#💥┃post-processing

1 messages · Page 6 of 1

severe slate
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I don't have an issue to solve but why does the depth use the red channel?

mighty stump
severe slate
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ahh I see, I do have another question if you don't mind

mighty stump
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You may also be familiar with channel packed textures, where each color channel contains the a monochrome texture map for roughness, metallicness and whatnot
Those texture maps take the hue of whichever color channel they happen to be stored on

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Normal maps similarly store direction vectors, that we see them have colors is a side effect of the user interface

severe slate
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Oh yeah urp packs metallic and roughness into the same texture

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In urp do what kind of shader do you use to copy the depth buffer? I know you can use the shader graph but I'd like to write one instead

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but I'm not sure where to look for the intermediary buffer

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because I want to use drawrenderers to filter the objects

tired dirge
mighty stump
tired dirge
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Writing to depth buffer is done via SV_Depth semantic (normally SV_Target is what you use to output color) which I don't think is exposed by shadergraph.

severe slate
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Anyone know how to write to a different buffer through shader?

foggy monolith
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Hi! Maybe a dumb question here. Is it possible to get depth information when using URP 2DRenderer? At first, the Scene Depth node in Shader Graph outputs nothing. What does 2DRenderer do to handle depth? (same sorting layer)

mighty stump
true pollen
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How can I fix this ColorSpace error?

mighty stump
true pollen
mighty stump
snow coyote
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Do Post Processing get saved per scene or is the Volume profile changes in the scene carried over to wherever that profile is used?
Whats the way to have it per scene? Thanks in advance

mighty stump
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(Unless it's an instance of an asset)

snow coyote
snow coyote
mighty stump
snow coyote
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Nevermind it updated now!

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Isnt there a way to have post processing per scene without creating a volume per scene?
Like have it saved on the scene

tulip oasis
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Does anybody know why I'm seeing AO through opaque objects? Thanks in advance for any help!

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Enabling Aplha Clipping on the large objects seems to have fixed the issue. However, I am not sure why this works or what Alpha Clipping does. Any explanation would be appreciated!

buoyant galleon
tulip oasis
severe slate
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shadergraph should write to the depth buffer normally

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what does your graph look like?

tulip oasis
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Here is my graph and settings

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The purpose of this shader is to apply custom colours over the original texture based off a second texture's rgb channels

mighty stump
# tulip oasis

Since Allow Material Override is enabled, that can mean the material using that shader might not be opaque, even if the shader is by default

obtuse kraken
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I spent a good chunk of time googling and trying several different solutions but this VolumeProfile will not update during runtime via script.

    Vignette vignette;

    [SerializeField]
    VolumeProfile berserkVolumeProfile;

    void Awake()
    {
        if (berserkVolumeProfile.TryGet(out vig)) 
        { 
            vignette = vig; 
            vignette.intensity.overrideState = true;
            vignette.intensity.value = 1.0f; 
        };
    }

This simple snippet should work, right? The TryGet is retrieving something but the profile is not being updated/reflected in game.

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What's odd is that I have other scripts where I mess with the global volume profile just fine, but for some reason this profile attached to a local volume refuses to be updated via script.
I can confirm that the volume is actually visible in game and has a higher priority than the global volume.

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And changes in the editor actually reflect on the camera post processing.

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I've also checked in case the TryGet fails and add a vignette to the volume profile, but still no dice.

obtuse kraken
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Oh god, I finally figured out what was causing it..
While stumbling around the internet looking for any clues I came across this thread:
https://discussions.unity.com/t/urp-volume-cs-how-to-access-the-override-settings-at-runtime-via-script/773268/3

I noticed he specified which rendering pipeline vignette to use, so just to be extra sure I decided to be thorough and do it myself.
I received the grayed out "redundant" specifications on everything except the vignette... Curious I removed it and then I found my culprit.
3 hours down the drain for a silly mismatch of rendering pipelines god.

I hope whoever has a similar issue and is tearing their hair out finds this of some use down the line.

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This is one issue that's definitely going to stick in my brain for a long while.

snow coyote
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Hi guys, how can i get this on script?

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i tried active but i think its not that

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I wanted to get rid of the Activate Bool since its a bit redundant

dusk reef
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hi , In URP, Is there anyway to turn off post processing without turn off anti-aliasing?
I can't disable volume because some feature needs it.

mighty stump
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You can disable all post processing effects with another volume that overrides them to disabled

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There also are other types of antialiasing that are not post processing antialiasing

heady tusk
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I change intensity there's no effect

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on the video there's effect

heady tusk
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apparently the problem is that it doesn't do effects on that camera but idk why

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also in my project that option in post processing layer is missing

heady tusk
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does post processing work only from player camera or?

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can I like, do special effects ONLY for these cubes?

heady tusk
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So my current problem is that I can't get it into my project and is it possible to customize post processing like for what stuff is it working? like cubes

heady tusk
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So I assume why post processing doesn't work in my project is because of that script that automatically adds to camera when I create it. I assume that script comes from official unity character controller asset. What can I do to make post processing work?

gritty folio
heady tusk
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there are these volumes

heady tusk
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cus URP I think sucks

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maybe it's because it looks harder to use

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post process package looks way easier

heady tusk
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what post processing should I use for a small project?

