#💥┃post-processing
1 messages · Page 4 of 1
I'd try disabling the camera stack entirely and try to get simply a single camera with post processing working
I have no trouble getting PP on any camera working in 2022 LTS
if i disable the UI Camera it works, i have no idea what's happening
I'm not using the 2D renderer though, so it may be related to that
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
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)
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 !!
it's important work!
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.
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)
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
Not really
You can do various fake glows using billboard sprites and other kinds of effects
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
Seems you need to use cubemap texture in your case.
can i see the code?
something somewhere else is probably changing the vignette every frame or something like that
I already fixed it, i had two instances of the script and had to delete one
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
A lot of visual problems there from a realism standpoint
Ambient light and reflections don't match the environment
There are no shadows
Foliage's ambient light is purely black
Material normal maps are way too harsh
It's sunset/sunrise but the sky and lighting don't convey that
There doesn't look to be any post processing
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?
It's much improved!
The ambient lighting and reflections bother me a lot
You can so clearly see the default unity sky reflected on the chrome parts
It also looks like it needs some antialiasing, but its a big improvement
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.
the best and most simple change to make would be baking a reflection probe
@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
@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:
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
anyone can help me in #🖼️┃2d-tools ?
but now ive discovered you can make a voilume game object and add even more affects
so whats the different between the 2?
Post Processing package is for built-in render pipeline
Volume overrides are for URP and HDRP
They're not cross-compatible in any way
thank you :)
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
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
- 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
the profiler shows these cameras are generating a ton of garbage and massive slow down
but I havent been able to figure out how to compress the renderpasses theyre doing into one or two cameras
each one has a very specific purpose that maybe something else could replicate its behavior?
10k of garbage collection :X
Try getting rid of the Texture renderer first and see what you get. Textures are killers and, I've never worked with rendering realtime textures, there must be a way to change the texture results. resolution and such.
the render texture's purpose is that it stores 'temporal' data, seeing this can you think of any way to achieve this look without the use of a render texture?
I'm not really sure what's going on there but just try and pinpoint what camera is killing you.
render texture is rendering the scene objects to a texture, the texture is displayed on a plane, the plane can be seen by the camera rendering to the render texture and its shader multiplies itself lower, its essentially the same kind of effect as snow deformation shaders
I couldnt find any other way to replicate this effect without the render texture
Interactive Snow is one of the most amazing tricks we can do with Render Textures. A quite useful Shader that can also interact with water, sand, paint and more.
We are making an indie game check it out :D https://store.steampowered.com/app/1763860/Rabbits_Tale
00:00 Intro
01:40 Interactive Snow Shader - Start
05:00 Camera Render Texture Set...
this type deal
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
when in this stack are render textures created?
Is there any way I can move the render texture creation to occur after post proccessing?
elements that I want excluded from post proccessing still need to be in the render texture
but they arent since its occuring somehere before
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 ?
i'm trying to exclude the squid from post processing but everything gets excluded when i try
I really could use some help i still didn't figure it out
Looks correct
Which editor version is it?
URP 2D post processing is broken with camera stacking in 2022.3. LTS, maybe in some other versions too
what this was supposed to be is a black and white scene but the squid is colored
In that one the sprite editor is broken also
oh, so in this version i will be unnable to do what i am trying to , right ?
or are there any methods that I could try to achieve the same effect ?
One option is to make your own sprite shader with Shader Graph that uses a global property to desaturate the base color
but i want the pixel sprite to be saturated
i want the rest to be 0 saturation
You'd give those sprites your desaturating shader sprite material
so you are saying to add to every object in the scene(which is about 700) a shader that desaturates them ?
Well not every object, just the ones you want desaturated obviously
Mm sure
i am achieving the desaturation using a global volume is there a way to exclude a layer or something ?
that is not the camera stacking which you said it's broken
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
Then you can drag any material to the Sprite Renderer's material slot to change them all at once
No, not how it works
Post processing always applies per whole rendered image
To exclude something requires rendering it as another image, so with another camera
You could (with backups) upgrade your project to 2023.1., see if the stacking method works then
actually about backups , how do you guys do it , do you just copy and paste the folder once ?
The industry standard way is to use version control software such as Git
Which beats copypasting by light years
and how do i do that , is it an app which i download? or...
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
Git is the program for creating backups, which works together with a service to host the backups like GitHub
so just to check one final time you don't think i've got something wrong going on here in the setting right ? (the game should look black and white , but the pixelsquid pink)
Well there could be something wrong somewhere, and you should be getting some post processing to work with no overlay cameras in the stack
But I did confirm myself before that post processing with camera stacking in 2D URP specifically is broken
so the post processing by itself does work , without a second camera
it's just that i want the squid to not be affected by it
Quite
2022.3.2f1 didn't have the sprite editor issues, maybe it doesn't have this issue either? That I didn't check
you keep menitioning the sprite editor, what is that about ? because i just make my sprites in aseprite and then import them
Just one of many things 2022.3. has broken, as a warning that you may encounter more issues if you stick to that one
I'd much rather recommend 2021.3., or even 2023.1. despite it being a tech stream release
ok , thx for the suggestion , ill take it into consideration , i just picked this one because it was the latest at the moment and in long term support they said
but quick question , does 2021.3 have webgl support ?
