#💥┃post-processing

1 messages · Page 5 of 1

turbid root
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im going to lose it if its something simple in the end

shut sphinx
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only one scene ever, it's always active. when the player dies, that same scene is reloaded - and from the second time onwards, everything looks (almost) correct

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nope, but I keep debugging and it seems to not be related to post processing

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I disabled it on purpose and re-enabled it 5 seconds later - changes nothing during the first scene; after reloading it, it still looks good

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I'm checking one by one all the systems in the game

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maybe it's a shader that doesn't get loaded the first time

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but I have no idea why

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nor which one could it be

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I'm using custom shaders for deferred and deferred reflections, but I'm not sure how to even check if those get loaded properly

turbid root
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Ive tried creating new pipelines, volumes etc

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even going one by one with the builds to see if it was actually one of the pp effects

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still nothing

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the only thing this shit seems to tell me is "Graphics.CopyTexture could not find source D3D12 texture object. Maybe it is a RenderTexture that is not created yet?" and it doesnt tell me WHAT or where is causing it

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But I did build another with a little test scene with the same pp effects and it seemed fine so idk whats wrong with it

mighty stump
turbid root
turbid root
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yeah

mighty stump
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Did you already test if when building a fresh project from a template the post processing works fine?

turbid root
mighty stump
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It's the kind of process of elimination that helps me catch the really tough ones

turbid root
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okay

turbid root
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yep seems fine heres in project

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heres in a build

mighty stump
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An important clue no less

turbid root
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i think i may have found a better one

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In the new project, I was just recreating that scene exactly how I did it in my actual project

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setting up the lighting then the PP

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but when setting up the scene to be all interior

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I turned the sky off and things like that since there will never be any time it will be visible in those scenes

mighty stump
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Turned off the sky how, precisely?

turbid root
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visual environment

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so what I did was I went back to my actual game project and made a build of a scene that DID have the sky on

mighty stump
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You definitely shouldn't turn off the whole volume since it's responsible for a lot of stuff

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Override the sky with a solid black color in the visual environment if you want it gone

turbid root
turbid root
turbid root
mighty stump
turbid root
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hehehehe

mighty stump
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Turning the sky on/off in my experience doesn't work great anyway if you need some volumes with it on and some with off in one scene, so a better option might be to set its exposure too low to be visible

turbid root
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im so happy but that also took me wayyy longer than i wouldve liked to think of lol 😆

turbid root
mighty stump
turbid root
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skybox setting on the visual environment effect set to none

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;/

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which effected literally everything in the build but not the engine

shut sphinx
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@turbid root @vertx I failed finding the error

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I debugged everything I could think of, but there's nothing wrong with it

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so my fix (more like a terrible hack) is simple: as soon as the scene is loaded, if it's the first time loading it - I just go and reload it right away

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the overall "loading process" is only a couple seconds longer, but then from that moment on, everything is correct

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I wasted already 4 days chasing this bug or whatever it is, I'm gonna go with this "fix"

turbid root
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Try and do what I did maybe in another project, just rebuild the scene, lighting, pp.

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Doing everything step by step helped me. I had everything right except for one setting that messed mine up in the PP

shut sphinx
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pp?

turbid root
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Post processing

shut sphinx
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I don't think it's the post processing at this point

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the project is too complex, I think it might be something messing with certain shaders, but I have no idea which

turbid root
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Not thr whole project just the scene

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Just the map, lighting, pp etc

shut sphinx
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the scene IS the whole project 🤣

turbid root
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Ah

shut sphinx
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there is no baked lighting

turbid root
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Tried going with mixed lighting and bake?

shut sphinx
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but:

  • custom deferred shaders (custom lighting model)
  • custom terrain shaders (not mine, but from microsplat)
  • custom volumetric fog
  • custom shadows (analytic + as a post process effect)
  • custom volumetric lights
  • custom full screen "old school" post processing effect
  • unity post processing stack v2 values are modified on real time (saturation, hue, tint, pretty much everything is changed on the fly)
  • custom skybox shader (set on the environment)
shut sphinx
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I tried disabling and re-enabling already each one of the components but the problem persists

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only by reloading the scene everything looks OK (not entirely as in the editor, but close enough)

turbid root
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My first guess would ofc be something with those shaders? Or the custom lighting model? I haven't done much with shaders at all so I can only guess what it could be. Do you get any errors or anything?

shut sphinx
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no errors, no warnings. checked the whole log of the build, everything is correct

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I gave up already, the "fix" is enough for me 😄

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now I have to optimize assets and check what's making it load so slowly

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(the first time, that is; afterwards reloading the whole game takes ~2 seconds - and each subsequent reload is always correct)

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tried preloading shader variants; tried preloading afterwards; tried everything I could imagine. I believe it could be microsplat messing something up, it's the only new shader I added since the last build (that didn't have this issue)

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but I cannot remove microsplat now, so it will have to ship as is

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in any case - thank you for the ideas, I think your solution could help others with a less weird setup than mine 🙂

supple hull
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Because reloading a scene twice is not a fix

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Wait till you get more complex. Loading data setting up persistence etc and loading twice starts to sound terrible

sage cargo
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Does anybody know how I would go about creating a VHS effect, I can get down the Fish-Lens, and the static. But I don't really have any idea on how to add scan lines, and the actual glitching part of it.

cloud blade
modest spindle
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hi, i sent in wrong so i send here.. is there a way to make the bloom more sharp?

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Game feels like im watching through a dirty lens

unreal oxide
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Hey, just a question, how do you make a distortion effect for the camera in unity? Like if it was a vhs

hot flicker
mighty stump
mighty stump
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@hot flicker as I said, you need bloom enabled and turned up
Then turn up the emissiveness on the text meshes either via their material

hot flicker
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It came with a script for post processing, I am just not sure where to add it

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Would I need to do it for each individual letter?

mighty stump
hot flicker
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Yeah I am just a bit confused on where to start with those tbh @mighty stump

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I belive the material is using HDRP:

mighty stump
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If it's HDRP as well then you start with the HDRP instructions for post processing

hot flicker
mighty stump
hot flicker
mighty stump
# hot flicker

"HD Render Pipeline Global Settings" means HDRP is in use
HDRP doesn't really work without post processing so if you're in a HDRP template scene and you're seeing things in general, you probably have bloom
Next you need to turn up emissiveness on the letter material

hot flicker
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I am not seeing any bloom options on the letter/ letter material it doesnt seem like

mighty stump
hot flicker
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Ive added the post process volume, but it doesnt seem to do anything

hot flicker
mighty stump
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Post processing doesn't go on objects

hot flicker
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Does it go on the main camera?

mighty stump
hot flicker
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Do you know what the steps like 1-5 to do this would be? Lol. Or are you figuring it out along with me haha. Im just confused @mighty stump

hot flicker
mighty stump
hot flicker
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Step 1: read the article lol. I did that and am super confused based on that article haha

mighty stump
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You need the emission in the material
You were close to it before

hot flicker
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Ok, let me go back into that

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Alright im in here again

mighty stump
mighty stump
# hot flicker

See how it tells you "emission intensity is from the HDR color picker in luminance"
That means you can use the color field there to increase emission intensity

hot flicker
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Maybe I am just missing something

hot flicker
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I see that making a difference, but it is not adding any glow

maiden cargo
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hey there guys! wanted to ask is the Unity URP compatible with the post processing stack package? or can you only use one or the other?

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im trying to use the post processing package volume in a 3d project with URP in it and when i add an effect like the ambient occlusion it tellls me that "scalable ambient obscurance does not work with scriptable render pipelines"

young sonnet
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yes and no, there are a few post processing overrides that work on URP but URP has its own post processing system

idle swan
maiden cargo
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Yeah so basically i have to use a project without urp and only use the post processing package stack in that project for my effects right?

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Ambient occlusion is an effect in the post processing package volume and i need it to play around with it and make my scene have a dark/horror style to it

idle swan
smoky lotus
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Hi. I have a question: If I change effects such as: Gamma, To Strength and others to the value: 0, then it will also be equivalent, how easy is it to turn them off? According to the schedule, yes, but the performance will also be the same, right? I'm asking this to make sure.

young sonnet
idle stratus
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I need an opinion on which of these looks better

mighty stump
idle stratus
wanton flint
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any way to have different cameras (but used together rendering the same image) each displaying different volumes on different object layers?