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also if not URP how can I remove URP?

cobalt minnow
heady tusk
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well I can't use post process package while I have URP

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but I don't know how to delete URP

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and don't know if I should use URP

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or what fits better

cobalt minnow
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No, because the package is for the Built In pipeline. URP has it built in, you don't need to use the package.

heady tusk
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I'm looking for something easy

cobalt minnow
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It's not about ease. Post processing works more or less the same regardless of pipeline. So whatever pipeline you've chosen, you use that.

heady tusk
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are these 3 different pipelines?

cobalt minnow
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Yes

heady tusk
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is there any difference between them?

cobalt minnow
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Yes, and that's something you can look up.

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Built in will be deprecated, so you should really decide between URP and HDRP. You can look up comparisons and what they mean.

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And as I said, for both the PP is built in, you don't install the package from the package manager.

snow coyote
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Why is checking upon Volume Manager returning all PostProcessing effects instead of the actual instance components at runtime?

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Shouldnt it return the 6 i have on the stack?

ember rivet
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Anyone know why reflections are blinding at certain camera angles?

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its from my bloom but its only this specific object

odd drift
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@ember rivet don't post on multiple channels

bronze pike
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for some reason I cannot enter the box volume even though it's on IS trigger

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I tried disabling the box collider but then I don't get the post processing

mighty stump
bronze pike
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shouldn't be since if I disable that box coilder I can then go into the space

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just without the post processing

mighty stump
bronze pike
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and I retested when the volumes disabled and I can walk through them

mighty stump
bronze pike
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Unity is very funny for me today lol

mighty stump
bronze pike
mighty stump
bronze pike
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yeah

mighty stump
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You didn't say if you restarted or not, though

bronze pike
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oh yes I did restart

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many times

mighty stump
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And you should also look for any child gameobjects that could have colliders

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Then test if other trigger colliders are also affected, and if new colliders with a volume component are affected

bronze pike
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yep even new ones

mighty stump
# bronze pike yep even new ones

Then I'd try deleting Library
After that testing the same setup in a new project after confirming the new project doesn't have mysterious solid triggers as well

bronze pike
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alright ty I'll ask

mighty stump
# bronze pike alright ty I'll ask

It doesn't make sense to me though that you say that disabling the volume component causes objects to pass through
But that entirely new trigger colliders without any volume component also suffer from the problem

bronze pike
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I did some more testing and when I made a new project it still happend

trail dew
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Hello, I'm new to using the post processing stack and have multiple effects that I would like to use on an image. I already created the effects, but I'm having trouble making them execute in the correct order. How do I edit the execution order of the effects?

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I've tried moving them around in the camera order but I don't see any results

trail dew
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I should specify that I mean how it executes on the editor camera, it works fine on the default camera

heady tusk
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can I make post processing not work for something? For an example there's a color effect but I don't want it to work for sky so I want to exclude sky. As I know post processing mostly works by just editing the image so it should work. How can I do it?

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for an example I don't want this ugly ahh pink line to appear on my sky

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also this floor seems to be too saturated as well

solemn siren
heady tusk
heady tusk
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but I don't wanna make it fortnite

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nice graphics but not fortnite

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no eyes bleeding graphics

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but currently I don't know how to not apply post processing for sky and csg box

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and I don't know how to apply graphics for specific things

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like cubes for an example

solemn siren
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Oh want to join my game’s discord it’s a storm chasing game

heady tusk
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no

coarse ibex
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Hi, I changed my pipeline to URP 2D, and now if i check 'post processing' under the camera the game view turns black (scene view is fine). Any ideas? Cheers

mighty stump
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Good catch
Definitely not a setting you usually need to mess with

coarse ibex
tropic helm
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Hey folks! 👋 I'm working on a game in which fog is giving me headaches trying to make it play nice with transparent particle systems. For example, in my screenshot we can see that the three blue particle systems get overdrawn by fog (grey background, corresponding to max depth in depth buffer). That's because fog is applied as a post-processing effect on top of everything and using depth buffer to determine opacity of fog. As my particles don't write to depth buffer (as I'm assuming they should not be doing), when they are in front of horizon / max depth, fog gets drawn at 100% opacity on top of them. I'm trying to create a custom render pass in URP to render particles after post-processing, but that seems to be leading me down the rabbit hole! For example, in my render pass, I need to specify a shader tag ID, and I'm trying to use "UniversalForward", however, my particles are using an Unlit VFX graph, which does not set the "LightType: UniversalForward" pass tag. So I tried to emulate an Unlit shader using a Lit one, but then it messes up the look of particles. I'm maybe thinking too hard or attacking the problem from the wrong angle. Any thoughts?

buoyant galleon
# tropic helm Hey folks! 👋 I'm working on a game in which fog is giving me headaches trying t...