Yes
great , i was asking because at the moment I need to make WebGl builds
Just to be sure never swap editor versions (besides bug fix updates) without a backup of some kind
ok
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)
does any1 know how to fix this?
Reinstalling URP does nothing
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?
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.
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
Why is _CameraColorTexture coming out as black in scene view?
Or alternatively, why is "Scene Color" so blurry?
Scene color texture is usually by default at a smaller resolution to make it cheaper
If you're using URP you can change it in the Renderer asset iirc
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?
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!
It sounds like they should be the same thing
I haven't heard of multiple camera color textures
I'm not sure exactly where _CameraColorTexture comes from; it seems to be defined by URP
Maybe it's something specific to post-processing
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
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.
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.
This seems to look good in play mode and also looks as it should in the scene view
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 ??
Also, When I'm just trying to modify my anti aliasing in the post process layer on the camera, nothing changes neither
Sounds like you're using the wrong post processing for HDRP
Check the pinned messages for render pipeline -specific instructions
You seem to be right. So I was looking for a post process material in order to blur borders on my screen (kinda like a vignette without the black render) used with a shader graph. Do you have anything in mind that could fit to this ?
Can't say I'm familiar enough with HDRP custom post processing to give any directions
Ok thanks anyways ! It's still up if someone has any directions for this !
update > All good, I found a good way by resampling pixels :)
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)
I'd try this in a simpler scene, I think the default URP 3D scene has AO setup by default. You've got a love of custom stuff going on there it's hard to narrow down what it might be.
You'll probably want to decrease Radius and exclude very thin geometry from it
Though I don't recall how to exclude from SSAO exactly
^ 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.
Try giving the blue noise SSAO method a shot too
are there any hdrp packages that add more post processing effects?
None that I know of, but I would look at the HDRP Fullscreen shader samples, which are effectively just custom post processing effects
If I remember correctly there's stuff like raindrops and basic night vision
It's a great starting point for figuring out how to write your own
Hello guys. I'm trying to add bloom effects to my game but it simply is not working
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
please help
I have also done the same on a new 3d URP sample scene project and it doenst work eighter.
Can you show the global volume in question?
Somehow it is working on the game view new, but not on scene view. If nothing else at least the important part is on
check if scene view has post processing enabled
And if you have multiple cameras
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?
as in, have the camera preview in the scene display what's actually in the game window
the fact that they're different is annoying
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
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?
EG: Setup
And in the frame debugger, clear that it's just running two of the first passes no matter what I select :/
Looking at the FullScreenPassRendererFeature code it doesn't actually use the pass index variable in the Execute method 😢
I haven't seen this mentioned before so might want to do a bug report
Ah, thanks for looking at the code for me. I wish I could say I am surprised that is the case 😄 Will just work around it
is it possible to make it so a light source isnt affected by post processing or make it have different values?
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
as well for low gamma computers
It shouldn't take any performance if it doesn't do anything, at least that's the case in my current game, which is mainly targeted towards low-end mobile devices
Are you sure you didn't overlook something?
If you disable the Component, do your FPS go up?
Also, Editor Performance is not the same as in a Build, did you try it on an actual device?
Yes, when i disable component FPS go up
I swear I just turn on post processing and that's it, though... When it's on it will generate these 4 weird commands on the camera, do you know what they mean? "command buffer"
Only when i sable post processing layer, not post processing volume
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
The FPS loss apaprent in builds too, and too in Editor mode
its weird
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?
if i create a new proyect, and then put post process layer without any other complements?
may it work
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?
yes
im trying in
i create a new proyect, and its the same
layer is not set yet wtf
why?
@tall saffron here's the problem
whe i use Post Process, FPS goes down
and it is rare since it does not yet have an effect that modifies something
You tried to use the Profiler in the meantime, didn't you?
You could create another identical Camera without the PostProcessing, change between them, and see what changes in the Profiler and Stats
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?
None that I'd know of
Why not use screen space - camera?
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
and without post processing, the UI looks disgusting
Screen space - camera does not require multiple cameras
Why not place the UI in front of the terrain? It has a setting for depth
it disappears
Why would it?
I don't know
Maybe that's the root of the problem here
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
its not THAT terrible here but in other parts of the scene its quite bad
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!
This seems like more of a shader thing
I've made volumetric clouds in URP 14
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)
Then it takes the shader pass to use, usually 0
Would you please share your project to me? Thank you in advance.