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i currently use a stacked overlay camera but no matter how i set it up it seems to clear the post processing from main camera/main volume from some objects

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basically second camera breaks the post processing effects of the former, regardless of Clear Depth setting

mighty stump
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If something breaks, your layers or profiles are likely not in order

wanton flint
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i cant get the desirect effect even if i reorder the camera stack

mighty stump
wanton flint
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i wanted to have effects from profile 1 and profile2 (using two cameras) on the same objects

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and some unique effect on default layer only

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i guess perhaps i need to just copy these effects to second volume profile

mighty stump
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You have a post processing layer for camera1 and another for camera2
You can't mask post processing on gameobjects by layer

wanton flint
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got it to work

lavish helm
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Yo guys i hope i am in the right channel for this. But i have very little experience and just dont get my graphic to work how i want.
I have a Sprite that in scene view looks how i want it, but in game view gets pixelated.
I tried stuff i found online but nothing worked for me (Resolution, Import Settings, MSAA)
Would be glad if somebody could help me

mighty stump
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You'll also want "generate mip maps" enabled on the texture's import settings

lavish helm
wanton flint
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i wanted to add blueish tint to the terrain layer only so i went for a PP volume & stacked cameras approach and im getting 100 fps less
doesnt seem to be worth it. are there any other ways i could achieve this? or am i doing something wrong

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i guess i can just add another directional light

wanton flint
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the light approach is not perfect because it doesnt tint everything, but just the things that are unobstructed enough to get hit by directional light. but it will have to do unless someone knows a better way

cobalt salmon
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or maybe.... just maybe....*** change the color value of your terrain texture***

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if you arent using any terrain textures, create one and change the color

woeful crown
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hey I have a question. I activated the bloom but materials have only "emmision true | false" but we cant change the emission for each materials. How to set the emission strength for a material and less strength for other materials? im using Unity 2019 :/

bronze mural
quick wedge
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is there any way I can use post processing without sacrificing performance on low end android devices?

bronze mural
bronze mural
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Some of it probably still applies for BIRP as well

quick wedge
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ok

stray socket
quick wedge
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Shoud i just disable post-processing on low end and enable it on high end

quaint wagon
quick wedge
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will urp work on old mobiles with 2 GB ram

mighty stump
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If the graphics APIs are old enough to be deprecated, then it's possible only old version of Unity might support them at all
I don't have any concrete info on that though

quick wedge
floral crane
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maybe this is a silly question but... let's say i have a 2d game that happens to have a lot of repeating patterns like a grid of lines and whatever. when zooming, there are a lot of weird artifacts due to moire patterns and generally due to the varying mismatch in visual frequencies between screen pixels and line spacing. is the solution just "that's what AA is for" or can i do something like render to texture and then have the final camera just use a bilinear filter (or some perhaps more complex filter) for the output image (which i guess is a sort of "forced" AA)? what's the "normal" solution to this problem?

mighty stump
# floral crane maybe this is a silly question but... let's say i have a 2d game that happens t...

I don't think there is much of a "normal" solution, besides to avoid patterns like those if you need to zoom or avoid zooming if you have patterns like those
I think usually you'd just use a clear grid with thick lines, and fade it to another different size grid when it's becoming too small or big
There's a variety of remedies for it out there though, if you must have them
This post goes through all of them pretty much: https://bgolus.medium.com/the-best-darn-grid-shader-yet-727f9278b9d8
It's for perspective moire patterns, but I believe it works exactly the same in 2D

floral crane
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thanks

severe slate
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Anyone have any ideas on how I can get a VHS like Post Processing effect?

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scalines, overlay etc. cant seem to figure it out

hushed grove
mighty stump
cursive briar
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hey quick question, could you mask the post processing to just one sprite? or would you have to do that manually with animation and baking?

mighty stump
vast flare
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Any thoughts on what's causing this crazy jitter when post processing is enabled? I'm out of ideas for what's causing it. I've re-added the cameras, created new everything, and it still vibrating like motion blur is on but it's not on anywhere in the project.

mighty stump
vast flare
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@mighty stump That was it, thank you so much! Drove me insane.. haha. I didn't realize it would stick on even if off.

delicate crescent
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Hello! I've recently been having issues with the Post Processing package working with URP. Whenever I apply any effect using the package, nothing actually happens. I was wondering if anyone has a way to get around this problem.

gritty saffron
jagged anvil
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Hi , I've a camera which records an avatar at play time and renders it on a side of cube which is made to look like a screen. The camera feed has a background image. The image looks good but the moving avatar is really blurry. My project is in URP. How can I smooth this out?

delicate crescent
gritty saffron
delicate crescent
tacit egret
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Hi, can someone tell me how can I change the Vignette in Post Processing to white while still keeping the effect but ensuring it doesn't completely disappear?

ashen gate
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Hi guys, can anyone tell me how to turn bloom on/off at runtime with URP ?

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I cannot seem to find this information concisely, just a bunch of maybes or 'once upon a time' etc

frigid nebula
sturdy cove
trail kelp
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I have a custom post processing effect. That I add as a RendererFeature in URP asset.
It takes the blit texture, and then lerps it to White based on a variable.

I set it to run BEFORE TRANSPARENTS.

The material on the character is set to transparent.
And as expected the character does not get affected by this in the SCENE view.

However in the GAME view or SIMULATOR view, it does not work :(

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Ok I have narrowed down the issue.
I went through the frame debugger.

The issue is, I have 2 Cameras. 1 for the world, 1 for the UI

Now the UI Camera renders AFTER world camera.

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How do i disable this renderer feature in a particular camera

daring turtle
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post processing isnt working for me, i dont know whats the issue

trail kelp
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I have made a custom Post Process effect.
I made this by creating my own pass, renderer feature and shader.
I then added these all to the volume, forward renderer asset respectively.

However when I see in the frame debugger..
The effect is added under 'Custom Post Processing' Pass

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What if I want to add it to the default 'Render PostProcessing Effects' pass???

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how would I do that

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also, how can I make a single Opaque object render AFTER the custom post processing pass?

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I tried editting the RenderQueue of the Opaque object's material.
But it only works if the RenderEvent for the custom post process is .BeforeRenderingTransparents at most...

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if I do .AfterRenderingTransparents it stops working

trail kelp
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TLDR :
I want to inject a custom pass BETWEEN the 'transparents pass' and one particular Opaque object

severe slate
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Though it would be a pain to do that, you actually can't even change it if you installed urp through the package manager

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Some time ago I was looking to achieve the exact same thing, and what I had to do was go over to github, look for the urp version branch relative to my unity version, download the repository, and install the urp package locally(unity will then compile all the stuff outside of the package manager, which groups all package's source code and therefore, impossible to change)

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After that, you have to look through their source code and try to figure out how they implement each post processing effect, edit said files so you add your own effect, set up the shaders for it

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At this point in time, I would recommend sticking with custom post processing being executed outside of urp's built in effects since it is too much of a headache to internally modify urp

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Besides all of this, installing the package locally will also make it harder to upgrade to a newer unity version, since local packages don't get updated alongside the other packages installed through the package manager

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In order to upgrade, you would have to uninstall the local package, update the unity version, look for the new version on github, download the urp package mathcing the new unity version you upgraded to, and finally re-install it locally

stark olive
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Hi! I am making a post process with render features. If I do things directly to the camera texture in one go and use Blitter.BlitCameraTexture all is good, but I want to apply my changes into a temporary rthandle that I then set as a global texture, to be sampled in a later render feature. The problem I get with this is that using Blitter.BlitCameraTexture to render into a temp buffer it scales the rendered content in the target buffer, and it gets affected by adjusting the editor UI. Using Blitter.BlitTexture gives less scaling issues, but has other glitches like sudden frames of unwanted results, or filling the camera buffer with the wrong colors. Any clues? The gray area up here shows an example of the scaled content inside the buffer.

stark olive
stark olive
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It seems the textures created by RenderingUtils.ReAllocateIfNeeded get bigger in y, when making the viewport smaller in x... But the camera target gets the appropriate size always....

clever quartz
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I want only "some" objects in my game to be rendered pixel-perfect. How can I do that?

mighty stump
ashen gate
mighty stump
crimson ruin
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anyone know why my volume only is applying in editor but not in game?

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added a really really strong vignette to make it obvious and its not applying when the game is actually played

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nvm theres just a button u have to check on the camera Weirdchamp

frigid nebula
little moat
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heya, sorry if this is a stupid question since I'm relatively new but how on earth do I turn on bloom? Every page online has a different answer ,and none of them have worked for me. I've been told to download udp, hdrp, set up a global volume, set up a post-processing volume, set up a profile, use srp, and so on, and quite frankly I only know what half of those mean. any help would be greatly appreciated :-)

mighty stump
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It would become much clearer

little moat
mighty stump
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Then you know URP, HDRP and the built-in render pipeline are mutually exclusive alternatives

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And that each of them has a bit different setup steps for post processing

little moat
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I am aware, but I can't figure out how to get bloom to work on any

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I'm using hdrp if it helps

mighty stump
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Which one is your project using right now?

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Then you find the docs link for HDRP in the pinned messages

little moat
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alright, will try again and see how it goes. I'm working on something else right now but if I run into any more issues I'll come back here i suppose

mighty stump
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HDRP will basically always have post processing enabled, so all you need to do is make sure there's a volume with overrides

little moat
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thx for the help ^^

gleaming sable
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I'm having an issue. For some reason, while it works perfectly fine in editor, my Full Screen Pass is not being respected after I build the game in URP

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Is there some box I'm not checking, that makes the build actually use my Full Screen Pass Renderer, or some kind of thing I need to set up?

