty stump
grizzled otter
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it disappears

mighty stump
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Why would it?

grizzled otter
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I don't know

mighty stump
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Maybe that's the root of the problem here

lethal drum
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hey guys this is a weird question but I have this nightvision thingy going pretty good, however what I want to do is calculate the bloom BEFORE the vignette, so the edges of the vignette dont block the brightness of the bloom

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its not THAT terrible here but in other parts of the scene its quite bad

swift bloom
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I'm confused about post processing in URP 14, how it calculates parameters like positionOS and positionHCS just using a material? I'm trying to make a Volumetric Cloud post processing. I'm also can't understand what Blitter class really does, why it takes 3 params to copy a texture. If you have any tutorial about these, please share to me!

gusty harbor
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I've made volumetric clouds in URP 14

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The blitter class IIRC takes a render handle to get info from (camera color usually) then a render handle to blit to (Usually a temp handle if you want to use the camera color again, you can't write to the same one twice)

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Then it takes the shader pass to use, usually 0

swift bloom
swift bloom
gusty harbor
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The RTHandle just contains the camera specific stuff

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You also get access in hlsl to things like depth buffers, projection matrices, etc

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If you're doing a screen shader, which you usually need to if you're want to go inside your clouds at any point, you'll need to do some weird maths to get view directions world space positions etc

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If I was to do it again, I'd probably use shader graph

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Not HLSL

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Just write the complex stuff in a custom function node

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This is a good starter

swift bloom
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Anyway thanks for your help

gusty harbor
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It'll all get easier from there

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as then you're past most URP specific stuff

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The material can just be a Unlit URP material set to red or something

astral silo
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Hello all, I have CustomPass defined in HDRP project (and it works properly). But it works only when i set it, play the game and it just renders what i need based on the layer that object is in. Can I change the layer at runtime - so the postprocessing will be on-off for givin object?

pure fox
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Hey wait, did they update the motion blur to blend frames instead of using camera movement? The camera is completely stationary here but the cube is blurred a bit. Also, yes, the title screen layout is bad, I'll fix it.

mighty stump
pure fox
mighty stump
flat galleon
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Hello, I'm not sure this is the right channel to ask but how can I reduce the GPU usage for ComputeSkinningDispatch reported in the Profiler? It's taking all the processing power but I only have 10 characters in my scenes with basic stuff. Nothing too complex.

mighty stump
tight tartan
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how would i enable a urp volume component, then disable another in script
i tried turning off the component in the inspector, but it doesn't change anything

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i have to turn off a type of post process to make it change, like turning off "bloom" itself

flat galleon
flat galleon
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I'm assuming you're referring to the channel to post this question? Where should I ask about meshes then? I'm not sure I see any other relevant channel for this topic?

mighty stump
thin prairie
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How do i actually set this up to work ? I barley understood the blog but i git the scripts from his git hub page. i expected there to be a custom render feature wich isnt actually there so i could use some help
https://www.kuanmi.top/2022/06/27/LensFlare-SRP-in-VR

KuanMi

前言Unity的URP和HDRP针对LensFlare也就是炫光,使用的是同一套逻辑(LensFlare(SRP))。但就是不支持VR,无论是单通道还是多通道。

mighty stump
thin prairie
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i just realised that i was still using unity 2021 im upgrading to 2022 to see if they fixed it

mighty stump
thin prairie
crimson ruin
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https://www.youtube.com/watch?v=cuvx9tWGlHc&ab_channel=JimmyVegas
watchign this video, the guys created a post processing profile and its opened with all of these options that are immediently applying to the camera

mine is empty, with no overrides set, i need to manually add a vignette effect, and even though my camera has the effect on it, changing the values of the vignette dont seem to do anything. Any idea what changed

In this short video, we talk about what the Vignette effect is and how it can be useful when developing your game
✦ Subscribe: http://bit.ly/JimmyVegasUnityTutorials
✦ Patreon: http://patreon.com/jimmyvegas/
✦ FREE Assets: http://jvunity.com/
✦ Facebook: https://www.facebook.com/jimmyvegas3d/
✦ Twitter: https://twitter.com/jimmyvegas17/

-+-+-+-...

▶ Play video
marsh frigate
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What render pipeline are you using

crimson ruin
marsh frigate
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I have no idea what the deal is with his ancient post processing version

late fossil
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I want to ask... what is the reasoning behind this line?

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Why does the ambient occlusion override the alpha of the texture?

thin prairie
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how an i remove this feature ?

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clicking the 3 dots does nothing

buoyant abyss
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Anyone experience with creating screenshots for android? It destroys the renderTexture connection of my map gob?

calm kraken
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Quick question, does Blitter.BlitCameraTexture not automatically set the _MainTex property of the blit shader?

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Graphics.Blit is listed as doing that on the docs, but it seems like BlitCameraTexture uses drawmesh/drawprocedural, which I'm assuming doesn't automaticall fill _MainTex

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just verifyin

gritty folio
calm kraken
gritty folio
calm kraken
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Oh nice, is it even listed in the documentation lol, I only see HD Sample Buffer node

slender spindle
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Heya all. I'm looking for the quickest and simplest solution for adding an outline to a given GameObject. I've found plenty of tutorials, but they all seemed a little complicated for what I thought should be a problem that has been solved a thousand times over - and I'd prefer not reinventing the wheel here. Does anyone have a straightforward slap-on solution for object outlines?

thin prairie
thin prairie
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how can i make it so a camera is only effected by one post processing volume ?

mighty stump
pine cosmos
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Does anyone know if bloom is performance heavy for mobile? And URP in general?

mighty stump
pine cosmos
pine cosmos
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where can you see that? 🤔

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newest one i think?

mighty stump
pine cosmos
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editor is 2022.3.7f1

mighty stump
pine cosmos
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i got it now

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apparently you need to click "show additional options"

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thanks

mighty stump
thick atlas
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how to avoid memleak on custom render feature? I use temporary render target on execute

mighty stump
mortal drift
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editor memleak?

thick atlas
hushed mortar
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Hey eveyrone. Is there anyway to use color grading or another LUT option to change the visual appearance of the whole image including screen space UIs? Right now color grading only affects 3D objects but ignores everything in screenspace

haughty nest
swift bloom
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I'm so desperate, anyone please help me 😭

patent orbit
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trying to match the look of my HDRP project using URP, seems whats missing is Custom Tone mapping in URP

gray musk
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What can I use (post processing / lighting) to achieve this dark, rich look for my game

silk oasis
haughty nest
rugged zephyr
marsh frigate
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There's perhaps also a little bit of depth of field, as there's a blurring on background objects

thin prairie
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how can i get rid of this, i deletet the feature and cant get rid of this

silk oasis
thin prairie
junior moss
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ok im having a slight issue when trying to use post processing ambient occlussion. Right now im trying to use it in my scene but im noticing that when i play the scene all of a sudden ghost objects of said thing start to appear. Is there any way to fix this without disabling the ambient occlussion post processing function?