I still can't understand. Is there any more information that RTHandle contains? Ray marching requires the bound box, which is in world position. How can a texture shows world position?
You can pass in whatever you want as material parameters
The RTHandle just contains the camera specific stuff
You also get access in hlsl to things like depth buffers, projection matrices, etc
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
If I was to do it again, I'd probably use shader graph
Not HLSL
Just write the complex stuff in a custom function node
This is a good starter
I had read this last night, and I still have no idea. May be I need to read it more times...
Anyway thanks for your help
My advice, make a renderer feature that renders a material to the screen as your first step
It'll all get easier from there
as then you're past most URP specific stuff
The material can just be a Unlit URP material set to red or something
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?
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.
I'm confused. Do you mean https://docs.unity3d.com/ScriptReference/GameObject-layer.html ?
Object motion blur was added to URP starting in 2023.2.a8
Maybe that's what you're seeing
I'm using the built in render pipeline.
That one always had object motion blur
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.
Mesh skinning sounds like skinned mesh renderers not post processing
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
i have to turn off a type of post process to make it change, like turning off "bloom" itself
What does that mean?
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?
Since it's not related to any channel topic it'd go into #💻┃unity-talk
Thanks!
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
Are you on URP? It already has lens flares on its own
but it doesnt work correctly in vr
i just realised that i was still using unity 2021 im upgrading to 2022 to see if they fixed it
Use backups or version control when upgrading
i made that mistake once and everythjing went purple
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
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✦ FREE Assets: http://jvunity.com/
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-+-+-+-...
What render pipeline are you using
i'm not sure how to check that. Default, i guess
Then follow the get started guide on the post processing docs for the one you need to use (pinned) https://docs.unity3d.com/Packages/com.unity.postprocessing@3.3/manual/Quick-start.html
I have no idea what the deal is with his ancient post processing version
I want to ask... what is the reasoning behind this line?
Why does the ambient occlusion override the alpha of the texture?
Anyone experience with creating screenshots for android? It destroys the renderTexture connection of my map gob?
Quick question, does Blitter.BlitCameraTexture not automatically set the _MainTex property of the blit shader?
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
just verifyin
It sets _BlitTexture instead. Usually shaders written for the Blitter API would include Blit.hlsl from the srp core as it'll define stuff like that for you. Also contains a bunch of vert/frag functions you can use or copy/edit.
https://github.com/Unity-Technologies/Graphics/blob/master/Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl
ah, thanks! I use shader graph, so I don't think i can just include the file (rip) but its an amazing reference regardless
Ah okay. In URP there's a URP Sample Buffer node that gives you access to the blit source, so you don't need to define the texture yourself
Don't know for sure but I imagine HDRP has something similar too.
Oh nice, is it even listed in the documentation lol, I only see HD Sample Buffer node
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?
how can i get rid of this ? nothing works
how can i make it so a camera is only effected by one post processing volume ?
If on URP set the Volume gameobject onto a layer, then set the camera component's Volume Mask
Does anyone know if bloom is performance heavy for mobile? And URP in general?
Bloom requires a lot of overdraw, which is bad on mobile
But some modern versions of URP let you skip bloom iterations to make it cheaper
For some reason my bloom component doesn't have the option for max iterations or downscale. Any idea why? I'm in 2D, is it only for 3D?
Which URP version?
In the package manager, but it's tied to your editor version so you can give that instead
Hmm this one should have those settings
Ah that thing
Probably there just to trick us
how to avoid memleak on custom render feature? I use temporary render target on execute
I think I recall someone reporting this as a bug in one of the newer 2022.3. versions
Maybe that one already has a patch for it
editor memleak?
Here is my render feature file, I am not sure if this RF cause memleak, and how to know it
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
Technically yes if you want to see an HDR output, but since most displays are not HDR capable, almost every game uses a post processing effect called tonemapping, which takes hdr effects like bloom, and maps them to low dynamic range in a pretty way.
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@17.0/manual/post-processing-tonemapping.html
https://pastebin.com/77svxQLk
Hi, why my ReconstructPositionWS does not output correctly? I had struggled for hours and have no idea. It should looks like the right one. Those 3 lines in left image will rotate when my camera rotates and also move when my camera moves.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
I'm so desperate, anyone please help me 😭
trying to match the look of my HDRP project using URP, seems whats missing is Custom Tone mapping in URP
What can I use (post processing / lighting) to achieve this dark, rich look for my game
Well theres ambient occlusion to create small shadows, tonemap (which you can set to ACES) and also DoF in the background
Some kind of baked (or otherwise) global illumination is also important for that contrasty look
Hey I don’t see a lot of post in this screenshot. There’s fog at a distance but mostly what you are seeing is contrast between the lightest and darkest areas. To achieve this add a curve and pull down the dark and push up the light. How you do this may differ - which render pipeline are you using?