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Nevermind, I figured it out. Apologies. Apparently the quality settinngs were interfering

lost latch
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Why cant I change the settings?

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also I cant seem to make the auto exposure working

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we removed the opengl

mighty stump
keen delta
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Hi everyone,
I need a local fog volume and I watched many tutorials to make it
I was wondeing if its possible to make it without using the sky and fog volume.
is it possibile to use a fog shader and sse the clouds without the sky and fog volume?

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I thought to use in some way a local volume to make it. If I use the local volumetric fog it does not work without the sky and fog volume.
But sky and fog volume creates a volume on all the environment. I do not need it!

flat cradle
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how do you make 2 seperate post processing types? (ie. some things have certain effects and others have different effects)

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i should mention

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in the same camera

vale plinth
lost latch
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How do I make the player vision closer or like limit it

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So the player cant see that far

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Like how a mist pass in blender

plucky plume
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Hi does anyone have knowledge about scriptable render pipeline in URP on Unity, i'm currently trying to get the SSAO as a mask for a hatching texture on it and i struggle for a while on it. Thanks

shadow harbor
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hey everyone
i need help with making my post process shaders work with hdrp
im not really expierenced with hdrp post processing and i have a simple post process volume on my camera but i want to start adding stuff like "CRT scanlines" and visual artifacting because im going for a horror theme

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im not sure how i would go about making any of that stuff in hdrp
i've tried to make an hdrp post process shader but when i configure it it does not work and actually disables the rest of my post processing

sick oriole
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i want to add ambient occlusion effect in my urp project. since i cannt use post processing package what way can i add it?

sick oriole
mighty stump
lyric yew
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Hi guys. Perhaps someone can tell me whether it is possible to exclude the influence on the skybox from “bloom”? I want it to be displayed only on materials where I added emission.

I'm using Unity 2022.3.22f1

austere gyro
haughty nest
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Or dim the sky

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you can make a custom procedural sky material and decrease its exposure I think

bleak dagger
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In blender, in the viewport shading tab, there is an option called cavity with a SS/WS sub-option.

How does the SS cavity work under the hood? I'd very much like to reproduce this

grave arch
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I'm working on an unlit emissive shader, however it's not interacting with Bloom like I'd expect.
It's just spreading the color around but there isn't a "white-hot" center that I'd expect from a high intensity HDR color. Is this just how URP bloom works, or could my shader be doing something wrong?

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I tried using the standard Lit shader with emission and am seeing the same thing. I guess URP Bloom is just...incorrect?

gritty folio
grave arch
random terrace
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anyone here know how to make impact frame post processing for URP?

trail granite
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It's possible that the shader isn't getting included in the build

trail granite
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did the other quality settings not have the renderer feature?

outer plume
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For some reason, enabling post processing in my project gives my whole map a red tint? First pic is the texture I want and without post processing and the second is with

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I can't figure out what could be causing this

craggy widget
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is it worth URP? I'm frustrated to see many store assets are not URP compatible, and I'm considering reverting to built-in, but I can't tell if I will be able to replicate everything. Is it possible to use Post Processing Stack v2 just like URP post-processing? as in, assigning to different cameras different volumes via layer or whatever

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that is the only thing that worries me since I'm using that URP feature, via layers you can assign different post processing to different cameras

mighty stump
outer plume
haughty nest
mighty stump
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If you don't want to get rid of the washed out look, I wonder what your goal is for using post processing exactly

outer plume
mighty stump
outer plume
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true.. at least I found what my issue was, thank you a lot :))

maiden cargo
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Hey there people! i'm currently doing the post processing and lighting for my project and want to have a similar look to the game "inscryption".

i was wondering if anyone could help me understand how to achieve the same lighting used in inscryption where some elements that are important (like the table, cards ect... are lit or emit a very small amount of light while the rest fades to pitch black

for the post processing my guess is that it's just playing around with glow and grain and maybe having a pixel shader ( i have my idea on what to use for that) and other effects but the lighting part is what is giving me a headache.

i searched alot but could not find much helpful info (i'm very new to post processing so idk what to even look for properly) if anyone has some pointers i would love to hear from you!!

mighty stump
maiden cargo
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Thanks for your response!!! I'm pretty new with post processing so i don't know about what you referred to but i will google it!

So basically it's nothing fancy like custom shaders or anything but all possible to be achieved by tweaking urp global volume and lighting right?

Also does the ambient light refer to an effect or is it just a directional light?

mighty stump
hazy light
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ive turned on post processing and did some settings, but it doesnt look like it does anything like at all. is anyone able to help

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like for my lights i did some bloom and it isnt showing

mighty stump
untold hornet
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what is causing that conical artifact that follows the player and is dead centered on camera?
Only goes away if I disable the only lightsource in the scene

mighty stump
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Might be the normal map of the ground

untold hornet
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yeah, might be. I tried to change / switch, adjust every setting in the lighting and it won't help... it only disappears if I switch to some material, that has no "Terrain = true". I may wanna try some different shaders for that

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changing shader also helped )

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not really, because that shader simply ignores lighting... well... whatever...

hazy light
untold hornet
untold hornet
# mighty stump How exactly?

idk... I just removed the post-process Layer element from main camera and attached it to cinemachine virtual camera instead and that artifact said bye-bye

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I really have no clue what I did ))

mighty stump
mighty stump
untold hornet
# mighty stump That doesn't make much sense Post-Process Layer component must be on the Camera ...

well... that artifact wasn't making much sense either... I don't know what I did really. MAybe I removed some stupid post-processing effect that did this.
Basically I wanted to add some camera movement in my main screen... which was like static. Added cinemachine camera and instantly got the same artifact. Which made me think that I have to do some magic with cinemachine. Went back to the "town scene" and changed something... I cant' say what, I have no real idea, were just changing whatever I thought I should and artifact were gone

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you are right, attaching that element to virtual camera doesn't really work and it creates another camera component to work though

mighty stump
untold hornet
mighty stump
severe slate
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Hi, im having an issue with my post processing not showing when my scene starts Im on Built in Pipeline and im using PP for a small VR project, never had this issue before and not sure what to do. The scope with the black ring is what im wanting but its not showing as you can see from the photo's

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anyone know what could be doing this ?

ripe valve
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hi, i"m working on making a game that has a bodycam POV. im thought of using lens distortion to get that effect along with a vignette and some grain. but when i get lens distortion to the right intensity, during the playtest, everything(terrain) becomes glitchy on the sides of the screen. any fix?

haughty nest
silk oasis
ripe valve
#

or is there another way to make a similar effect

silk oasis
#

that hides the effect kinda

ripe valve
#

okay thanks

subtle bloom
#

The (ray) tracing option is not available in the screen space reflection override, while it was there in a different project. Is there something else I am missing? (I am using HDRP)

warm rain
#

I am getting these errors when trying to render the new materials not really sure what to do

mighty stump
warm rain
warm rain
#

Im not sure

warm rain
mighty stump
warm rain
#

Alright will do later thanks

severe slate
#

usless ass Discord

odd drift
# severe slate usless ass Discord

I'm sorry but looking at your message history it seems you have been posting the same poorly written question all over the server on many unrelated channels. I understand English isn't your first language, neither is mine, but I wouldn't feel confident answering your question because I would have to start by asking for more information and upon receiving it, I might not be able to answer anyways ending up wasting both of us time. If you are not getting answered, it's much more likely the problem is in your question rather than nobody knowing answer or being willing to help. Asking for dm or vc immediately after someone tries to help you is not something we do here either. Starting by reading #854851968446365696 carefully and adjusting your message accordingly could help you immensely, spamming the same exact question all over the places won't, neither does begging for help. Talking about posting on wrong channels, #💥┃post-processing is maybe the worst choice for general feedback you could have picked. TLDR: Be respectful, be patient, and follow the guidelines (#854851968446365696) and you might get helped, otherwise there's no chance

mighty stump
queen lotus
#

Any one know why when I render to a render texture, the render texture has the result but the camera is showing all black?

#

Removing the render texture from the camera "fixes" it but I kind of need it.

#
[Serializable]
[PostProcess(typeof(PostProcessOutlineRenderer), PostProcessEvent.AfterStack, "Custom/Outline")]
public sealed class PostProcessOutline : PostProcessEffectSettings
{
}

public class PostProcessOutlineRenderer : PostProcessEffectRenderer<PostProcessOutline>
{
    public static RenderTexture rt;

    public override void Render(PostProcessRenderContext context)
    {
        if (rt == null || rt.width != context.width || rt.height != context.height)
        {
            rt = new RenderTexture(context.width, context.height, 0, RenderTextureFormat.Default);
            context.camera.targetTexture = rt;
        }

        context.command.BlitFullscreenTriangle(context.source, context.destination);
    }
}
dawn grotto
#

what are some good effects for realistic lighting?

young sonnet
wind wadi
#

why is my blur in camera not working

mighty stump
# wind wadi

Is your project using URP or Built-In Render Pipeline

wind wadi
#

yes

#

how do i blur my ui background ?

mighty stump
wind wadi
#

how to give texture main text property in unity

#

for my urp special t owork i need a texture to be main how do i do it ?

queen lotus
#

Am I doing something wrong here? Editor play mode displays all objects as white with a black void, however on the Quest 2 it renders like normal.