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example, i used these star wars weapons as a test

marsh frigate
junior moss
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its just this one camera that is active

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there arent any other cameras in the scene

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and it only happens in playmode when im close to objects

marsh frigate
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You can use the Frame Debugger and take a look at the buffers, maybe you will learn something by having a poke around. The other troubleshooting steps would just be toggling some render features on and off to see if anything is effecting that strangely. Apart from that, maybe someone else will know ):

junior moss
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ok, thanks for the help anyways

visual osprey
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            Blitter.BlitCameraTexture(cmd, m_CameraColorTarget, m_CameraColorTarget, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, m_Material, 0);
            Blitter.BlitCameraTexture(cmd, m_CameraColorTarget, m_CameraColorTarget, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, m_Material, 1);

I'm trying to use two blits in sequence, but I think I'm not doing something right regarding the camera texture

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in my shader, my idea was to take the current m_CameraColorTarget and apply two gaussian blur passes to it

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but I am not sure exactly what I'm doing wrong, as apparently when I try to pass the camera texture explicitly, I just get a black screen

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this is how I'm passing the data:
m_Material.SetTexture("_BlurTex", m_CameraColorTarget);

visual osprey
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😭 I don't know what I'm doing anymore at this point - I need a way to get my camera's current render texture and pass it to a shader though :c

gritty folio
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e.g.

var colorDesc = renderingData.cameraData.cameraTargetDescriptor;
colorDesc.depthBufferBits = 0; // must set to 0 to specify a colour target
RenderingUtils.ReAllocateIfNeeded(ref customColorTarget, colorDesc, name: "_CustomTex");

...
Blitter.BlitCameraTexture(cmd, camColor, customColorTarget, mat, 0);
Blitter.BlitCameraTexture(cmd, customColorTarget, camColor, mat, 1);

In the shader, you'd use _BlitTexture to obtain the source.

visual osprey
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Could you explain a bit more?
I get the need for "double buffering", but are you implying that I need to create a sampler2D _BlitTexture; or a TEXTURE2D_X(_BlitTexture);?

gritty folio
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(especially if you need to support xr/vr)

visual osprey
visual osprey
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Uhhh
Shader error in 'GaussianBlurTwoPass': undeclared identifier '_BlitTexture_TexelSize' at line 61 (on d3d11)

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but it's here?

gritty folio
# visual osprey

The file in the repo might vary depending on unity version, it's the master branch so is probably alpha/unreleased versions. Looks like older ones don't have it, so you may need to define it manually

visual osprey
#

F i n a l l y

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Cyan, you're a godsent

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thank you so much ❤️

visual osprey
# gritty folio e.g. ``` var colorDesc = renderingData.cameraData.cameraTargetDescriptor; colorD...

hey there, I have another question on this - for my gaussian blur, i wanted to use two blit operations because I was doing the vertical/horizontal split, but I have another effect which is a single pass - for that effect, it seems like the _BlitTexture is being passed as 100% black?

I have the three lines of code you suggested in my OnCameraSetup():

    public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
    {
        var colorDesc = renderingData.cameraData.cameraTargetDescriptor;
        colorDesc.depthBufferBits = 0; // must set to 0 to specify a colour target
        RenderingUtils.ReAllocateIfNeeded(ref m_tempHandle, colorDesc, name: "_WhatDoesThisDo");

        ConfigureTarget(m_CameraColorTarget);
    }

But unlike in the other render pass, I can't seem to get this one to work correct in Execute()

    public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
    {
        ...            
        Blitter.BlitCameraTexture(cmd, m_CameraColorTarget, m_CameraColorTarget, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, m_Material, 0);
        ...
    }

Am I missing something? Because if I dont use the _BlitTexture this runs without a problem, otherwise (because I'm multiplying it) I get a black screen

gritty folio
visual osprey
#

When you say without a material, do I pass null or is there a specific override of the method that I should use?

gritty folio
#

Method override, probably just without the last two params. Though I don't usually use the overrides with RenderBufferLoadAction & RenderBufferStoreAction either.

visual osprey
#
            Blitter.BlitCameraTexture(cmd, m_CameraColorTarget, m_tempHandle);
            Blitter.BlitCameraTexture(cmd, m_tempHandle, m_CameraColorTarget, m_Material, 0);

This still does nothing :c

#

My mental model of this is that I'm copy-pasting the current camera color target into a temporary texture, then reapplying it to the camera target - does that make sense?

#

(nothing happens when I put the material on the first blit either....)

gritty folio
visual osprey
#

This is the HLSL:

Shader "BendayForced"
{
        SubShader
    {
        Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline"}
        LOD 100
        ZWrite Off Cull Off
        Pass
        {
            Name "ColorBlitPass"

            HLSLPROGRAM
            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
            #include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"

            #pragma vertex Vert
            #pragma fragment frag

            SAMPLER(sampler_BlitTexture);

            TEXTURE2D_X(_CameraOpaqueTexture);
            SAMPLER(sampler_CameraOpaqueTexture);

            float _Intensity;
            float _AspectRatio;
            float _DotsDensity;
            float _DotsSizeNormalized;

            half4 frag (Varyings input) : SV_Target
            {
                float4 blurredTex = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_BlitTexture, input.texcoord);
                float4 sceneTex = SAMPLE_TEXTURE2D_X(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, input.texcoord);
                
                float2 adjustedUVs = float2(input.texcoord.x,input.texcoord.y) - 0.5;
                adjustedUVs.x *= _AspectRatio;

                float2 tiledUVs = abs(adjustedUVs) % (1.0/_DotsDensity) - 0.5/_DotsDensity;

                float circleSDFMask = length(tiledUVs) * _DotsDensity;

                circleSDFMask = step(circleSDFMask, _DotsSizeNormalized/2.0);

                float sceneBrightness01 = dot(sceneTex.xyz, float3(0.22,0.7,0.05));
                float lightingFilter = pow(sceneBrightness01, 2);

                float4 dots = blurredTex * (circleSDFMask * lightingFilter);
                float4 result = dots + sceneTex;

                return result;

            }
            ENDHLSL
        }
    }
}
#

I'm using Vert instead of vert, I'm sampling the _BlitTexture and my own sceneTexture thought the high-caps methods as opposed to tex2d, and.... then it's a whole lot of math which I have checked - it does what I expected from it if I isolate it

#

it really is just the case that I'm getting a black screen from _BlitTexture :c

#

everything else seems to be fine

#

LOL

#

I am an absolute buffoon

#

I changed "return result" into something else, and forgot to revert it

#

XD

#

finally, my dots are blurred ;-;

#

(like, their mask, on screenspace)

wary hollow
#

so something weird is happening. for some reason my world gets brighter when i go into player mode. the darker is in scene view (the desired look) and the one thats lighter is whats being displayed. im not sure hwat im doing wrong. any ideas?

grizzled patio
#

Hey, I'm trying to figure out how the urp in 2022.x works and am having a lot of problems.
Does anyone know why

    {
        // only show in game
        var cameraData = renderingData.cameraData;
        if (cameraData.camera.cameraType != CameraType.Game)
            return;

        CommandBuffer cmd = CommandBufferPool.Get("Custom Effect Process");
        using (new ProfilingScope(cmd, m_profilingSampler))
        {
            context.ExecuteCommandBuffer(cmd);
            cmd.Clear();

             Blitter.BlitCameraTexture(cmd, m_cameraColorTarget, m_tmpColorTarget);
             Blitter.BlitCameraTexture(cmd, m_tmpColorTarget, m_cameraColorTarget, m_outlineMaterial, 0);
             cmd.SetGlobalTexture("_gloabelTex", m_tmpColorTarget);
        }

        context.ExecuteCommandBuffer(cmd);
        cmd.Clear();
        CommandBufferPool.Release(cmd);
    }

combined with a shader that literally only does this

half4 frag(Varyings IN) : SV_Target
            {
                return half4(1,0,0,1);
            }

a) results in a black screen,
b) does not show me _gloabelTex in the Frame Debugger?

(m_cameraColorTarget is set during SetupRenderPasses via renderer.cameraColorTargetHandle
and m_tmpColorTarget is set during OnCameraSetup via

 colorDesc.depthBufferBits = 0;

  RenderingUtils.ReAllocateIfNeeded(ref m_tmpColorTarget, colorDesc, name: "_TemporaryColorTexture");```
)

Thanks for the help!
gritty folio
# grizzled patio Hey, I'm trying to figure out how the urp in 2022.x works and am having a lot of...

For (a), make sure you're using an appropriate shader. You'd usually include and use a vertex function from : https://github.com/Unity-Technologies/Graphics/blob/master/Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl - and probably ZWrite Off ZTest Always Blend Off Cull Off
Could use the default URP blit shader as a basis - https://github.com/Unity-Technologies/Graphics/blob/master/Packages/com.unity.render-pipelines.universal/Shaders/Utils/CoreBlit.shader
Or use the Fullscreen Graph.