There's perhaps also a little bit of depth of field, as there's a blurring on background objects
how can i get rid of this, i deletet the feature and cant get rid of this
Click on the three dots and click on remove
Nothing happens if i do that
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?
example, i used these star wars weapons as a test
Where's that other perspective coming from? Do you have another camera at that angle at all, or is it just this angle but deformed
its just this one camera that is active
there arent any other cameras in the scene
and it only happens in playmode when im close to objects
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 ):
ok, thanks for the help anyways
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
in my shader, my idea was to take the current m_CameraColorTarget and apply two gaussian blur passes to it
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
this is how I'm passing the data:
m_Material.SetTexture("_BlurTex", m_CameraColorTarget);
😭 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
You usually need to set up a temporary/custom target, as you aren't meant to read and write to the same target at the same time
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.
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);?
Either might work, but you'd usually use the latter, or include the helper file - https://github.com/Unity-Technologies/Graphics/blob/master/Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl which defines it for you
(especially if you need to support xr/vr)
I see -not my case, but good to know
Uhhh
Shader error in 'GaussianBlurTwoPass': undeclared identifier '_BlitTexture_TexelSize' at line 61 (on d3d11)
but it's here?
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
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
The way I'm familiar with is to still use two BlitCameraTextures like before (from camera target to custom and back again), but the second without a material & pass index (it'll use an internal blit one)
When you say without a material, do I pass null or is there a specific override of the method that I should use?
Method override, probably just without the last two params. Though I don't usually use the overrides with RenderBufferLoadAction & RenderBufferStoreAction either.
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....)
Afaik this should work. What is the material doing though - perhaps it's shader isn't set up correctly? You need to use a specific vertex shader setup, like the ones in the Blit.hlsl I shared earlier
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)
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?
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!
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.
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!
This vertex shader is not suitable for the Blitter API, you need to avoid using the model and camera matrices that TransformObjectToHClip would use - otherwise you are transforming the red triangle to be in the scene, not attached to the screen.
See the Blit.hlsl and CoreBlit.shader linked above.
Ahh, ok, I think I got it now (this is all very confusing to look up and wrap the head around). Thank you very much!
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?
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
There is one, yes
The complete instructions should be in pinned messages
i added the post profile to the cam its not working
Make sure you're using the correct system
SRPs don't use the post processing package but their own volume framework
That is indeed the wrong one
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
just got his asset
https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/post-processing-profiles-98845
wanna apply those post processing
np got it 😄
sorry been a long while did not need to work in srp
URP and HDRP are both SRPs or "scriptable render pipelines"
Taking another look at the screenshot it looks like you might be using the built-in render pipeline instead
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
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)
Did you try hiding the grid from the scene window
hey what post processing setting can you recommend for a horror game
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?
If the glowing objects are seen only from one point of view, you could bake the glows into additive sprites
Oh nice thanks, is that just right clicking and converting the material
No
I'm talking about using a sprite with a pixel image of the bloom rather than actual bloom
And this will have the exact same effect but less performance?
Exact but only if you view it from a very specific angle
Could also place billboard glow sprites on each individual glowy part, rather than a sprite with all the glows together
My camera only moves left to right
Whats different about that?
That helps, though it looks to be a perspective camera so the angle slightly changes near the edges of the screen
Individual glow sprites/particles don't require making a combined texture, but might struggle with complex glow shapes
Thanks!
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
Scene color node uses the "opaque texture" iirc
Therefore it's subject to "opaque downsampling" setting in the URP asset, assuming you're using URP
And is also why transparent surfaces are unaffected
thank you
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.
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?
like this:
@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
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
Not really
You can work around it somewhat using material emission intensities and bloom threshold strategically make certain materials more likely to glow
Or render your player on an overlay camera without bloom on top of the base camera
i tried emission materials
but they never worked
look, i have this emissive material
with intensity = 10
and as u can see
this white part doesnt glow
Confirm that your project is in linear color space instead of gamma color space
how can i check that
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
it is in linear
You may also need to have HDR enabled
Then I'm not sure what could be wrong
Have you confirmed that any post processing effect works?
So bloom also should, I suppose
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
That one's a 3D material
With 2D renderer you're restricted to Sprite, Sprite Lit and Particle Unlit shaders
Correct
so how can i achieve what im trying to do?
Particle Unlit shader might have working emission, with some luck
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
yep it works!
Thanks!
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
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..
Build targets by default have different quality levels which can have different render pipeline assets, did you check that?
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.
Bloom is always fullscreen anyhow so it's definitely something with the script
I'm not familiar with setting keywords per material at runtime so that's the only part that looks suspicious to me personally
Could test without it since it doesn't seem to be crucial to its function
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.
What's the keyword supposed to do in this situation? If you're already turning the emission intensity to zero
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...
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)
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.
Render it on a separate overlay camera, or use screen space UI
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
Thank you
How is it related to post processing?
ah my bad wasnt sure which categorymy question was related to
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
Hello guys, i dont know anything about shader, post-processing and thing like that, i need a way to recreate this "ghost effect" on a building : https://xeogl.org/examples/#importing_gltf_OfficePlan
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.