#

Why does my effect not function the same from Windows to Android?

fierce garnet
#

anyone know how to fix this?

south sentinel
fierce garnet
south sentinel
#

Double lmb the reference under "urp global settings" at the top and that should take you to your assets folder

#

You should unmaximize your project settings just in case

fierce garnet
#

none of my point lights are working

south sentinel
#

should look like these

tender plinth
subtle bloom
#

I am trying to add clouds using a cloud layer override inside of sky and fog volume, but the clouds don't show up.
Does anyone know what could be causing this?

loud lichen
#

anyone know why URP post processing would stop working in the editor? it works fine in builds of the game, just not in the editor itself.

#

using the frame debugger I can see that it's being processed, but the FinalBlit doesn't include the post processing

wild hedge
#

How would i achieve something like the illustrations, the red dotted outline explains how the geometry should render

  • The yellow Geometry in the illustration sets the stencil to 1

I have two render object render features (URP) that renders depending on stencil values

  • renders "inside" layer when equal to stencil 1
  • renders "outside" layer when not equal to the stencil 1.

How would i go about making geometry from outside layer cut the stencil if its in front of the stencil geometry (and not render outside if behind), preferably without directly adding extra materials to them.

Here is the material shader for the stencil cutout.

Shader "Unlit/NewUnlitShader"
{
    Properties
    {
        [IntRange] _StencilID ("Stencil ID", Range(0, 255)) = 0
    }

    SubShader
    {
        Tags { "RenderType"="Opaque" "Queue"="Geometry-2" "RenderPipeline" = "UniversalPipeline"}

        Pass 
        {
            Blend Zero One
            ZWrite Off
            Cull Off
            ZTest LEqual
            ColorMask 0
         
            Stencil
            {
                Ref [_StencilID]
                Comp Always
                Pass Replace
            }
          
        }
    }
}
haughty nest
subtle bloom
#

thx

ionic torrent
#

Anyone have any ideas why the object motion blur seems to be restricted to in interior of the object?

ionic torrent
#

Can motion blur from one type of object only overlap with the same type?

obtuse token
#

Hello. Does anyone have a good resource that explains emission mapping so that bloom applies only to specific parts of specific sprites or specific canvas images? I tried following a few YouTube tutorials but none of them seem to work for me

mighty stump
#

HDR colors, if the shader/material supports them can have very high intensity, so with a high bloom Threshold you can usually be sure that only those intense colors will bloom by passing the threshold

obtuse token
# mighty stump That doesn't officially exist Bloom is based on brightness of pixels of the rend...

I see, thank you for the response!
Maybe I'm going about it the wrong way altogether. What I want is a UI element that is an image, let's say a panel in canvas. This panel has a rim that is a different colour and I want just that rim to have a glow effect. Would you still go about it this way? I.e. setup high intensity HDR colour on the non masked part of the image and setup high threshold for the bloom?

#

I should mention this is all in 2D

pliant dew
#

it's "fake", but looks pretty good.

#

The issue is that bloom is a fullscreen effect. It just grabs everything it sees and applies it to the pixels above the threshold.

#

if you want it on only a specific layer you have to do a lot of shenanigans, using extra cameras or RenderTextures combined with custom Fullscreen shaders.

#

if you don't want bloom anywhere else though, you can just set the text color to be above the threshold and everything else below.

obtuse token
#

OMG I just did it, I'm not even kidding. First thing I tried after I came home from work

pliant dew
#

Ahh, nice. Do keep in mind that this is still bloom in the global sense. Any other pixel on screen go above the threshold and it’s gonna start glowing too

#

Looks cool though :D

obtuse token
#

I watched this tutorial step by step https://www.youtube.com/watch?v=WiDVoj5VQ4c&list=PLuSSIruiNG0Eid_PXgpsSYaoRK_xxBjMV&index=5
However, the shader stuff is different, but in comments in the video someone explains how to do it on newer version of Unity.
Then, because it's on canvas, you have to set the render mode of the canvas to Screen Space - Camera and set teh Render Camera to post-processing enabled camera.
And finally, the bit that didn't work that I just fixed: the material on the shader doesn't get updated from the shader like it did for the guy in the video, I had to select the MainTex and Emission and Color manually

#

Which is strange, because it is setup in the shader, you can see in the video of my project that it is even a different colour than the light blue I setup on the material. For the guy in the video the maintex, emission and color changed on the material with the shader settings

pliant dew
#

nice though, good that you found a solution :D

obtuse token
pliant dew
coral quail
#

everytime i go into my game my post processing effects dont work but in the unity studio it works fine

bronze mural
#

@coral quail Make sure you know what render pipeline you are using and check manual in the pinned messages how to use with a specific one.

hasty knoll
#

but I can't figure out how to use it

#

It has all these scripts and shaders

#

But they don't show up in the post prosccess volume

#

I am so lost and out of my element, any help would be greatly apriciated

inner dew
#

Can I apply pp to only a selection of layers of objects? For example only text? Talking about volumes in URP

hard raft
hard raft
#

i am trying to apply post processing but i am not able to make any volume component
its not showing when i right click
i have the post processing package installed and i have unity editor version 2022.3.22f1 installed

#

i tried creating an empty object and then adding a post processing volume to it

#

and i also addeda post processing layer in the camera

#

and set the layer to a PostProcessing layer that i made

#

i also set the layer to postprocessing for the object i made (to which i had added post processing volume)

#

and also set the same layer to the components i want to add post processing

#

it is showing up in the scene view

#

but when i enter play mode its not showing at all

bronze mural
bronze mural
bronze mural
inner dew
#

Thanks!

hard raft
wet hound
#

Yo, quick question, do Fullscreen Render pass features support Singlepass VR? I've made a fullscreen flash that works fine, but if I try and do something like a screen wipe, it's rendered in each eye. is there a way aroun this?

inner dew
hard raft
#

but its not displaying anything and its just gray

#

i have my canvas(in which i have my text element) set to ScreenSpace-Camera

#

and the camera component itst taking is the main camera

#

the canvas is on the "UI" layer
the base camear has culling mask set to everything except for "text layer"
but it is showing all the layers

#

and the text only camera which is an overlay has culling mask set to "text layer" which isnt showing anything

inner dew
hard raft
inner dew
#

Is Text layer and UI the same?

hard raft
#

text layer and ui the same?

inner dew
#

You said 2 different words, shouldn't both be UI layer?

hard raft
#

i have an addition layer

#

on which i want to apply the post procesing

#

i hve seperated the text onto that layer

inner dew
#

Your canvas with UI layer is probably overriding the text layer

#

Try out until it works

#

Or make 2 Canva

#

1 UI layer without pp

#

And one UI layer with pp

hard raft
#

ok ill try that

#

thanks

inner dew
#

Make Overlay cam, let's call it UI cam, only render the both UI layers. Then have the main / base camera not render UI layers

hard raft
#

ok i think i should try that

inner dew
#

Well I guess you need 2 UI cameras

#

If the pp is cam-based

hard raft
#

wait can i have the pp not cam-based too?
i am using URP

inner dew
#

Yeah with virtual cameras I think

#

Cinemachine

#

Idk about built-in

#

Can't test it myself rn sadly

#

But you want it to be cam based

#

To only render text with pp

#

And the world without/with different pp

hard raft
#

i came to realise i cant have two different canvases

i am makign a tic tac toe game and the buttons have the text element

#

i only have UI components in my sceene

#

and in those i only want the text to have pp

hard raft
inner dew
#

Yeah for the initial approach you would need cam based pp

hard raft
#

ok then cam-based pp it is

inner dew
#

You could have all parent objects set to no layer and only the text to text pp layer

#

But idk how layers work in terms of parents are on a different layer

#

Just try it ig xD

hard raft
#

i manually changed the layers of the text component so the canvas layer is not over riding it

inner dew
#

Okay

hard raft
#

i have the following layers

#

the main camera is set to defualt layer

#

canvas is set to UI layer

#

the canvas has 9 cells which is set toUI layer

#

each cell has a text mesh pro componnt which is set to TextLayer

#

the camera has the main camera as the render camera in screen space - camera

#

the main camera has the culling mask of everything but the TextLayer

hard raft
inner dew
#

Try experimenting with it

hard raft
tender plinth
#

I have a problem here. I'm trying to use this Render Features (Screen Space Ambient Occlusion) to have shaded outlines. But it has this irregular appearance like spots on the skin (on the neck). and I wanted it to look more uniform. I am using URP Lit on the character. and a Point Light

brave pendant
#

try using 0.5

zenith ember
#

Can anyone help me? I have post processing on, and I checked that it worked. I just don't know how to make it show on the editor camera

brave pendant
#

you mean the camera or the scene?

zenith ember
#

ok

#

First on is the editor camera and the next one is post processing

zenith ember
#

I have all those checked

brave pendant
zenith ember
#

ok

#

sry it took so long, literally nothing would respond

brave pendant
zenith ember
#

Well maybe?