For (b), the SetGlobalTexture call itself doesn't appear in the frame debugger iirc. But should be able to visualise _gloabelTex from the output of the first blit (DrawProcedural?) - the target will probably be named something like _TemporaryColorTexture_(size) since that's what you used in the ReAllocateIfNeeded.

grizzled patio
# gritty folio For (a), make sure you're using an appropriate shader. You'd usually include and...

a) Oh, I forgot to also put the vertex shader in my question, sorry. It just does the minimal ```
Varyings vert(Attributes IN)
{
Varyings OUT;

UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);

OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz);

return OUT;
}The weird thing is, depending in which of the
Blitter.BlitCameraTexture(cmd, m_cameraColorTarget, m_tmpColorTarget);
Blitter.BlitCameraTexture(cmd, m_tmpColorTarget, m_cameraColorTarget); ```
statements I put my shader (or both/none) I either get a black screen for both blits in the frame debugger, only for the first one, or for none of them. When, as far as understand, it should always show a red screen.
b) Ah, I see. I think I just misinterpreted something I read regarding displaying the textures in the frame debugger. Thanks!

gritty folio
grizzled patio
severe slate
#

for some reason post processing isnt working for me. im using URP

#

nvm

tawny cape
#

What's the best way of turning a full screen shader graph into a post process that could be used by a post processing volume in URP?

blazing jacinth
#

how do i enabe PP in srp again sorry bumd question

#

is there something like a check box on camera that i need to tick

mighty stump
blazing jacinth
#

i added the post profile to the cam its not working

mighty stump
blazing jacinth
mighty stump
blazing jacinth
#

yeah been using URP for so long forgot about srp

#

how do i add profiles in here now?

#

you just add lut here or something

#

wanna apply those post processing

#

np got it 😄

#

sorry been a long while did not need to work in srp

mighty stump
#

Taking another look at the screenshot it looks like you might be using the built-in render pipeline instead

blazing jacinth
#

or brip i guess

#

wrong trem used by bad

mighty stump
#

In that case the package is not incorrect, but the camera needs the post processing layer component

#

You can find the steps for that method of post processing in pinned all the same

tacit egret
#

Hi, I have problem, after enabling the Post-Processing Layer on my camera in Unity, I noticed that the default grid (position [0,0,0]) appears and obscures some objects in the Scene view. Everything is fine in Play mode. Can anyone help me find a solution to hide this grid in the Scene view with Post-Processing Layer enabled? (Im using BRP)

mighty stump
hard cipher
#

hey what post processing setting can you recommend for a horror game

carmine thunder
#

The tops of each of the big mushrooms have emission on them and the mushroom move side to side, is it possible to bake the emission on the mushrooms to improve performance?

mighty stump
carmine thunder
mighty stump
carmine thunder
mighty stump
carmine thunder
carmine thunder
mighty stump
mighty stump
carmine thunder
#

Thanks!

thin prairie
#

i found this tutorial for a sharpening effect and it somehow works but it also lowers the resolution of my whole game

#

this is how the shader works

mighty stump
#

And is also why transparent surfaces are unaffected

crude mountain
#

Hi am am working on a project using HDRP with ray tracing. I have a high end pc which costed almost $1500 to build. I am having trouble with maintaining a reasonable frame rate. I am not sure why but in free aspect resolution it is a steady 12fps..... Does anyone have any knowledge to shed some ligh on this?

#

there are no scripts in the scene that are conflicting with the frame rate. when i disable the post processing volume I have 150+ fps. I am using ray tracing on reflections, ambient occlusion, and global illumination.

bleak dagger
#

I am trying to use bloom in a project and I am getting flickers in a specific scenario, I was wondering if it's possible to somehow attenuate it.

I have a wave of meshes emitting from the same source and moving outwards in a circle shape. Those meshes use a shader that's transparent, blend mode is multiply with HDR color. The color's scalar is 3.

During the frame where the emission begins, and the few following frame where the meshes still overlap, I imagine what happens is that the final color ends up with some crazy high value (20 * 3) for intensity. That ends up bleeding really far on the screen.

#

Is this solvable w/o custom bloom?

lusty holly
#

like this:

mighty stump
#

@lusty holly not sure what happened to your post but scene fog only affects material color
Unless you're using HDRP's fog override, your two examples are showing the same thing

#

The simplest way around it is to use a skybox that has your fog color as a gradient baked into the cubemap texture

#

Or alternatively sample fog color and distance in your sky shader to make that gradient procedurally

#

Or reimplement fog in the objects' shader so it fades to sky color

livid parrot
#

Hey, can I somehow make player not affected by Global Volume Bloom?
I want only specific parts of the map to glow and not the player

mighty stump
livid parrot
#

but they never worked

#

look, i have this emissive material

#

with intensity = 10

#

and as u can see

#

this white part doesnt glow

mighty stump
#

Confirm that your project is in linear color space instead of gamma color space

livid parrot
#

how can i check that

mighty stump
#

Project settings

#

In gamma color space all brightnesses are capped at 1 effectively, with linear they can go above it and glow brighter / surpass higher bloom thresholds

mighty stump
livid parrot
#

seems to be enabled

mighty stump
livid parrot
#

well i have vignette

#

and it works

mighty stump
#

So bloom also should, I suppose

livid parrot
#

yes, bloom works

#

but not with emissive materials

mighty stump
#

Bloom is based on pixel brightness so it doesn't really care if the material is emissive, brightly lit by a light or covered by different additive surfaces

#

If you happen to be using the 2D renderer, materials meant for 3D are likely to not work correctly if at all

livid parrot
#

i use 2d renderer

#

and thats my material

mighty stump
#

That one's a 3D material

#

With 2D renderer you're restricted to Sprite, Sprite Lit and Particle Unlit shaders

livid parrot
#

okay but sprite materials

#

dont have the emissive part

mighty stump
#

Correct

livid parrot
#

so how can i achieve what im trying to do?

mighty stump
#

Otherwise you'd have to make an emissive sprite shader with Shader Graph

#

Unfortunately the instructions how to do that correctly are not written anywhere online

livid parrot
#

Thanks!

mossy gazelle
#

Im currently playing around with custom passes and Im wondering if there is any way to exclude just depth of field on a specific layer?
Im currently using "After post process" option but like the name says it renders after all post processing, I only want the dof to be disabled
It is for my fps arms, I dont want them to be affected by the dof

patent blaze
#

Hello, I have encountered a certain problem where Bloom post process effect is not working HOWEVER this happens only when the project is BUILD not in the playmode. Has anyone else encountered this? I double checked everything I think might have something to do with this - Universal render pipeline asset, Universal Render Data and Camera.And I have post processing enabled where the option is possible. What else could I try? .. apart from creating new project..

mighty stump
patent blaze
# mighty stump Build targets by default have different quality levels which can have different ...

That worked! I had no idea about this setting. I assume that you can change Quality via script to then put in options menu or something, right?

However it seems to be only a part of my problem. As I still have some object that should have bloom effect on, and they only have that in play mode.
It doesn't work for objects with this script on them.
Simply I on Start I just get a material from MeshRenderer of the object this creates instance of that material and when required I change it's HDR color value so I get the bloom effect. But the build version seems not to like this aproach .. or I don't know.

mighty stump
#

Could test without it since it doesn't seem to be crucial to its function

patent blaze
# mighty stump Bloom is always fullscreen anyhow so it's definitely something with the script I...

I also think it has something to do with the keywords. But I just can't figure it out.

The reason I do it is that I need to achieve something what Redstone from Minecraft does. I need to do a chain of objects with same default material, but when they are "powered up" they have bloom but the further the effect goes the less intense the bloom gets. So that's why I use this weird approach to it.

mighty stump
patent blaze
#

Looking at it I see there I missing brackets .. when I disable the emmision there is no need to setting the color anyway... so yeah.. just a small mistake

#

Yet, I remain baffled on how can it work in play mode but not in build...

patent blaze
#

I figured it out with a help of kind stranger. The thing is my material that I use had the emission disabled by default => therefore the shader did not compile the emission into the runtime. (If that makes sense)

blazing bough
#

How can i disable post processing on UI elements? I have to render the UI on world space as it relies on the position of a game object.