I used this : https://github.com/DumoeDss/AquaPostOutline
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?
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.
I'm actually doing something very similar in my game. Here's the render texture output of the RGB channels and the alpha channel as a visual example of what I mean. (I'm using the alpha channel a little differently than just for alpha blending, but the same logic applies).
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?
As per docs the PP Layer component must be on the Camera
The PP Volume gameobject layer must match the layer defined in the PP Layer's "Layer" field
Camera's layer is not relevant
so i have the PP volume on the camera as well, there isnt any gameobject. Is that the proper way to go about it?
attaching the volume to a gameobject rather than the camera?
that worked tho, thanks!
Volumes are generally intended to be separate gameobjects, whether global or local
PP Layer is an extension of the Camera to make it interact with Volumes
Makes sense, thanks!
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?
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?
turning off post processing on the base/main camera and keeping it on for the overlay/item camera stops the doubling of certain effects like tonemapping, but some like depth of field are completely broken as it just blurs the entire screen when I have it enabled on the overlay/item camera
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.
what is going on in this scene? there are two circle sprites, and a camera that is difficult to explain. can you select one of the sprites, and then click on its Color / Tint value, and take a screenshot?
wanna bump this one again, turns out my solution was kind of hacky. After implementing my solution, I can't enable things like anti aliasing on my main camera because it is an overlay camera and I cant enable it on the item camera because post processing is not enabled on it, and i'm sure more issues will come up down the line too.
How to fix?
Be more specific
Not able to use SSR on a scriptable render pipeline
Yeah
I am using Beautify and hence this isn't working
Is there no possible way to add SSR on a scriptable pipeline?
It's possible but there's no official support for it so you need a third party solution
If Beautify is supposed to support SSR on URP, you'll have to find their support channels
Uhm so SSR I am using from the post processing package
A different one from beautify, the unit post pro
But I also need beautify so in abit of a ruckus
Post Processing Stack package doesn't work on URP at all, at least not in modern versions
Regarding third party solutions, know any?
😬
Not personally
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
pps?
sorry I am new in Unity
Post Processing Stack (v2)
Meaning built-in render pipeline's post processing system
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
URP was used, not PPSv2..
I'll look around for the mention of extending post pro
Really need SSR
That's correct, though your screenshot was showing the PPSv2 post processing component
It's best to make sure it's uninstalled to avoid any confusion
Oh here?
This is the unity post process package that is the one that has SSR effect
Not beautify
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
I know and it's what I'm telling you to get rid of
Alright
Or just go with HDRP 🤷
Is something like SSR worth $50?
I mean, I heard HDRP works with powerful pc mostly
Both the $50 ones there claim to be raytraced
Probably not an option if you're aiming for the low end hardware
Alright
Reflect one for $20 looks ok
I'll checkup the requirements for HDRP, I doubt we'll use it though
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
Yeah for sure, For now I'll just drop this idea and start figuring it out again in the polishing phase.. Watching YouTube would be a good start to know which one looks better but I'd need to buy the ones in store to see how they perform. Not something I am willing to do rn 😅
Often a good call to save that stuff for later! Alternatively reflection probes and just old specular reflections can go a long way too if you use them right
Is Post Processing (v2) compatible with URP ? the documentation kinda says yes and no at the same time 😄
No
Used to be compatible for a little while in 2019 or so
Sad, but thanks!
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?
Are you using URP ? If so it won’t work
I am using URP yes.
I was told by my teacher to either use URP or kick the rocks.
IMPORTANT! : Make sure ''Post Processing'' is enabled in the main camera
In this videos I will show you how to fix no post processing in URP , this is the only way I tried everything but in 2020 and 2021 version of unity that the only way
- Support me by buying my assets on unity asset store
https://assetstore.unity.com/publishers/55551
➜ Pa...
This should work 🙂
Forgot to say; this fixed it.
Thank you.
Is it possible to get bloom on text rendered in TMP?
Yes as long as the Canvas is in screen space - camera or world space
Or if it's a mesh renderer text instead of a UI text
how to add blur effect?
for screen
I need to grab a rendertexture before the post processing stack changes the image, how would i do that?
nvm got it
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)
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
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.
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
I'd rather ask you why they're flickering out since the sprites disappear entirely
That's not a problem post processing can cause
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 🙂
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
"Realism" is 90% in the lighting and art assets
You can copy volume profiles from the HDRP template scene and it's probably as good as it will get from a post processing standpoint
Tips on what is my next step?
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.
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
Heey, does anyone knows what could i add or change to make it looks better? I feel it could be much better
Ambient lighting is very flat, the sky could use clouds
Is it possible to make local volumes in URP show when you look through them rather than just being when you're inside them?