#

Let me check

#

Nevermind, it's fixed now

brave pendant
zenith ember
#

I replaced my First person controller

chilly pike
#

Question? Is there a way for a model to let the player be visable behind the wall in a state

#

this is the example that I want

#

I want it so that you can see him though the wall and not like this

brave pendant
brave pendant
#

there is multiple ways actually

#

you want the object to fade and be a bit transparent? or you want the player to be completely in front of that object?

#

what is the perspective of your game? isometric?

chilly pike
#

In sonic superstars if you were to jump you can see that sonic or whatever is being played can be seen from infront of the model when they are really just inside it

#

basically you can see them though the wall when they are in a non-grounded state

#

As of the example I put in the top. The first picture is what I want and the second is what I don't want

brave pendant
#

it's not about post-processing btw

chilly pike
#

Then what type would this be?

brave pendant
chilly pike
#

not exactly

#

Let me go into superstars real quick

#

But you kinda getting the idea

#

yoiu can see here where he jumps and appears in front of the object

#

but if i were to go on freecam then he doesn't have this effect

brave pendant
#

one for the player and one for everything else and overlay the player cam on top of anohter cam

chilly pike
brave pendant
#

but the player won't get shadows

#

from another object

chilly pike
#

but its not always in front. Its only in front if its not on the ground

#

Shadows is not a problem for me as of the moment

brave pendant
#

there is only like rocks that is in front of the player

chilly pike
brave pendant
#

btw if you're using urp, it's a urp related question we better keep it there

chilly pike
#

but I can try the camera trick and make a script to enable and disable it from there

brave pendant
#

then you can ask your question in urp about rendering layers because it's another way to fix it

daring orchid
#

Hi there, I'm using the universal rendering pipeline and none of my two "full screen pass renderer features" apply to the canvas. When i change the "Render Mode" from the "Canvas" to "Screen Space-Camera" and drag my main and only camara the canvas doesn't even render, it becomes invisible. Any solution?

young sonnet
#

i dont think fullscreen shaders affect UI

tender plinth
# brave pendant try using 0.5

I think I achieved the desired effect, this pastel tone that dims the light on curved surfaces. But there is still a small defect and that is that if there is an object on top, the softness is lost and creates a line illuminated from below (for example, hair on the skin, creates contours illuminated from below)

Likewise, it is not perceptible, since the camera loses focus when the character is very close thanks to the effects of post-processing.

coral cedar
#

Is there a way to build a Custom Render Pass to only Render GameObjects that are in a List, but also use DrawSettings and all the other things? It seems like that should be possible

hard raft
#

I am makinga tic tac toe game, i have made the actual game but now i want to try to add post processing to only the text elements in the cells in the game. I am using UI elements to make the whole game (canvas, panels, buttons, textmeshproUGUI).

#

My UI looks like this this

#

i only want the X and O's that are within the play grid to glow, something like this

#

i was able to achieve this look in a separate test project in which i only had the board but the other elements which indicate the current player turn were not present so when i apply it to my actual project other light colored elements also start glowing .

I was able to achieve this by using Post processing in URP and setting the RenderMode of canvas to "Screen Space - Camera" and adding the main camera component in the Render camera field.
I created a global volume and added the glow effect, but that also caused other lighter elements to glow up(more than the text in the cells) which i dont want.

#

What i have tried to isolate the glow of text:
i have made a separate canvas for text named "TextCanvas" which also has RenderMode set to "Screen Space - Camera".
i added a new overlay camera and added it as the camera field in the TextCanvas

i stacked the overlay camera to the MainCamera
The TextCanvas and all its elements are in a separate layer called TextLayer

The culling mask of the MainCamera is set to everything except the TextLayer
and the culling mask of the TextCamera is set only to TextLayer.

All the text elements which i want to glow are in the TextCanvas

The MainCamera has post processing off and the TextCamera has post processing on.

They are rendering the canvas and the text within it properly

#

But when i add a global volume object, everything starts glowing (even the objects that i dont want to glow) like in picture

#

And when i play the game, it does something that i cant even describe(glow keeps on increasing) Vid
I have tried looking into it but i cant get to work it properly,
If any info about any other setting is required please tell

mighty stump
# hard raft I am makinga tic tac toe game, i have made the actual game but now i want to tr...

Not possible, unless your text is rendered first by a camera with post processing and then other things are rendered on top it by another camera without
In that case your text will be unavoidably behind other objects
Post processing is always per whole rendered image at that time in the camera stack, including rendering result of cameras rendered before it
The glow "keeps increasing" because your scene has no background and your camera's background is uninitialized, so when "nothing" is rendered to a pixel it just keeps whatever was there previously which in this case means bloom that keeps accumulating

hard raft
#

ill try changing the camera background then

mighty stump
#

TextMeshPro also has a fake glow effect for text materials

hard raft
mighty stump
hard raft
mighty stump
#

You presumably are already using TMP since the legacy text is deprecated so might as well try that

#

I also believe that legacy text doesn't support HDR colors for text but TMP does

hard raft
#

ill try with outline for now

though in the "Outline" section in the shader tab is only showing color and thickness options

#

or do i have to do something else?

hard raft
#

i would like to use the HDR method only

#

if you wouldnt mind , can you help me with that?
i couldnt understand how can i make the HDR text color britghter?

mighty stump
#

But a higher intensity is all it takes, assuming your project hasn't disabled HDR support

hard raft
hard raft
#

it shows this when i click on vertex color in text mesh pro element

mighty stump
#

but the TMP shader supports HDR color

hard raft
#

Oh yeah in the face value

#

So it can change the intensity of a single color right?

mighty stump
hard raft
#

yes it works now

#

thanks a lot
had been stuck at it for too long
so i really appreciate ya

hard raft
#

the white seems to be glowing more than the intended color as its intensity is also increased

what to do if i only want to change the intensity of a certain color?

mighty stump
hard raft
mighty stump
hard raft
mighty stump
#

Usually you want to duplicate the default one before you modify it for a different purpose

hard raft
coral cedar
#

I am unsure in what chat to ask, but maybe you can help me.

I build a Post Processing effect, but for that to work, i need to Render GameObjects onto a Buffer. Currently i iterate over a List of Objects and render them with cmd.DrawRenderer ... the problem is, its hundreds of objects, each of them resulting in a new draw call which seems highly inefficient. Anyone has any idea how i could solve this issue? Maybe get them all into a RendererList so i could call only one draw call with them ?

quaint wagon
#

thats the right way to do it

coral cedar
quaint wagon
#

I don't have any resources right now on this, on mobile, but you can take a look at the source for the RenderObjectsRendererFeature thingy

coral cedar
coral cedar
quaint wagon
#

but can't do it manually with a c# list, you have to implement it with the RendererList class

#

RendererList is like a c++ blackbox

coral cedar
quaint wagon
#

all you do is create it with some functions in srp and call other functions on it with srp, no length, no accessing objects in it, no nothing

quaint wagon
#

it's hard to begin cause the documentation is lacking

coral cedar
#

yeah it truely is ... i am glad i got my effect to work by now but i am quite far from it being optimized.

quaint wagon
#

but I would recommend implementing the RenderGraph path if it's supported in your project

coral cedar
quaint wagon
#

there are like ways on how to write rendererfeatures in srp and RenderGraph is the new one which will be supported

#

the other will be deprecated

#

btw I think theres a function in RenderGraph itself called createrendererlist, or it's in some other class

#

then you have to rendergraph.userendererlist(yourlist)

#

then cmd.drawrendererlist()

#

for creating it you will have to do some filtering

#

it's how you decide which layer to render

#

you can also add a custom pass into your shader which you can render with your feature

coral cedar
#

i will need to read up on Shadergraph a little more later

quaint wagon
#

so instead of drawing something like UniversalForward or DepthNormals you can draw for example MyCustomOutline pass

quaint wagon
#

renderergraph is what u meant I guess

#

maybe

coral cedar
#

yeah sorry, i am in bed already and its super late for me so i am a bit ... slow ^^

#

i meant RendererGraph

quaint wagon
#

oki, good luck and don't give up, it's hard to get it working without any docs but once its done its worth it

coral cedar
#

in the development phase, i can let the system run with its hundreds of renderpasses .. it works for now. But there needs to be an iteration to make it better for sure. If you remember me on monday, feel free to ping me how you solved the issue, i will see if i solve it myself udring the weekedn

quaint wagon
#

sure

coral cedar
#

thanks already. RendererGraph sounds interesting, will take a deeper look for sure!

wide spear
#

am I missing something?

#

I set up the URP

meager pasture
#

I'm working in Unity 2022.13.14f1 and trying to apply separate post processing effects to separate objects, by layer...