#

More exactly, my UI (healthbar) is getting blurred because of the depth of field settings.

mighty stump
#

You can still attach screen space UI elements to world space positions by converting world space position to screen space position and controlling the UI's position and scale based on that

#

But that's not always applicable, in which case you may need the overlay camera solution

blazing bough
#

Thank you

mighty stump
#

How is it related to post processing?

final garden
#

ah my bad wasnt sure which categorymy question was related to

stuck gull
#

Im using Smoothdamp to increase my focal length in depth of field and its buggy
it only updates when I hover my mouse over it and move it

#

doF.focalLength.value = Mathf.SmoothDamp(doF.focalLength.value, 300, ref vel, 0.4f);

#

Solved: I used Mathf.Ceil to get a whole number, now it at least shows in the game window but the inspector still only updates on mouse hover and move

#

But also my depth of blur change doesn't feel smooth, it feels like it's taking steps

south moss
#

I have a building (a CAD) that i imported, and i want to do something close to my link (or at least having edge detection and being able to make the material transparent

#

I came across some ressources, one of them working well (having edge colored where i want), but when i put my material transparent it doesn't work anymore.

wild hedge
#

Is there any good way to keeps it color information intact while still capturing transparency?
I have a camera that renders to render texture using zero transparancy background / uninizalized.

From what I can tell, unity blends the partially transparent color with the "zero transparancy whatever black" at low transparancy levels, resulting in a desaturated colors. I understand blending might normally be nice between objects, but i want to capture this objects transparency while not blending colours with the backround.

Is there any good way to keep the cameras r, g, and b channels as if a object wasn't transparent, but actually change transparancy channel?

feral kayak
# wild hedge **Is there any good way to keeps it color information intact while still capturi...

I think you want to render the objects that are getting rendered to the render texture (the red ball) as opaque, but still set an alpha value in the output of that opaque shader. The render texture will render the RGB as fully opaque, and store that alpha value of the opaque object so you can use that for alpha blending in your compositing later. The only downside to this is you can't have multiple overlapping transparent objects in your render texture.

feral kayak
fresh dawn
#

probably a very simple fix, but my post processing isnt appearing in my scene. My camera mask is taking in everything, but my PP Layer is on the UI Layer. If my camera is on Everything, shouldnt the post processing be picked up?

mighty stump
#

Camera's layer is not relevant

fresh dawn
#

attaching the volume to a gameobject rather than the camera?

#

that worked tho, thanks!

mighty stump
opal ore
#

Anyone here know if it's possible to have motion blur on desktop, but not in the actual VR headset with the Post Processing pacakge?

wet coral
#

Hey guys, so I'm working on a first person game where I have two cameras on my player, one to render just the item that the player is holding (I'll call it the item camera) and another for everything else (the main camera). I do this so I can layer the item camera onto the main camera so that when the player gets close to a wall, their item will not clip through because it is on another layer and thus is rendered on top of the rest of the game. However, when I apply post processing to the item camera as well as the main camera, it seems like the post processing effects are doubled. Is there a way to fix this, or a better solution?

wet coral
#

For anyone in the future, it looks like I was able to fix it by switching the order of the cameras, making the item camera a base camera and then making the main camera an overlay camera, and turning post processing on for the main camera but off for the item camera.

dim cairn
wet coral
stuck nimbus
#

How to fix?

mighty stump
stuck nimbus
mighty stump
#

Yeah

stuck nimbus
#

I am using Beautify and hence this isn't working

#

Is there no possible way to add SSR on a scriptable pipeline?

mighty stump
#

If Beautify is supposed to support SSR on URP, you'll have to find their support channels

stuck nimbus
#

A different one from beautify, the unit post pro

#

But I also need beautify so in abit of a ruckus

mighty stump
#

Post Processing Stack package doesn't work on URP at all, at least not in modern versions

stuck nimbus
#

Regarding third party solutions, know any?

mighty stump
#

It looks like Beautify has one system that extends PPS package, another that extends URP's volume overrides
You'll want to make sure you're using the correct one

mighty stump
#

Post Processing Stack (v2)

#

Meaning built-in render pipeline's post processing system

stuck nimbus
#

Uhm, I believe I am on Beautify 3, is that the correct one?

mighty stump
# stuck nimbus Uhm, I believe I am on Beautify 3, is that the correct one?

That does have support for both URP and BiRP, but due to the nature of it it has to use different systems for each
If there are extra steps that you must do to use it correctly, the documentation will surely tell you
In no situation should you be using PPSv2 with URP, unless you're in an ancient version of URP

stuck nimbus
#

I'll look around for the mention of extending post pro

#

Really need SSR

mighty stump
stuck nimbus
#

This is the unity post process package that is the one that has SSR effect

#

Not beautify

mighty stump
# stuck nimbus Really need SSR

You'll have to find one
The new URP sample scene implements SSR, but as far as I know it's not documented or set up for general use yet

mighty stump
mighty stump
#

Or just go with HDRP 🤷

stuck nimbus
#

Is something like SSR worth $50?

stuck nimbus
mighty stump
stuck nimbus
#

Reflect one for $20 looks ok

#

I'll checkup the requirements for HDRP, I doubt we'll use it though

#

Thanks a lot

mighty stump
# stuck nimbus Thanks a lot

Good luck
Remember to profile the performance of whatever solution you go with, as even simple SSR isn't free by any means so you know if it's viable
The official one you can find in the samples doesn't cost money but the cost is having to figure out how to set it up

stuck nimbus
mighty stump
cyan kindle
#

hellpppp

#

trying to use ps1 textures

#

the psx shader

#

losing my mind

hot hatch
#

Is Post Processing (v2) compatible with URP ? the documentation kinda says yes and no at the same time 😄

mighty stump
hot hatch
#

Sad, but thanks!

upbeat sail
#

Hey guys. I have this empty and i have the main camera like this but nothing i do makes a change on the thingy on like, the world like the post-processing is not working.

#

am i doing something bad?

hot hatch
#

Are you using URP ? If so it won’t work

upbeat sail
#

I was told by my teacher to either use URP or kick the rocks.

hot hatch
#

This should work 🙂

severe slate
#

mb mb mb sorry 😭

#

for pinging everyone

#

won't happen again

#

😭

upbeat sail
#

Thank you.

bronze trench
#

Is it possible to get bloom on text rendered in TMP?

mighty stump
#

Or if it's a mesh renderer text instead of a UI text

sinful bloom
#

how to add blur effect?
for screen

shrewd pasture
#

I need to grab a rendertexture before the post processing stack changes the image, how would i do that?

shrewd pasture
#

nvm got it

mint kite
#

Has anyone run into postprocessing being broken only in webgl builds? I read this can be caused by webgl version and quality settings and I believe I've already fixed those aspects but I'm still not getting postprocessing. This is webgl only, other platforms work fine. (URP)

mint kite
#

This turned out to be related to stacking postprocessing via render to texture. Still not working but not strictly a postprocessing issue, global postprocessing on the main camera is working. I am using other cameras with layer masks to have more flexible postprocessing but some part of this is breaking in webgl builds

floral drum
#

Hello I'm trying to create a nice neon effect in my game, and I want the aspect to be really soft, so I use simple Sprite with thin borders and I'm applying a bloom to it. But i don't know why part of the sprite are disappearing when moving and the bloom is flickering.
So if anyone know how to correct this it would be really nice.
Thanks.

mint kite
#

Id guess some kind of filtering/blending/scaling is leading to your sprite to sometimes fall below the threshold and no longer qualify for bloom. Maybe make the sprite edges slightly bigger and/or try changing to point filtering on the sprite tex. Can also try reducing the threshold

mighty stump
floral drum
#

hello again, so I made the sprites edges bigger and it stopped the disappearing problem, however I still have a lite flickering but not a major problem for the moment. Thanks a lot for the help 🙂

limpid egret
#

Post process/lighting has always been my kryptonite. How do I make this more realistic?

#

The outdoor hdrp Volvo scene is outstanding. I don’t knew at setting are they using to get that realness. Thanks for tips and tricks

mighty stump
limpid egret
#

I’m thinking of the HDRP Volvo scene. There is just something they seem to have that I don’t. A setting or something similar.

#

I imported my track into that scene and it made it so much better.

mighty stump
# limpid egret Tips on what is my next step?