No
That'd be a wholly different feature
Technically you can implement one yourself though but it wouldn't be easy
Ah I see. Would it be possible to just use maybe some fog to emulate it? All I've done is lower the temp of the area for desert
Emulate what? Temp?
Well just add an orange fog to simulate what the volume would do
I don't know what your volume does
There's no local fog either though
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
The closest thing to a local fog or glow would probably be transparent large billboarded "soft particles"
But you have to be careful about overdraw with those
Ah I see, ty. Can you clarify overdraw please?
Any transparent materials that are overlapping in screen space are bad for performance
Ahhh I see, thanks
@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!
there's literally documentation of this inside the asset, also this is not post processing topic
Oh, you mean on the curve world asset?
I got confused, i wanted to public this on terrain channel
yup https://docs.google.com/document/d/1nptLK-X8kwUdXWbE_RyqiaPHYd5R96zu7LptWJ2tcf4/edit?usp=sharing
Oh! true
Thankss
But do you have the asset too and you know it works?
Never tested it on terrain sadly
I avoid terrain questions to the best of my ability, and this isn't related to post processing either
Terrains are procedurally generated so they are no ordinary meshes, and they rely on the terrain shader to apply painted texture layers
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
this my postprocessing on my scene @tall saffron sorry if is an asset file for unity
does anyone know why i dont have the 'elements' option in my lens flare?
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
Not practically
Post processing affects the whole rendered image
To separate something would require it be rendered separately and composited later, which is a complex task
Srp lens flares are just fucked up now for some reason
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
oohh so its a known issue, i thought i was doing something wrong thanks for the info on that!
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?
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?
Assuming your bloom doesn't have a low Clamp value, this is commonly a side effect of gamma color space as opposed to linear
So maybe the change isn't in effect for some reason
Thank you for answering!
Actually, just now I saw that on a normal camera the bloom works fine, I am using the LookingGlass plugin however and on the HoloCam it does not work
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
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?
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
Thank you!
I can not exactly explain, but basically it renders 48 views for a lightfield display, then merges them
I already tried to set the RenderTExture space to DefaultHDR but no luck, but I guess that Quilt is just a way of taking screenshots
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 :)
I don't remember off the top of my head, but the settings need to be correct or the RTs ignore color values above 1
Okay I'll try!
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
Can you demonstrate what kind of "blur and ugly" is in question
You can zoom the game window which would help diagnose aliasing issues in particular
objects are not clear in the distance, u cant see the nice shape of it
for example npc model in distance is all messy/blurry u barely can see the shape of him
There is no "make shape nicer" setting
You need to show clearly what the issue looks like
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
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)
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
No, fundamentally not possible because there are only so many screen pixels
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
fast approximate antialiasing where is that
in project settings i dont have msaa and fxaa
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
They are on the camera because they are a type of post processing antialiasing
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
I don't see any obvious AA problem in your screenshot so it's possible you've reached the best possible visuals
how is that possible
u cant tell me every game in world is blurry in distance
my eyes hurt
That's how distances work when we're dealing with computer screens
i know so many games that are looking perfectly smooth on huge distance
like everything is clean
There's no graphics setting that makes our screen grow physically more pixels
like real life picture
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
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
Can you grab me a screenshot of one such scenario and zoom in on the pixels
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
Unity games always render at native resolution, unless you force otherwise
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
so reason my game looks blurry on 1920 1080 is cuz it got shrinked, so in built game it will not be blurry cuz it will be full screen?
Seems likely
nice, ty
i got scared that my game will look like shi when its built
Making test builds semi-regularly is good for a lot of reasons
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
Build settings let you specify the scenes in the build and which one of them to run first
Someone can help me?
Why Post Process effects aren't appering to me?
How can I active it to show and edit the effects?
This is not nearly enough information to diagnose the problem but the most common mistake is trying to use the Post Processing Stack package with URP
Instructions in pinned messages
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:
@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
sorry
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
Shaders are much more typical for fog of war systems than post processing, but in either case the real hard part is not drawing the shadows or whatever but tracking, storing and reading where they should be
Which is more of a coding issue usually
Maybe it's tiles, maybe it's points, maybe it's raycasting, maybe a combination of them
The thing is that I already have both:
- 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)
- 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
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
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
What is the function and ability of post processing?
I have a question, can I have 2 different post processing volumes that affect different objects? Or different cameras?
Objects no, cameras yes
Volumes affect a camera by their layer
As a way to patch the "empty" aspect of the cubes, you could render them on top of everything and doublesided, which would blacken the screen if the camera ended up inside
Anyone know how to visualize the Depth of Field Postprocess?
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
Correttion even the defaulot post processing is not working for me.