I think I understand the right way to do this:

  • create a new camera, set it to overlay, set it's culling mask to the layer i want it to render/post-process
  • turn on PP on the new camera, set its volume the the layer
  • create a new PP volume/profile, set its layer to the same as above
  • add the new camera to the main camera's stack
#

Questions:

  1. is the above roughly correct?
  2. is it expected to work in my version of unity?
#

What I'm seeing:

The post processing effects from both volumes apply to everything.

I'm asking because I've seen some people on the Unity forums mentioning a similar problem, so I want to know before digging in further if I'm chasing a non-workable solution

little bobcat
#

heyy uh can you guys help me? I cant seem to be able to find the "post processing" checkbox under the camera...

mighty stump
mighty stump
#

You can render objects after the base camera's post processing with an overlay camera but not vice versa

chilly mason
#

idk wtf is happening but when i build to android my game is so much darker so no reason
2019.4.40f1
Built In Render Pipeline

#

its way higher contrast

#

changing blit type to Auto or Never didnt work (its set to Always rn, same result)

nocturne vigil
#

does anyone know how to implement floating origin with volumetric clouds unity 2022
without using the unity 6 beta version

vital lake
#

I have some problems with setting up custom volume box with full screen shader effect

  1. It doesn’t respond to fade radius. When increasing the fade radius it just pops out with 100% effect further from the walls of the box
  2. Am I able to somehow set it up so that it is visible (the volume box) from outside?
livid parrot
#

Hey, I decided to add day/night cycle to my game and I wonder how to approach this

#

I have multiple skyboxes

#

and I wonder how to smothly change between day/night skyboxes

marsh chasm
#

im trying to add post processing to URP

#

it adds it to the scene

#

but not the game

haughty nest
marsh chasm
wind wadi
#

why is my post processing not working ?

#

i treid every postprocessing in it with diferent values still did not work

mighty stump
#

You're trying to use PPSv2 which is for BiRP

wind wadi
#

how to fix it ?

young sonnet
#

remove it and use the built in URP post processing

wind wadi
#

i got it thanks!

lean oriole
#

How do I highlight certain objects in a shader, trying to make a white FLIR/thermal vision shader [heard I can do this with post process]

mighty stump
severe slate
#

idk if this is the right channel to ask for help to my problem but, its simple, but i rly idk how to do it, i created a slide bar on a canvas, and then i applied an effect for my camera, but the effect affects the canvas as well, and my slider bar becomes distorted, how can i put a straight bar again?
I am a new in unity sow i rly cant understand much.

lean oriole
#

Shader and post process

#

I was thinking of using a shader to highlight the object and post process to make it black and white

mighty stump
lean oriole
#

Oh

#

Ok well can you help lol

#

Kinda struggling with this a lot

mighty stump
lean oriole
#

So like a thermal effect where certain things are white and others are gray

celest furnace
#

Hey there is this thing I don’t know how to do/don’t understand much about (goldfish memory).

I am currently writing my own pipeline and when applying things such as Tonemapping and bloom, I use a floating point render target. And the way I present it onto the screen is by blitting. But the cameras default textures format is Unorm RGBA8 (horribly explained just now, I know). Which causes the game screen to be less colorful and more bland (likely due to color value clamping?). However the scene view looks normal, having all the values correctly mapped. Can I change the cameras default texture? Or is there a way to fix this? It’s kind of annoying having the scene view look better than the actual game view.

lean oriole
#

How do I make things shine with post processing bloom? as I see only light shines and I want to make my tracers shine [They only shine when near ground]

wind wadi
#

how can oyu animate postprocessing making postprocessing changes very smooth

acoustic plume
#

Is there a simple tutorial out there for applying a shader to the camera as a PP in URP?
I have a shader that does palette swapping (my game just uses 4 colours, but I want them customizable for the player). The shader works, I've tested it on a Raw Image displaying a render texture, but now I need it for the camera as a whole.

mighty stump
# acoustic plume Is there a simple tutorial out there for applying a shader to the camera as a PP...

There's the tutorial by Febucci that works for older URP versions as well as new
https://www.febucci.com/2022/05/custom-post-processing-in-urp/
And then there's the official one for URP 14 for the full screen pass renderer feature
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@14.0/manual/post-processing/custom-post-processing.html
But also one for how to do a full screen blit
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@14.0/manual/renderer-features/how-to-fullscreen-blit.html

#

I don't know what the practical difference between those two is

acoustic plume
shell maple
#

In the built in render pipeline, similarly to the _CameraDepthNormalsTexture that lets me get screen depth and normals, is there a texture that gives me what areas are in shadow and what areas are not?

severe slate
#

no gifs?

severe slate
#

idk if this is the right channel to ask for help to my problem but, its simple, but i rly idk how to do it, i created a slide bar on a canvas, and then i applied an effect for my camera, but the effect affects the canvas as well, and my slider bar becomes distorted, how can i put a straight bar again?
I am a new in unity sow i rly cant understand much.

subtle plinth
#

I have a custom PostProcessing effect that adds blur to the screen. My issue is that it works fine in the editor, but in the build it just clears the screen. Does anyone have a direction for me to debug this in?

mighty stump
subtle plinth
mighty stump
subtle plinth
#

I have concluded that it's the blur effect causing it. When in game (without blur) the issue goes away

#

The main menu has blur in the background and it shows like this in the build

#

so something with the depth buffer it seems

#

Changing the rendering path does not seem to change much

mighty stump
#

The shader may be getting stripped from the build if the build process assumes it's not used

subtle plinth
#

Does the shader need to be in a resource folder or set to be build?

mighty stump
#

Graphics Settings has a list for "always included shaders"

subtle plinth
#

That did the job

valid apex
#

Hey, I am yet again looking for a "solution" or an approach for object limited postprocess effects. So basically I want to use the existing "Fullscreen Pass Renderer Feature" in URP but limited to certain objects (preferably by layer). I got that working with using an additional renderer feature called "Render Depth to Texture" (which I found on git) that gives me the depth of objects selected by layer. Then I can use that global texture in a regular builtin fullscreen pass and use the depth texture to do depth comparison and mask out my effect. This seems like a good approach but I would like to create a single render feature that combines the two passes but my knowledge of custom renderer features is very limited so maybe someone can point me in a direction where to look at (tutorials, forums etc.) or even suggest another/simpler approach. Thanks ❤️

limpid igloo
#

Temporal Anti-Aliasing is a post-process effect, no?

mighty stump
#

What what precisely do you mean by post process effect

#

In SRPs it's a post processing effect technically, but it's not controlled by post processing overrides

#

Rather by cameras directly

limpid igloo
#

so I'm really scratching my head on how to prevent my UI from being effected by TAA

mighty stump
limpid igloo
#

I wish there was a "Screen space overlay camera" option :/

mighty stump
#

I guess your backup options might be to scale the two UIs to the split screen cameras in unified overlay screen space

limpid igloo
mighty stump
#

Definitely more work than camera space UI

limpid igloo
#

I had tried working with it previously... having to effectively rewrite the Canvas Scaler seemed a bit out of reach for me at the time

#

I had considered trying an additional overlay camera, but I am using deferred rendering and they are not compatible

mighty stump
#

But I'm not sure

meager steeple
#

I'm having an issue in my VR game that's making my game unplayable! Let me explain. I have had Post-Processing in my game for a while but I decided to remove it because it made the game lag. I completely removed it from package manager, all scripts gone. Now, whenever i'm in VR, the game glitches out like crazy (see screenshots). I'm not sure how to fix this. Please help!

frosty niche
#

How can I stop text mesh pro from having a bloom effect?

river flame
river flame
#

The definition of beauty

flint cloak
#

Hi! Anyone using Volumetric Clouds can help me? I have problem with clouds, when i look a them, there's like Film Grain attached on clouds. Any help?

unreal pine
#

Hey, I'm wondering - is it possible to apply post processing to a render texture after a camera rendered something to it? If not then how can I apply post processing only to specific cameras? (I am making a CCTV system in a game and want to apply stuff like chromatic aberration and film grain to them, but not to the player camera)

#

nvm, I figured it out

dim crag
#

hi chat! I recently followed the custom post processing tutorial, and I was wondering if there was a way to use a custom volume component instead of a render feature

gritty folio
dim crag
#

thanks for the links

wind wadi
#

quick question can post processing be animated ?

odd drift
mighty stump
#

Either way you can animate the properties of a script that in turn controls the post processing with using the correct methods

gentle umbra
#

I used a method from the video below to make oulines for my mesh and it's perfect
BUT.. when I try to build and run the game it keeps crashing
any ideas ?

mighty stump
gentle umbra
#

I tried to remove the effect and the game ran perfectly fine

mighty stump
#

Any crash logs to offer clues?

gentle umbra
#

It runs with the effect without problems in the editor

#

It gave me this error

mighty stump
vivid salmon
#

I have grabbed the roles

#

now where do i find help

mighty stump
gentle umbra
gentle umbra
#

I made a dev build and it is giving this error

brisk sparrow
#

Im trying to create a radial offset from noise in shader grapp
When I add the noise to screen UV the result is offset to the down left conner of the screen, how to change that the graph will offset screen uv from center in radial behaviour?
The first image is what I come up with (The screen like move to down left conner)
The second image is what I intend to do (UV offset from the center)

valid apex
brisk sparrow
valid apex
#

Oh, right you are offsetting it by adding the noise. Well in that case either swap the add with multiply and remap the noise from 0-1 to 1-whatever.