Use all the resources including sample scenesthat you can as reference
Materials need to be made according to PBR standard to look properly realistic
Your materials can only look as good as your lighting

sand elm
#

Heey, does anyone knows what could i add or change to make it looks better? I feel it could be much better

haughty nest
hazy quartz
#

Is it possible to make local volumes in URP show when you look through them rather than just being when you're inside them?

mighty stump
hazy quartz
hazy quartz
mighty stump
#

I don't know what your volume does
There's no local fog either though

hazy quartz
#

I have a local volume box that changes the white balance to a lower temp aka more orange. When looking through the volume, it shows nothing because it only post processes when you're inside. If I look through, I want to give it an orange fog/glow

mighty stump
#

But you have to be careful about overdraw with those

hazy quartz
#

Ah I see, ty. Can you clarify overdraw please?

mighty stump
hazy quartz
#

Ahhh I see, thanks

sand elm
#

@mighty stump As I can see, you're one of the people who answer most post-processing and terrain questions... So could you try to help me with this? I've already asked it but i didn't receive a certain answer... Ok, so, I've downloaded one shader to make curve my world... And it works correctly, the thing is that it doesn't work with terrains and it just works for meshes... So my question is how could i convert the terrain into a mesh (a plane a cube...) or just how could i paint over a plane if that's possible... I've decided to use a terrain cause its the only way i know to paint textures... Thank you so much!

random terrace
sand elm
sand elm
random terrace
sand elm
#

Thankss

#

But do you have the asset too and you know it works?

random terrace
#

Never tested it on terrain sadly

mighty stump
#

I'm guessing it's close to impossible to use terrains with this and that it's better you use custom meshes made with Blender or some such
Blender can sculpt and paint terrains if you know how to use it

#

Just not Unity's Terrains component

solid birch
quiet stratus
#

does anyone know why i dont have the 'elements' option in my lens flare?

random terrace
#

is there anyway to exclude object from certain post processing? for example i have bloom and Color adjustment, i want the object have bloom but doesnt get affected by color adjustment

mighty stump
cobalt salmon
#

When i click on a srp lens flare to open it in the inspector it always sends a long error message and the inspector looks like yours

#

Its like that on all 3 of the unity 2022 versions that ive tried

quiet stratus
boreal crow
#

Speaking about post-processing performance: is running an aces tonemapper on the mobile project a problem? Would it impact the performance in a noticable way?

tiny oar
#

Hi, I just started a built-in project, but my emissive materials seem to clamp their perceived intensity to 1 all the time

#

The rendered meshes just look as if the intensity was 1

#

I set the color space to linear, enabled HDR on the camera and added a bloom post processing

#

Can anyone please help me with that?

mighty stump
#

So maybe the change isn't in effect for some reason

tiny oar
#

This is the paste of the HoloCam, I already set all cameras to .allowHDR = true, but it still has no effect

#

Do you or anyone else have a clue on what I could change in that script to make the cameras act as a 'normal' unity camera with HDR?

mighty stump
# tiny oar https://pastebin.com/YgEMmED5

That's a huge script and I don't know what it's supposed to be doing
But if it renders to a Render Target texture at some point, you must ensure that texture has enough color depth to support HDR colors

tiny oar
#

Do you think DefaultHDR should be right or is any other colorspace advised?
If you think that it must be related to the render target then I will try to modify all of them, I just wanted to be sure that I didn't miss some simple flag or something, thanks :)

mighty stump
tiny oar
#

Okay I'll try!

inland kindle
#

guys, how can i make my game look cleaner in distance, its blurry and kinda ugly for eye, how can i make it all look same and clean like in close distances

mighty stump
#

You can zoom the game window which would help diagnose aliasing issues in particular

inland kindle
#

for example npc model in distance is all messy/blurry u barely can see the shape of him

mighty stump
inland kindle
#

look at this guy, he's full hd

#

beautiful

#

but even in small distance he becomes blurry

#

scrnshots made it a little bit worse

#

this one is a lil better quality

mighty stump
#

At a distance we're seeing the character occupy only 30 screen pixels in height, so loss of detail is inevitable
(Unless you get a new computer monitor that has twice the resolution every time you double your distance to the character)

inland kindle
#

this is not a realistic looking game, even realistic looking games i know that u can set up to look completely same in long distance and in front of u

mighty stump
#

Antialiasing can be used to preserve as much detail as possible when characters are very small relative to screen resolution
In that situation you'd enable multi-sample antialising (MSAA) and potentially increase render scale to 2x, though that one is very expensive graphically
But you should ensure that fast approximate antialiasing (FXAA) is not enabled because that one does blur details

inland kindle
#

fast approximate antialiasing where is that

#

in project settings i dont have msaa and fxaa

mighty stump
#

subpixel morphological antialiasing (SMAA) should not be confused with MSAA and should also not be enabled if you're using the MSAA or render scale

mighty stump
inland kindle
#

i put my anti aliasing from 2x to 8x and turned on vsync, as well i put lod from 2 to 5

#

i dont think it made much diff

#

on camera i got only msaa but it allows me only 2 options -off, and -use graphics settings

mighty stump
#

I don't see any obvious AA problem in your screenshot so it's possible you've reached the best possible visuals

inland kindle
#

u cant tell me every game in world is blurry in distance

#

my eyes hurt

mighty stump
inland kindle
#

i know so many games that are looking perfectly smooth on huge distance

#

like everything is clean

mighty stump
#

There's no graphics setting that makes our screen grow physically more pixels

inland kindle
#

like real life picture

mighty stump
#

When you start delving into graphics, we start noticing rendering flaws that we simply ignored in other games
Mostly because we were busy playing the game

inland kindle
#

yeah, but i know i played games, they looked blurry in distance, i change some settings and it becomes pixel perfect

#

like even in 1000meters away character looks clean like its 1meter away

mighty stump
inland kindle
#

i have no idea where to go, i only got few games on my pc rn, and rust takes 1h to load

#

and rust i play on low

#

but im certain, thru my whole life, i know i played games that looked clean

#

maybe i just had better eyes as a kid..

#

and another thing is, since im making a game while in free aspect resolution, when i switch to 1920 1080, whole game is blurry like even in front of me

#

so when i export the game, what is it gonna be

#

how can keep the game free aspect, and why is it blurry in 1920x1080

mighty stump
#

Native resolution of the user's monitor, that is

#

"Free aspect" means the game is rendered 1:1 at whatever dimensions the game window is

#

If you set it to 1920x1080 but your game window is smaller than that (as it is even when fullscreened), then it will be shrinked to fit the view, which isn't an accurate representation of the pixel ratio

#

This slider adjusts what the pixel ratio of the game window is, which helps you preview window sizes

inland kindle
inland kindle
#

i got scared that my game will look like shi when its built

mighty stump
#

Making test builds semi-regularly is good for a lot of reasons

inland kindle
#

onee thing i dont understand about built game

#

is rn if i dont have any main menu and such, and build a game

#

i will click desktop icon and it will lead me directly inside running game?

#

like when i press run in unity

mighty stump
inland kindle
#

i just built the game

#

it looks beautiful on full screen

drowsy reef
#

Someone can help me?
Why Post Process effects aren't appering to me?
How can I active it to show and edit the effects?

mighty stump
severe slate
#

Hi all
I was trying to make my shadow affect the lower grass tile map
Image
Like the rectangular grass under the garden bed
I toggled the sorting layers
And editted the shape
And changed the intensity
But for some reason this issue occurs when i target sorting layers
I don't want the shadow to cast anywhere else, only from the garden bed to the grass below it
It only works when I toggle the sorting layers to be everything

#

Here are my sorting layers

#

I want the shadow to be from the inner grass onto the dirt:

#

When I set the layer of the shadow to only affect GrassBed (Grass around the garden), it does this:

#

When I do the inner grass it seems to do nothing:

mighty stump
#

@severe slate No pinging unless it's relevant please
You might get more answers by asking this question in #🖼️┃2d-tools rather than shaders and post processing as it's not related to either of those two

kindred inlet
#

Hello. I want to get a fog similar to the pinned screenshot, which positioning depends on the array of info (it is a fog of war, yeah; and it is supposed to be in the "no-vision" parts of the map of course). And I know for sure that this one is done with a post-processing effect on camera.
I am full noob in the topic of post-processing and I saw that there are enormous use cases for them, so I am not sure from what should I start. So can someone give me a hint from what should I start for achiving such result?
Also might be important (or not - not fully sure), that I have a URP project

mighty stump
#

Maybe it's tiles, maybe it's points, maybe it's raycasting, maybe a combination of them

kindred inlet
#

The thing is that I already have both:

  1. The code that updates the array with info about visibility. So that I can get the 500x500 map of visions from it, where each cell is 2x2 square on the scene (so the real map is 1000x1000)
  2. The shader for alpha coloring texture of the fog (basically just a quad/cube/plate) depending on the array of visions

The problem is that even if I take the cube mesh for the fog - it is still empty. But I have a 3D RTS, so it is not good to have an ability to "look under the fog" - in that case the only clear way to see your vision is to look at fog perpendicularly from above. But I want to let player rotate camera, so it is not the way for me
So when I saw this wonderful 3D fog in the game, I thought it could be the real way to do such things in 3D

zinc estuary
#

If I attempted fog of war I'd do like some overlay texture and just change the alpha values over the areas of the texture

kindred inlet
#

Well it should be better for the empty landscape, then what I have at the moment, but I am not sure that I will be able to include some tress, stones or other decorations of the map into such fog. And it will be not very beautiful and readable, if I have the darkened landscape and bright tree in the same place

trail drift
#

What is the function and ability of post processing?

shut jetty
#

I have a question, can I have 2 different post processing volumes that affect different objects? Or different cameras?

mighty stump
haughty nest
fiery mortar
#

Anyone know how to visualize the Depth of Field Postprocess?

velvet spade
#

Hey! I am not sure if It's just me but I can't get the post Processing package to do ANYTHING on my URP Unity -2023 project

velvet spade
#

Correttion even the defaulot post processing is not working for me.

mighty stump
velvet spade
trail granite
#

I'm getting motion blur on my first-person body whenever the player is moving.

#

This is just moving the transform back and forth with a camera parented directly to the player. There isn't any physics happening (and I've disabled Cinemachine)

#

If the camera is unparented, things look normal.

#

This is using the URP.

#

The problem goes away if I disable motion vectors on the ground and make sure the Motion Blur effect is set to "Camera and Objects" mode (it was on "Camera only")

#

but I would like to have motion blur on the surfaces I'm moving around on!

fiery mortar
granite monolith
#

Is there any way to change the post processing profile at runtime? not the values but the actual profile

plush pumice
trail granite
#

I was fearing that!

#

I guess I just hadn't run into this particular situation before

#

It's a lot better now that I've turned motion blur down from maximum power (which was too strong everywhere else anyway)

plush pumice
#

Yep but beyond that it’s unfortunately something one just has to deal with

trail granite
#

I was expecting the motion vectors to "cancel out", I guess

#

I thought it might be some kind of execution order problem preventing that

#

Although, actually

#

once I set it to "Camera and objects", the player body does look sharp again

#

it's just that the ground leaks into it a bit

mighty stump
# fiery mortar https://youtu.be/URal08XKMvU?si=uKjH9GLz6B-joIs1&t=83 Speaking of motion blur, ...

I don't know what it's called exactly, but this is and old school motion blur effect that was pretty much entirely replaced by the modern one that uses motion vectors instead
The old style simply stores the current frame in a buffer and blends the next frame with that buffer by some percentage
Because of the confusing naming it can be hard to search for this variety in my experience, but if you look for "retro" or "analog" full screen effects you can probably find this effect among them

#

It's also fairly simple to make yourself as far as custom post processing effects go

warm hemlock
#

Hey! I have a really weird issue. I'm trying to add Bloom to Unity, but it's different depending on where in the scene the blooming object is.
This is how I would like the Bloom to look, notice the X Coord on the LineRenderer.
Now if I move it just a tiiiiny bit it looks completely different and horrible. I'm using a Cinemachine Camera and a Global Volume with Bloom effect applied too it

mighty stump
warm hemlock
mighty stump
warm hemlock
fiery mortar
#

I’d also be nice if it was possible to slow down the fading of motion blur

mighty stump
thick birch
#

Hey, why do post processes affect all objects even when I assigned specific layers in post process layer?
There are several layers like module, character,voxel, etc.
This camera render all layers except sky
I know I can define multiple camera with different masks but can I achieve what I talked about with just one camera?

thick birch
#

How do you blend between two values (e.g. color) in color grading? just simple interpolation?
Do you define different camera profile and switch between them? I don't know if I pick this way how I should blend or define one profile and tune it according to situations in a game

mighty stump
mighty stump
thick birch
#

Should I define multiple cameras with different masks?

#

Camera1: depth 0,dont clear, terrain
Camera2:depth 0,dont clear, module

mighty stump
thick birch
#

There are two cameras. One renders terrain and the other renders all stuff except terrain.
Both have the same depth order and don't clear flag. I want to render them based on depth.
I put post processing volume on the first camera.
The problem is that the second camera does not render correctly and the right order unless I turn off and again turn on it.

buoyant cargo
#

There are two cameras. One renders

spiral parrot
#

My game screen is made with UGUI, and I'm using Post Processing's Bloom effect, and I realized that it will work on all the Images in my screen, and I only want one of them to glow, and the others don't, how can I do it?

spice locust
#

Hello, I have been in a debate about Post processing and its effect on performance. Does anyone know where I can do some reading about the specifics on how each option effects performance individually? Or even able to type a brief explanation here. Thank you

mighty stump
#

I'd just test them in your specific project

#

Worth noting that URP and HDRP post processes are actively in development
Bloom for example got a "skip iterations" option that allows you to run it for cheaper

tropic turtle
#

I have a URP project where I have a camera stacked as an overlay on a base camera. I want a Post Processing filter to apply to both cameras, but when I tick the "Post Processing" checkbox on the overlay camera, it seems to double the post-processing effect on the base camera.

The overlay camera only renders some first-person arms, the base camera renders the rest of the world. To my understanding, if the post-processing was applied to the overlay camera, it should only affect the things it is rendering, right? Or does the post-processing apply to everything?

gritty folio
frail sapphire
tropic turtle
# gritty folio Post processing will apply to the whole screen. I haven't used overlay cameras a...

With my two-camera setup, the base camera has post-processing on and the overlay camera has post-processing off. On Start, the post processing will render properly on what the base camera sees, but not on what the overlay camera sees. Makes sense.

But if I turn on post-processing on the overlay camera as well, the post processing duplicates. I could get around this by disabling post-processing on the base camera, which will stack the post processing on both cameras properly. However, the issue is that sometimes I need to turn off the overlay camera, which turns off the post processing on all and makes a jarring transition. Would you know a way to fix this? The Volume layermask in Environment doesn't really seem to change much:

gritty folio
severe slate
#

Hello! Im a complete beginner to unity and I just created a lake and Im looking to create the underwater effect using the post processing volume but the problem is I can't find any of the settings for it. i alreay installed the asset, created a new game object, added the component (i only have post-processing behaviour), deleted the main camera and added a first person controller, but when I try to create the profile i can t do anything, i don t have any settings for it. Please help me out

narrow sail
#

hi everyone, I have an issue with effects. I have main camera with effect that makes old/pixelated effect on camera which works perfect and I have another camera that shows only flashlight so it wont clip trough walls. Issue is, effects on main camera works on everything except flashlight and I want it to work on a flashlight too...Here are some screenshots of my two cameras.