It's not meant to, as the package is for BiRP
Follow the instructions in pinned messages to set it up for URP
Make sure the docs are of the version of URP you're using
Got it working . To many pipelines, to many packages to many Tutorials not explaining things. Thanks a bunch
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!
https://youtu.be/URal08XKMvU?si=uKjH9GLz6B-joIs1&t=83
Speaking of motion blur, are there any postprocess effects that replicate this kind of blur? [1:23]
Yet again another Terrible idea... BUT ITS FUN!
Version 0.9.3
Comment what (or who) I should put in 914 next!
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Is there any way to change the post processing profile at runtime? not the values but the actual profile
What your seeing there is just an inherent limitation of how motion blur is done for realtime graphics
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)
Yep but beyond that it’s unfortunately something one just has to deal with
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
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
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
Does that behaviour occur with just that shader or also a basic default shader material that has high emission?
Hmm.. Good call, just that material. I'll have a deeper look at it!
That means the shader is producing weird values on some or all fragments
Maybe very high, maybe negative or maybe NaN
Thanks! I'll let you know if I find something out!
I’d also be nice if it was possible to slow down the fading of motion blur
If you find the old school blur technique that should be simple
The speed of the fading comes from the opacity of the blend that's used to create the effect
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?
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
Overlap multiple volumes and then control their weight
Post processing volumes don't affect objects, they affect cameras and the whole rendered image
Thanks, so, what does layer mean in post process volume?
Should I define multiple cameras with different masks?
Camera1: depth 0,dont clear, terrain
Camera2:depth 0,dont clear, module
I believe that might be what it's for
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.
There are two cameras. One renders
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?
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
Have not seen such resources
Debates about performance are vague at best because it all depends on render pipeline, target platform, user hardware and where your bottlenecks lie in a specific project
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
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?
Post processing will apply to the whole screen. I haven't used overlay cameras a lot, but if it's doubling up, maybe adjust the volume layermask on the main camera (under Environment heading on Camera components iirc)
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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:
Would likely to enable/disable post processing from script when you toggle the camera. Should be part of the additional camera data, can use camera.GetUniversalAdditionalCameraData() to access that.
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
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...
Try applying the effect onto the final camera of the stack
Post processing works on the rendered image "at that level" in the camera stack, so it affects everything below but not above
Sorry, what do you mean final camera
I have camera on my MainCharacter and another camera on him with Only Depth option
The final camera is the camera that's rendered last in your stack of cameras
So what I'm suggesting is put the effects on the last one instead
Oh thank you, it works now
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
First step is to enable bloom, then maybe increase the trail material's emission color
Bloom is always based on brightness of the screen pixels
Im having trouble finding it
cant seem to find a guide on youtube too
@mighty stump got any ideas?
@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
I kind of fixed it by changing the map instead of skybox to other thing i forgot the name
and that worked for me
in URP there's render feature, which can make some object with specific tag to ignore post processing
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
That's not suitable for a lot of cases
To my knowledge rendering after post processing doesn't let you depth test
And the object naturally cuts through effects like bloom
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
yup, there's no way to do that using unity post processing, the only good alternative is by creating our own post processing or using asset form asset store
and using "render after post processing" will break VR mutli pass too
Guys, please help me, I can’t light the color, how can I fix it?
Did you follow the setup instructions as I asked
idk
Oh, I don't see the Scene, I see the Game
would anyone be willing to help me setup post proccesing in my vr game? its not working ive tried everything and im in 2023
@visual goblet Check pinned messages for guides how to use post processing. If you have specific questions ask here.
ive tried everything and nothing willl happen when i enable any sort of effects
Please the #854851968446365696 on how to ask a proper question.
bro i just need help ill share my screen if you need
@visual goblet Make some effort to learn and properly illustrate your actual question if you have a relevant one.
I am setting up post processing in unity, and every effect i use will not show or do anything.
HELP ME PLASE
Next time you ping me with irrelevant question I will mute you. I pointed you to the guides that explain everything.
Color Lookup in URP does not work. What is the problem? It's not even in the documentation https://docs.unity3d.com/2023.3/Documentation/Manual/PostProcessingOverview.html https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@17.0/manual/index.html
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
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.
how do you enable deferred rendering to use screen space reflections. Thanks in advance
found it
How to fix it?
Is there any way to mess around with ACES settings in URP?
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
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
Yep
Tried that but unfortunately it didnt work
flipped it vertically, horizontally etc
Interesting, how do i go about flipping these channels?
i already tried matching the lighting but unfortunately it wouldn't give that same look
@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
Baked lighting. Every map in source 2 is lightmapped, which definitely contributes to the look
APVs could also help with that "smooth" look the lighting has in source 2
https://x.com/thiagoklafke/status/1735860732519178243?s=20
Interesting, Are they available in URP?
yes but only in unity 2023 and above
try this
set the color space to gamma
i think thats what they used back in the day
its in the player settings
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
Interesting i'll give that a shot
I'd like to do baked lighting but right now my GPU just isn't working with light baking
Will have to figure out some way to fix this
(and yes my NVIDIA GPU drivers are up to date)
That's actually really weird
Never seen that particular error before
What version of Unity and what graphics card do you have?
i’ve tried multiple unity versions and im on an RTX 3080
I’m also having issues like that where the Drivers aren’t recognized in Photoshop/Premiere so its defo not on Unity
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
Anyone know if its possible to achieve this effect?