Or if you want to use an offset value you would need to create a kind of vector field to tell what direction it should displace in.

brisk sparrow
crude spade
#

How do I get bloom to affect the alpha channel ? i'm trying to record particle effects with recorder but even with an exr you get an alpha channel that doesn't include the bloom in the alpha... works perfectly fine if you matte it down, but that's kinda useless. (pipeline independent, i've tried it in both urp and hdrp (not birp because im using vfxgraph) in 2022 and u6

lethal forge
#

hi, im learning Render Features in URP and i wrote a render feature, it works fine until line 35, i get null reference there, leading somwhere (2nd screenshot), everything else works fine, any ideas how to solve? I guess camera texture not giving apporunity to write to texture (idk). P. S. _sourceTexture = renderingData.cameraData.renderer.cameraColorTargetHandle;

gritty folio
lethal forge
prisma elbow
#

hey guys, i suck at programming i don't know how to change postprocessing profile on trigger of "player", can somebody help with that?

drowsy plank
# gentle umbra <@166982635950702592> Thank you very much for your help I found the solution an...

I have had trouble finding an outline + edge-detect post process that is really good (in URP). I went with this asset: https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/clean-outline-urp-238328 but it is not perfect. It will work with MSAA but it has hard edges to the lines generally - no built in AA effect which I am sure is possible with a shader adjustment. It does work well if you apply a post-process AA effect like SMAA afterwards. ANy other recommendations welcome!

Add depth to your project with Clean Outline URP asset from CatRabbit. Find this & more VFX options on the Unity Asset Store.

#

Also I wanted to apply such post process effects on a layer-basis with volumes and it almost works but because a post process like outlines extends beyond an object's drawn area you get a cut-off effect round the edge and so it fails!

young sonnet
drowsy plank
#

HDRP has fullscreen shader samples? damn, does URP also have somewhere?

#

But doing a 3x3 filter for example is so painful in shader graph, I don't know why they don't have more components to cover such a thing

drowsy plank
#

ah you make new material because it just includes one for graph I believe... Unity is odd at times

young sonnet
odd drift
drowsy plank
odd drift
drowsy plank
#

ok. I had a shader I am working from for edge detection currently, but I may convert it to shader graph or adapt the one above. But seems quicker to experiment in a shader file still

#

Ah you can add hlsl to a custom node too right? Maybe that helps

odd drift
drowsy plank
gritty steppe
#

can i bake post proccessing effects?

grizzled sentinel
#

I have a scene which is forest at night I wanted to add a moon that lights it up I made a ball and made it emit light with post prossing but how can i make that light up the area?

mighty stump
mighty stump
grizzled sentinel
#

ok thank you 😄

gritty steppe
#

Idk I kinda suck at unity

mighty stump
gritty steppe
#

Is there anyway then to make the flickering stop then?

mighty stump
gritty steppe
#

Whenever I moved in the project, whether game or thru the scene view it looked wonky and everything was flickering

#

The reflections were getting wonky

mighty stump
#

Also it may be important to know which render pipeline this is

gritty steppe
#

Deffered

mighty stump
gritty steppe
#

oh then URP

mighty stump
gritty steppe
#

aww

mighty stump
# gritty steppe aww

So what issues you're seeing let alone what reflections you're looking at right now is a mystery to us with this little information

#

But a stab in the dark you changed your render pipeline to URP and are now seeing pixel light limit being exceeded per object

gritty steppe
#

huh interesting

austere tartan
#

Has anyone used post processing for unity URP, Andriod. I have followed some YouTube videos. But I am not seeing the effects in my viewport and game views

lone quartz
#

Im trying to add post proccesing into my game but it doesnt show up on screen and actually in the game. What do i do to fix it?

bronze mural
crisp pebble
#

I'm trying to figure out how to smooth the black FOV blocker
I didn't quite know what to google in order to find an answer, so I'd appericiate it if anyone could point me in the right direction

chrome swallow
#

in URP's renderer feature stack, RenderPassEvent.AfterRendering appears to occur BEFORE the canvas ui ugui layer assets are rendered
How do I add a render pass AFTER everything is rendered, actually everything-everything, even the canvas layer gui stuff?

drowsy plank
#

it goes main rendering, pre-post-processing, post-processing, post-post-processing, UI as far as I can see! Although some people have done after UI it may require looking at code

autumn spindle
#

What I want:
The whole game to be rendered with a post processing effect applied to it
Some special sprites that get rendered without post processing (World space UI, but I am not using the UI system. I am just using sprites)

It seemed trivial to do so by using camera stacking, but what happens is that the second camera (world space UI) removes the post processing effect from the base layer

Any idea if this is a bug? Or if I am missing some additional setting somewhere?

The expected result should be a yellow-green square with a white circle over the top of it

Unity 2022.3.5f1 URP

autumn spindle
#

Ticking Stop NaNs fixed my problem

daring shuttle
#

i know screen space reflections aren't perfect but shouldn't i be able to see the desk in this puddle?

daring shuttle
#

I guess built-in pipeline screen space reflections don't work on transparent materials?

haughty nest
daring shuttle
#

reflection probes do not line up perfectly no matter how much i try

mighty stump
magic robin
#

Post processing is not working for me its like when i make changes it doesn’t apply

odd drift
river stream
#

Is it possible to generate a clone of a profile? I have the following code which technically works, in that it creates a instance of the profile with all the components (and I can change the values of those components independent of the asset it was instanced from), but the components have default values and dont reflect the profile it was instanced from, is there any way to get the values from the actual profile onto the instance? My end goal is to be able to create a copy of a profile at runtime so I can animate its values without affecting the actual asset

var profile = ScriptableObject.CreateInstance<VolumeProfile>();
                profile.name = "(instance) " + someProfile.name;

                for (int i = 0; i < someProfile.components.Count; i++) { var c = profile.Add(someProfile.components[i].GetType(), overrides: true); c.active = true; }
                
hollow frigate
bronze mural
hollow frigate
slim jetty
#

how can i make the post procesing affect the text
cuz i tried everything and it dosn't work

bronze mural
#

(as opposed to default overlay that renders on top of everything separately)

slim jetty
#

you talk about Render Mode

bronze mural
#

Yes

slim jetty
#

when i change the canvas to world space or camera space it disappear

bronze mural
#

In world space camera has to actually look at the canvas. In camera space make sure it is positioned in bounds in front of it. There are tutorials for it

slim jetty
#

so one last thing what is resize canvas option exactly do on space camera

#

do i have to enable it or diasable it

slim jetty
slim jetty
#

thank you very much brother

slim jetty
#

soo guys any help bruh

#

so i do everything

#

and i changed the canvas to space camera

#

and the post procesing work on the text and everything

#

but im unable to press the buttons

bronze mural
slim jetty
bronze mural
#

Did you set rendering camera there?

#

And camera still has appropriate raycaster component

slim jetty
slim jetty
#

i am a beginner that's why

slim jetty
bronze mural
#

Right, so because it's in camera space you might need GraphicsRaycaster component on camera. Not sure about that you should test

#

Might be wrong about that, it could be canvas specific

slim jetty
bronze mural
#

Just tested it doesn't need anything additional.

#

You just switch to camera space, assign camera and it works

slim jetty
bronze mural
#

So if your UI not working either removed/disabled event system or button being covered by panel or text element

slim jetty
#

wait what

slim jetty
bronze mural
#

Deactivate or create a new scene, setup clean new components and test with those make sure simple setup works, then examine what you have and where it is broken.

devout basin
#

Does anyone here have a google play console developer account?

silk vessel
#

Issue with PostProcessing being reapplied for every single camera on scene, while testing i noticed the possibility of creating multiple Volumes on different layers, is this the fix?

swift nimbus
#

im using a code to update my post processing volume settings real time, and the values are increasing (in the inspector), but why dont they apply to the scene?

honest garnet
mighty stump
#

Meaning you can only exclude post processing by applying it before an overlay camera

honest garnet
#

oh okay..

#

thanks for explaining

drowsy plank
#

I have differences in post processing between DX11 and OpenGL, I think because they may handle their depth and/or normal buffers differently?

pallid bronze
#

There are 2 objects in the Scene with overlapping UV's. Please see the details list below or use the 'UV Overlap' visualisation mode in the Scene View or Lightmaps in Lighting Settings for more information.
How can i resolve this problem?

mighty stump
pallid bronze
past sonnet
#

Can someone help me? I am trying to add post processing to my game, I put the post processing layer and onto the camera and used a profile I made, but it won't show. I made sure the camera has a unique layer along with the post processing layer to say that unique layer, but it won't show in the game. Normally i would go to the camera and click post processing, but it won't show because I don't have urp on it. How do I fix this?

mighty stump
#

You must pick the correct instructions for the render pipeline your project actually uses

glossy garden
#

Hey guys; quick question, why does rendering with the post processing stack onto an "empty spot" (theres nothing to render in that spot, like for example there's meant to be a background thing) just make it freak out?