#

I want it to look like this, this is when main camera also render my flashlight but now it will clip with walls...

mighty stump
#

Post processing works on the rendered image "at that level" in the camera stack, so it affects everything below but not above

narrow sail
#

Sorry, what do you mean final camera

#

I have camera on my MainCharacter and another camera on him with Only Depth option

mighty stump
#

The final camera is the camera that's rendered last in your stack of cameras

narrow sail
#

I have effects on first one(FirstPersonCharacter)

mighty stump
#

So what I'm suggesting is put the effects on the last one instead

narrow sail
#

Oh thank you, it works now

mighty stump
#

Or don't use camera stacking at all
It's in some cases more beneficial to have first person items parented under a transform that squashes them flat on the forward axis as is done here:
https://youtu.be/pM2Lr5roSPc?t=281
It doesn't guarantee avoiding clipping like camera stacking does, but it can work better with lights and shadows

mystic dome
#

how can i make this bloom like this

mighty stump
#

Bloom is always based on brightness of the screen pixels

mystic dome
#

cant seem to find a guide on youtube too

#

@mighty stump got any ideas?

mighty stump
#

@mystic dome Like I said bloom is based on brightness of screen pixels, not objects
The least impractical workaround you have is to increase bloom threshold, and also increase your particle material emissive intensity
This way the particles might be the only part of your scene that pass the bloom threshold, though there's not really a way to guarantee it

mystic dome
#

and that worked for me

random terrace
#

by changing the render queu to "render after post processing"

#

the problem is it will ignore every post processing such as color grading, etc

#

there's other alternative such as beutify3 which have option to ignore object by tag without changin the render queu

mighty stump
#

Rendering after everything works with depth but you still get really weird interactions with shadows, bloom and SSAO

#

If you have any resources how to deal with these issues It'd be cool to see

random terrace
#

and using "render after post processing" will break VR mutli pass too

mystic lark
#

Guys, please help me, I can’t light the color, how can I fix it?

mighty stump
mystic lark
#

Oh, I don't see the Scene, I see the Game

visual goblet
#

would anyone be willing to help me setup post proccesing in my vr game? its not working ive tried everything and im in 2023

bronze mural
#

@visual goblet Check pinned messages for guides how to use post processing. If you have specific questions ask here.

visual goblet
bronze mural
visual goblet
bronze mural
#

@visual goblet Make some effort to learn and properly illustrate your actual question if you have a relevant one.

visual goblet
#

HELP ME PLASE

bronze mural
hallow kindle
tame kiln
#

Is there a way to have multiple global PostProcessing volumes in a scene?
example:

Volume1:
Bloom
Motion Blur

Volume 2:
Lift, Gamma, Gain
and so to kinda blend them

wise hawk
#

Anyone have success turning on HDR? I've got an HDR display, Windows 11, toggled HDR on, tried URP 2023.2 and HDRP 2022.2, but Unity is not recognizing my HDR display. I have tried:

        foreach (var display in HDROutputSettings.displays)
        {
            if (display.available)
            {
                display.RequestHDRModeChange(true);
                Debug.Log("HDR turned on!");
            }
        }

I've also done the full set up of enabling it in player settings, post processing, tonemapping, etc.

jade blade
#

how do you enable deferred rendering to use screen space reflections. Thanks in advance

#

found it

mystic lark
#

How to fix it?

vivid ridge
#

Is there any way to mess around with ACES settings in URP?

vivid ridge
#

I’m trying to match the color correction of my Unity Scene from another game (different engine) but i can’t seem to find a good way to go about it

#

Anyone have any advice?

#

Source 2

#

im trying to match the color correction from Half-Life Alyx

#

from here for example

#

The only thing i could find in Source 2 regarding the LUT is a huge data set of Color Codes representing the LUT (like 4000 lines)

i somehow managed to get some python code working that converts that huge data to an LUT image (using chatgpt)

and this is what it spits out

#

But then i put this LUT into Unity and it looks all crazy

haughty nest
#

The fact that ChatGPT was involved means that code probably outputs something that looks like an LUT but is completely wrong in some unforseeable way

vivid ridge
#

Tried that but unfortunately it didnt work

#

flipped it vertically, horizontally etc

#

Interesting, how do i go about flipping these channels?

vivid ridge
#

i already tried matching the lighting but unfortunately it wouldn't give that same look

vivid ridge
#

@buoyant olive Is there anything else i could use other than LUTs

#

Yeah im giving that a shot with Amplify Color now

#

i don't need it to look the exact same i'm just trying to achieve that same colorful yet dark look

haughty nest
vivid ridge
young sonnet
young sonnet
#

set the color space to gamma

#

i think thats what they used back in the day

#

its in the player settings

haughty nest
#

Definitely don't use gamma if you're going for Source 2, they use a modern rendering pipeline.
But if the goal is a Source 1 aesthetic, then yeah

vivid ridge
#

Yeah haha

#

Half Life Alyx is only a couple of years old

vivid ridge
vivid ridge
#

(and yes my NVIDIA GPU drivers are up to date)

haughty nest
#

Never seen that particular error before

#

What version of Unity and what graphics card do you have?

vivid ridge
#

I’m also having issues like that where the Drivers aren’t recognized in Photoshop/Premiere so its defo not on Unity

tawny geode
#

I am definitely in a URP project. How can i enable anti-aliasing for the Scene view. it is already enabled in Game view

#

Maybe it is HDRP only. I have it enabled in Scene view. No trouble there

dire mica
#

Anyone know if its possible to achieve this effect?

mighty stump
#

URP and HDRP got them starting from 2023 version

dire mica
#

Thanks, It looks like I need bloom enabled for it to work though. I then need to up the scatter on the bloom which destroys the flare

mighty stump
#

Tweaking the settings rather than implementing it again is orders of magnitude easier though

#

Or if the effect only needs to happen for one object, you could fake it

dire mica
#

Thanks

grave tusk
#

Hi all - I'm having an issue with doing realtime altering of post processing effects which is something I don't have much experience with (using Unity 2019)
The image shows how I have it set up - in this case it's a red vignette to show when the player takes damage. It works at first, but in standalone it seems to stop working after a scene change, but not always after a scene change - sometimes it will keep working
Any ideas what's going wrong?

hallow kindle
#

If I split the effects into several ScriptableRendererFeatures, the performance won't be affected, right? That is, it will not affect the performance and it will remain the same or I need to move everything into one Execute method to get more performance and create one gigantic ScriptableRendererFeature class?

deep sonnet
#

how do i apply bloom or any post process effects after my pixel perfect camera?

carmine thunder
#

volume and bloom totally tanks my fps on mobile, what can I do to improve framerate, I do a number of glowing objects in my level

#

3D objects

#

how do you mean?

#

are there any resources you can link similar to this idea?

#

oh I see, right now im trying to make the spots on this glow, with bloom i can but it drops by 30 fps

#

thanks!

solid saddle
#

anyone use post processing in HDRP?

mighty stump
solid saddle
#

actually i just stumbled acrosss my solution

#

after 3 weeks

#

just set up a new volume lol

#

old one must have been incompatible somehow

#

as i always say when ppl ask me about unity, i respond "it's a waste of life"..

west prairie
#

I started with Post processing but now my colors I imported from blender are really white, but I need the bloom for another object to glow how can I get the bright colors back without loosing the glow effect of another object?

glossy sandal
#

I have my rendering to deferred but the plane fog method isnt seeming to work
vid ref: https://www.youtube.com/watch?v=-s7_l3TXWPM

In this video we will learn, How to make our game environment more eye catchy and beautiful using Vertical Volumetric Fog like most Hypercasual Games.
This is the simplest and fastest method to create Vertical Fog in Unity.

SUBSCRIBE FOR MORE !
https://bit.ly/3dR3TEN

USEFULL VIDEOS !
➤ Unity Lighting Tutorial: https://youtu.be/mXADB-PwKN8

...