This looks like a screen space lens flare
URP and HDRP got them starting from 2023 version
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
If it can't be achieved with that screen space lens flare, you'll need a custom implementation that uses the same principles
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
Thanks
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?
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?
how do i apply bloom or any post process effects after my pixel perfect camera?
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!
anyone use post processing in HDRP?
You can't practically use HDRP without post processing so
I'd imagine so
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"..
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?
I have my rendering to deferred but the plane fog method isnt seeming to work
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Have you tested if soft particles work generally otherwise?
edit: fixed
Has anyone had any luck with post processing bloom and mobile?
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
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
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
update: unity crashed and i lost it all because my silly lil 1660ti couldnt handle a 4k texture
control s has not saved me
Idk what it’s called so I can’t search for it. Can I add the eye adaptation effect and the over exposure effect?
Not in urp, you can in hdrp since the cameras are based off physical cameras. Not sure about BiRP
Actually in BiRP its called auto exposure
Auto Exposure | Post Processing | 3.3.0 - Unity - Manual https://docs.unity3d.com/Packages/com.unity.postprocessing@3.3/manual/Auto-Exposure.html
What is it called in hdrp
Its an essential post processing effect. Its called exposure
You can change the adaption time
You need the exposure to be progressive
Exposure | High Definition RP | 14.0.10 - Unity - Manual https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@14.0/manual/Override-Exposure.html
Set the mode to progressive then you can use the " speed dark to light" and " speed light to dark" options.
Thanks
I’m planning on using this on mobile and is there no way to add stuff like color space and eye adaptation in HRP? Since I read that it doesn’t run well on mobile
Whats hrp?
Urp i mean
I guess you can but thers no official way to do it
Youll need assets or your own post processing effect
Damn
I’ve been wondering. Can I isolate noise or add noise to dark spots?
And adjust it’s intensity depending on the light of the scene
Yes. Custom post processing effect
With shader graph
You create noise then mask it
@lost latch
Thanks
There's no exposure here
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
Exposure is not a Post Processing, but adjacent to it
Built in pipeline
The shader’s math is made for gamma space and thresholds are less flexible in linear for me
Well what can I do to make post and output linear?
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
Why not both
Historically most games that did their visuals in gamma space didn't have HDR or tonemapping at all
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)
uh this thing
https://www.desmos.com/calculator/gslcdxvipg
game explicitly uses gt tonemap
aces doesnt look right
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
I don't think there is
@broken flicker https://docs.unity3d.com/550/Documentation/Manual/script-ColorCorrectionLookup.html there's this really old one though
Probably works on URP too, as long as you note those inspector warnings too
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
Is the LUT size 16?
In URP settings
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?
No clue personally
If you test it let me know
Well, i've got it working and its totaly not worth it performance wise. Its aprox the same as a color correction
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.
Try instead enabling post processing on just the overlay camera
It'll affect every rendered image from earlier cameras as well
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
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?
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?
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.
What about the value between "not at all" and "too much"?
It could also be your bloom's Threshold value
It's by default relatively high and can cut off surfaces from blooming even when they are bright
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.
Which render pipeline?
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
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.
They need a different post processing profile asset
Otherwise you're modifying a shared asset
Naturally you can have more than one volume, that's the whole point of having volumes
Thinking of it I probably didn't make a new one when making a new volume 
Thank you lol
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
1201908610901479456
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
Sounds like you want post processing bloom
For a really glowy fire you might also use a light component, and maybe some very soft glowy particles
(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?
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.
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?
Last time I checked, no
I wouldn't use a second camera for a viewmodel, or anything that requires post processing
I'd prefer instead a mesh scaled down towards the camera or the render objects renderer feature
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:
this is what the game looks in the build, after loading the scene for the first time:
and this is what the game looks in the build, after reloading that same scene (without exiting the game):
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
has anybody any clue about what could be happening, and why reloading the same scene fixes almost all issues? (whatever they are)
Do you have one scene loaded, or many? You should make sure that the scene you intend to be Active is active
Having some problems with my post processing, in the engine it looks like this
but when i build it looks like this
Exact same question as above,
Do you have one scene loaded, or many? You should make sure that the scene you intend to be Active is active
Yes, this is current across 4 scenes
There isnt more than one scene loaded until I reach a trigger
Ive tried searching for volumes and only find one, when I play I just see the one scene
I would start by making sure there's no build warnings about post process shaders, and do the same for the player logs
Only these currently
"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
There is also as I said, one scene
Did you find a solution?
tried new pipeline asset, new volume new everything