#

Just realized i kinda probably don't want my Editor tool to flashbang people 😭

untold halo
#

Hey anyone got some good starter resource on the URP render feature and writing your own post processing with that?

proper sinew
#

guys idk if its the correct place for this but

green siren
#

Guys why the post process volume component doesn't affect my scene 💔

#

https://learn.unity.com/project/john-lemon-s-haunted-jaunt-3d-beginner
I did the same steps here but I don't see results noting changes

Unity Learn

Welcome to the John Lemon’s Haunted Jaunt: 3D Beginner Project! In this project, you won’t just discover how to create a stealth game — each of the 10 tutorials also explains the principles behind every step. No previous experience is needed, which makes John Lemon’s Haunted Jaunt the perfect start to your journey with Unity.

proper sinew
#

heyy

bronze mural
#

@proper sinew Why didn't you actually post your question here?

proper sinew
#

oh wait

#

oops i was posting it to both locations since these channels arent active

bronze mural
bronze mural
#

And to your question. Post processing is a camera space effect. If you want different effect processed for another layer you need to setup another camera. There are guides how to do that pinned in this channel.

#

(Pick a render pipeline there)

jaunty elbow
#

hey guys i wanna create a game where the visuals are similiar to fall guys. notice how the mesh shines and looks kinda like a wet chewy bubblegum?? or more like a shiny colorful assets ? well how to create it?? i want my assets to look just like how fall guys assets are made.

viscid tide
#

When adding emissions or bloom effects, don't those effects only work if the environment around them is suddenly darker?

#

could I create a bloom/glow effect that just...glows when I want it too regarldess of the light around it?

hidden steppe
mighty stump
#

Have you run into issues implementing bloom, or is this just a hypothetical

#

My best guess too
If it's HDRP, there's also exposure-independent emission weight
But as you say it'd be important to understand the process first

devout sandal
#

Anyone know how to apply post-processing effects (bloom for example) to only objects that are on a specific layer, using URP? Having multiple cameras with different post-processing works fine except that the effects that I want to only apply to specific layers apply to everything.

mighty stump
devout sandal
mighty stump
#

Post processing is always per-camera

#

And in the camera stack each camera sees the image of the cameras that render before it

devout sandal
#

yeah

weary basin
#

How do you set up postprocessing for a multi-camera scene? I'm working on a mod for KSP which uses several cameras:

  • skybox
  • distant planets
  • local objects
  • internal spaces
    Each of those is drawn on top of each other. I can assign postprocess settings to each, but some things like color grading and temporal antialiasing seem to get duplicated if they're on multiple cameras. Any ideas?

(oh hey looks like recent discussion is along the same lines, I'll start reading...)

and KSP uses the builtin render pipeline

#

is Camera.main treated specially in the postprocessing stack?

weary basin
#

I think what I'm looking for is:
given a set of postprocessing settings, which ones need to be applied to all cameras and which ones should only be applied to the last camera?

mortal drift
#

Is it possible to implement in cinemachine to apply post processing to specific items rather than everything being rendered? I have a stacked camera system that does this--main cam renders normally and an effects cam that renders the effects with bloom.

#

You can accomplish having only certain cameras get postprocessing applied with Unity's normal camera system and having the additional cameras be stacked cameras. I'm wondering since I believe cinemachine only sets one virtual camera active at once if that would remove the ability to have only certain things be affected by post processing. I want certain VFX to receive that pp, but not the regular game.

mighty stump
mortal drift
#

so I should be able to tack on a cinemachine camera component to my camera with stacked cameras and PP will work as before?

#

/remain unaffected

mighty stump
dreamy loom
#

is there a way to fix this pixelated effect on the edges of my objects

#

Im using SMAA, is that why

odd drift
mighty stump
#

It looks like the AA there is working on the geometry against the sky, but not against other geometry
I'm fairly sure it's not intended to do that

dreamy loom
dreamy loom
odd drift
#

SMAA should pick those up as well so I don’t really know why there was the problem to begin with

untold steeple
#

Does anybody know how I can blur UI elements using depth of field?

mighty stump
hard glacier
sand ivy
hard glacier
#

any package i get the textures don t load

#

i only get purple props

sand ivy
#

@hard glacier Are you on URP or HDRP? This asset seems old enough that it probably doesn't support anything other than built-in render pipeline.

hard glacier
#

im on urp

#

how can i deactivate it

#

can i make a 3d project without urp

sand ivy
#

Materials that use included shaders can automatically be converted to URP/HDRP by selecting the materials and going to Edit -> Rendering -> Materials -> Convert

#

Materials not using included shaders can't be automatically converted.
You can make a project using built-in render pipeline.

hard glacier
#

any idea what s this error?

#

i solved it

wide stratus
#

ok-- is there a reason why my post processing stuff only works on my UI camera? It won't work on my main camera, it'll only work if I add the default layer to my UI camera's volume mask and enable post processing there

#

I don't want any post processing on my UI camera even

#

when i inccrease the order layer of my main camera, it works, but then UI camera disappears

#

It's behaving like the UI camera is rendering stuff the main camera is rendering, but it's not

#

I can still see the post processing working from scene view, but with the main camera below the UI layer in game view order-wise there is no post processing

#

so it appears I fixed this by setting ui camera to overlay and adding it to the main camera' stack. only thing is now the colors of my post processing get all weird and discolored when I do that

plain adder
#

i want to add bloom to a particular gameobject in 2D game if i set post processing to global it is working but applying on whole scene for particular gameobject tried that same layer too.. but nah its not working for me anyone can help?

#

or any other sorta things what i really wnat is a dynamically moving glow onto boundary of wall thats it..if it can do any other way then suggest ..What i have tried shader,materials combo then even tried lights which just stucked inside gameobejct not like what i wanna do with them ...

mighty stump
#

If a material supports HDR color (such as custom shaders, but not the default sprite shaders), you can leverage bloom Threshold to only glow only with high HDR intensities

#

That's the only way to do it "per object"

remote sinew
#

Can someone help me with screen spaced reflections? I have a post processing volume and a post processing layer on my main camera. Other effects work like Chromatic aberration but the screen spaced reflections dont. Am i doing something wrong?

remote sinew
#

I think the default. I just started a 3d project and im new to unity

#

Also motion blur is not working too

mighty stump
#

They may need to be separately enabled in graphics or quality settings

remote sinew
#

Should i use URP?

mighty stump
# remote sinew Should i use URP?

I always prefer it since it's so much easier to optimize
But it doesn't officially support SSR so that can be a drawback in your case

remote sinew
mighty stump
remote sinew
mighty stump
#

Built-in render pipeline, so the default one if you don't have any of the scriptable render pipelines

#

It does just work in HDRP, but setting up HDRP itself can be trickier than only setting up SSR for BiRP

#

There's paid assets that do it for URP that usually try to make the experience smooth and give clear instructions

remote sinew
#

Can you help me set it up in BiRP?

mighty stump
#

When testing you should have meshes with Standard material in the scene with varying smoothnesses, since SSR by default is set to ignore materials beyond or below a certain smoothness threshold

#

It also requires hardware that's g-buffer capable but that's not often a problem

#

That's roughly all I remember about it

remote sinew
#

I cant find the docs. Can you provide a link?

remote sinew
mighty stump
#

For example "deferred rendering path"
The default rendering path is forward

remote sinew
#

I give up... This is too confusing. I just started unity. Anyways. Thanks for the help

shy field
mighty stump
shy field
unreal pine
#

hey, I just added a local volume to each camera that needed it

#

and I believe you have to change the color format, I don't remember to which one though

candid crystal
#

Hey! I posted in another channel but i think its actually this one where i should post...

Hello everyone, before I added a background video, my circles could glow (first image), but right after adding the background video, the glow disappears (second photo shows that if i lower the alpha, the glow can be seen there)

severe slate
candid crystal
severe slate
candid crystal
#

ah.. its an image from pinterest lol

#

its indeed beautiful

severe slate
#

ah okay

#

thought u made it

candid crystal
#

im a programmer not designer hahahha

rocky hearth
#

Are there any free outline scripts which are able to outline particle trails?

hidden dagger
#

I feel you @candid crystal "Programmer not designer"

obtuse kraken
lusty willow
#

Hi guys,
MotionBlur is only blurring with camera rotation, not translation.
Has anyone encountered this before, and know of a fix?
I debugged the shader "Hidden/HDRP/CameraMotionVectors" and can see that translation is not registered.

torn minnow
#

Hi, I am having a problem while using Post-processing to the camera.
I try to add blur to the background, But either it work on everything on the camera or on nothing.

wanton finch
#

does the order of the overrides in the list matters?

tacit pewter
#

No

#

However the checkbox matter

craggy wigeon
#

!code

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