▶ Play video
mighty stump
glossy sandal
carmine thunder
#

Has anyone had any luck with post processing bloom and mobile?

nocturne escarp
#

Hello,
so i was playing with this and I realized I ad some post processing effects. I don't remeber setting any of those
I am using HDRP, where could I found the settings of this PP ? i checked my scene and I have no volume with PP

#

i dont see anything related to PP here

#

oh okay i thought "post processing" would be marked somewhere

#

ty for helping

rich igloo
#

how can i increase the blur factor by a lot more

#

its good for what i want but its not blurry enough

#

the stronger the blur, the smoother the blend between these two shapes is

#

its also incredibly laggy for some reason

#

and boom shitty water

#

ok i figured out the lag problem

#

turns out its 1 4k texture

#

it also blurs what i dont want it to, unfortunately

#

i dont know how since its a seperate camera that cant even see the white blocks

#

its like, double bluring

#

when cast to a rendertexture, it works fine and the metaballs blur as intended

#

but viewed through main camera everythings messed up

#

fixed the blur issue, the volume was overstepping its bounds because i accidentally left it on the default layer

heavy axle
#

one cheap way to make things blurrier is actually to lower the resolution of the source image

#

idk if it will work well for this case tho

rich igloo
#

update: unity crashed and i lost it all because my silly lil 1660ti couldnt handle a 4k texture

#

control s has not saved me

lost latch
#

Idk what it’s called so I can’t search for it. Can I add the eye adaptation effect and the over exposure effect?

cobalt salmon
#

Actually in BiRP its called auto exposure

cobalt salmon
#

Its an essential post processing effect. Its called exposure

#

You can change the adaption time

#

You need the exposure to be progressive

#

Set the mode to progressive then you can use the " speed dark to light" and " speed light to dark" options.

lost latch
#

Thanks

lost latch
cobalt salmon
#

Whats hrp?

lost latch
#

Urp i mean

cobalt salmon
#

I guess you can but thers no official way to do it

#

Youll need assets or your own post processing effect

lost latch
#

Damn

lost latch
#

And adjust it’s intensity depending on the light of the scene

cobalt salmon
#

Yes. Custom post processing effect

#

With shader graph

#

You create noise then mask it

#

@lost latch

lost latch
#

Thanks

brittle nacelle
#

is there a way to convert gamma to linear with post?
my surface shaders explicitly requires gamma space and gets funky on linear
but tonemap requires linear else it looks weird

mighty stump
brittle nacelle
#

Built in pipeline
The shader’s math is made for gamma space and thresholds are less flexible in linear for me

brittle nacelle
#

Well what can I do to make post and output linear?

brittle nacelle
#

well the shader is supposed to be 1:1 to a game
data and calculations are 1:1, i tried to maintain calcs and mess around with linear or whatever srgb stuff it wont budge
tonemapper i cant replace either other ones just look bad compared to what the game uses

#

tonemapper or shader

mighty stump
#

Historically most games that did their visuals in gamma space didn't have HDR or tonemapping at all

brittle nacelle
#

ok shader first
shader here
tried powing the color
not right, lower part of eye is not in the correct threshold
tried adjusting values of threshold, eyelash always gets included in the threshold before bottom of eye

#

gran turismo tonemapper

Off
Linear ✅
Gamma ❌ (too grey)

#

game explicitly uses gt tonemap
aces doesnt look right

broken flicker
#

Anyone knows if there is a documentation page on the Color Lookup in the Volume Profiles? I cant find anything

Im using URP in Unity 2022.3

mighty stump
broken flicker
#

The warnings are what i'm trying to figure out actually.

My lut texture is the right size compared to the limit set in the URP asset and it is the right type im assuming since it is not sRGB.

So im kinda lost

mighty stump
#

In URP settings

broken flicker
#

I've tried with 32 and a 32 texture buit it wasnt working.
16 works for some reason...

#

Do you know if this is lighter performance wise than a color correction? I'm switching to luts since on paper it should be lighter?

mighty stump
broken flicker
neon rock
#

Hi.
I have a small problem. I made a sun flare and i can see it thru walls even i enabled occlusion for it. I makin a FPS game so i have 2 camera. The main camera renders everything (priority 1), the second weapon camera is only for the weapon (priority 2). It's all fine but somehow all post processing happens on the weapon camera. How to fix this? 🙂
I tried disable post processing on the weapon cam and enable on the main but then post processing is not visiable in game at all if i do that.

mighty stump
#

In URP you can't exclude lens flare on a per-camera or per-volume basis, it's a nonsensical limitation we just have to live with

#

In my opinion a viewmodel is not a worthwhile use case for overlay cameras, considering the problems that comes with

stuck gull
#

When bloom is enabled and I have two transparent objects over eachother, the objects get brighter. I know this is hwo its supposed to be, but how could I maintain the same brightness when these objects are over eachother?

dry venture
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Is there a way to prevent emissive and transparent materals from looking 'glowed out' or overexposed? I have a sky lantern that I've turned transparency on for, in order to make it appear translucent. However, combined with the emissive effect, the body of the lantern appears completely white. I want to preserve the color variation and shading on the base map. Is this possible with transparency and emission?

dry venture
# mighty stump Decrease emission intensity

Thank you. I had tried that, but it seems to be an all or nothing type thing, with it being either not glowing at all, or too much when I turn up emission the tiniest bit. My global volume's bloom is similar with the intensity level.

mighty stump
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It could also be your bloom's Threshold value

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It's by default relatively high and can cut off surfaces from blooming even when they are bright

severe slate
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Could anyone point me to a post or video on how best to have post processing change due to a trigger? I wanted to have a win condition being reached in my game change the values of vignette and color adjustment values.

mighty stump
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I guess it makes no difference in this case
Have a global Volume with a weight of 0 and overrides to vignette and color adjustment, then use lerp or MoveTowards to move the weight to 1 in code when needed

severe slate
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Just URP. Is there a way to do this and change the actual values of the vignette like the color? I tried doing something like creating a second volume with different values but it just changed the originals as well ^^; I figure if I can't have two volumes to switch between then I would have to change the actual values within the effects themselves. If it's not possible I might just settle for removing the darkened effect by swinging weight to 0 but I was hoping to go from a cool dark vignette to a light warm one.

mighty stump
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Otherwise you're modifying a shared asset

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Naturally you can have more than one volume, that's the whole point of having volumes

severe slate
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Thinking of it I probably didn't make a new one when making a new volume LinkFacepalm

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Thank you lol

acoustic anchor
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Does anyone know how to get sort of ambience around the fire effect? the red circle is supposed to be where i want this ambience, but I can't use the floor etc since the camera doesnt pick it up
Image

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1201908610901479456

mighty stump
acoustic anchor
# mighty stump What does "ambience" mean here?

sort of warmth reflecting from the flames? When you see fire you dont just see fire and completely black, but you also see sort of orange warmth coming from it, not reflecting on anything just going with the flames

mighty stump
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For a really glowy fire you might also use a light component, and maybe some very soft glowy particles

still vessel
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(using built in rp) ambient occlusion (multi scale volumetric obscurance)

  • problem, the ambient occlusion looks different with different screen resolutions/sizes
    any way to fix this?
neon rock
# mighty stump Try instead enabling post processing on just the overlay camera It'll affect eve...

This is my setup. My weapon has laser and reddot that i want to have bloom and motion blur so i must add post processing to my weapon camera. For some reason all my ppsing happens on my weapon cam (maybe because it set to priority 1) and only my weapon can block the sun flare since thats the only thing that the weapon camera should render. I tried to add "Post-process Layer" to my main cam and gave a specific layer to the Directional light and linked with the pp layer. It didn't worked. Also i tried to add "Flare Layer" component to main camera (which should be a component for cameras to see flares) and still not working. Also if i uncheck pp on the weapon camera my main camera can't see any post processing even if it's check on main cam.

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If i only could make this stupid sun flare thing render on my main camera instead of weapon camera it would solve my issue. Does post processing priority field has to do with anything?

mighty stump
shut sphinx
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hello everybody. I think I'm having issues with post processing on my build, but I'm not sure. this is what the game looks in editor:

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this is what the game looks in the build, after loading the scene for the first time:

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and this is what the game looks in the build, after reloading that same scene (without exiting the game):

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there is something broken in the horizon but for now I am focusing on the general look. I believe post-processing is broken when running the scene for the first time, but I checked and it's all there

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has anybody any clue about what could be happening, and why reloading the same scene fixes almost all issues? (whatever they are)

marsh frigate
turbid root
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Having some problems with my post processing, in the engine it looks like this

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but when i build it looks like this

marsh frigate
turbid root
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Yes, this is current across 4 scenes

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There isnt more than one scene loaded until I reach a trigger

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Ive tried searching for volumes and only find one, when I play I just see the one scene

marsh frigate
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I would start by making sure there's no build warnings about post process shaders, and do the same for the player logs

turbid root
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"Graphics.CopyTexture could not find source D3D12 texture object. Maybe it is a RenderTexture that is not created yet?"

This one has been there for ages and I cant find anything that can help me with it

turbid root
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There is also as I said, one scene

turbid root
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tried new pipeline asset, new volume new everything