Not an easy thing to fix. Some ideas:
-Spawn an 'approx' sphere/box/basic shape that only renders to depth where each particle is (obviously doesn't work if you have super complex particle systems)
-Draw fog before transparents (I have a feeling this will be easier than trying to draw transparents after fog)

But in actuality I would probably recommend reworking your fog, a pure depth-based fog is always gonna run into issues like that, vs. something semi-volumetric

tropic helm
buoyant galleon
tropic helm
ember egret
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Hey guys what would be the best post processing for a night time but still a bit light up post processing for a game ?

trail dew
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Hey all, Having trouble implementing a simple pixelation post processing effect in URP. Here is what I currently have.

https://pastebin.com/KFjYfSBW
https://pastebin.com/9knDad6W
https://pastebin.com/d2rnt9qR

I'm out of my depth here and I have no idea how to get this functional. This is far more difficult then the standard post processing stack. All I'm seeing is a grey screen when I apply the effect

kindred citrus
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has anyone done pre rendered background before?

kindred citrus
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i figured it out, blender compositing sucks ass

wheat adder
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hello! i am writing a post processing shader to do some world reconstruction (like grid on depth). using BIRP and post processing v2.
i was finally able to make it work, but does anybody know why, passing a value to a uniform named "_CameraToWorld", gets automatically the value of the built-in unity_CameraToWorld when passed to the shader? i'm sure, because the Frame Debugger reports the different matrix, and that won't work, because the y column of the Camera.cameraToWorldMatrix needs to be inverted for some reason. Is it because of the way unity deals with uniform names? it drove me mad for 2 days, modifying the matrix, and seeing always the same values in there. if someone has information regarding this, they are really appreciated

honest marten
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Hello. Is there a way to exclude objects from motion blur without using two cameras? URP

odd drift
prisma fable
prisma fable
#

I NEED ASSISTANCE

oak agate
# prisma fable I NEED ASSISTANCE

I had the same error message, I used a build platform which does not support ambient occlusion, for example WebGL.
I had to switch to WebGPU to make ambient occlusion work

sour spoke
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Is there a way to fix taa with render objects

mighty stump
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I'd say so yes

ember quest
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Is there any way to get a bilinear lerp between post processing volumes instead of having them all be interpolated over in order?

ember quest
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I think I can make do by using VolumeManager.CreateStack and copying OverrideData. For some reason there's no public version of that or ReplaceData, and replace data uses internal calls

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I could expose the internals ofc, but would be nice to just have that public

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why is components internal :|

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I guess I can loop through baseComponentType instead
EDIT: it worked

solid parrot
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Heya; I have a question:

I am trying to create a bit of a lens distort and chromic aberration to my UI. I have tried camera stacking and the Overlay feature, but the whole scene is affected by the volume. I have also tried making the UI Sky color uninitialized and solid color alpha to none. These both methods do not work.

Anyway, I am trying to have a volume affect the UI exclusively and ignore everything else. Any responses are appreciated.

mighty stump
solid parrot
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it is URP

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It's a unity 6 thing?

mighty stump
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Yes

solid parrot
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dang

mighty stump
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Unless you figure out how to implement it yourself

tribal obsidian
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are there any pp settings that are worth changing around in the built in renderpipeline?

mighty stump
tribal obsidian
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worth learning, as I am pretty shit at all of it because it is my first time

solid parrot
mighty stump
solid parrot
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thank you

mighty stump
solid parrot
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will do!

buoyant galleon
rugged beacon
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Hi guys, does anyone know how to get whether fog has been enabled in scene view?

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I thought that this should do the trick-
SceneView.currentDrawingSceneView?.sceneViewState.fogEnabled == true
But... It doesn't actually seem to work, it's always null, maybe I'm trying to access it in the wrong time during an update, not sure in what kind of update method to write it, though...

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Not even sure if I'm trying to access it in the wrong update either, or if it just simply doesn't work as I thought

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Not sure if this was the right place to ask, sorry if I'm mistaken

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Thought that people might know since they might want post processing to toggle with that

rugged beacon
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On second thought, it kinda makes sense that the variable isn't constantly assigned... There can be multiple scene views, after all...

umbral jay
rugged beacon
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However I just realised that I can't do it the way I thought to do it, as I certainly need to set it in some place before each screen is rendered

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My code is a little bit of a mess too, I've got a custom fog, which is actually added by renderer feature, but then I also have a custom material that fixes transparency in fog.

umbral jay
rugged beacon
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No... It's not...

umbral jay
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See if there is any api changes

rugged beacon
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I still don't know where to put the code to set the global shader values

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It needs to be before any materials gets rendered when rendering the scene screen...

umbral jay
rugged beacon
# umbral jay Maybe you need to set priority for it

Hahaha I'm sorry, I thought that you were just saying random stuff, but actually, you've got a good point xD

Today I suddenly realized that the answer was to make an extra render pass, and set it's renderPassEvent to BeforeRendering, that simple solution actually toke me a stupidly long time to realize '^^

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It's working normally now, thank you very much!

umbral jay
craggy flicker
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The radius and intensity of it cause a lot of resources to be used and performance to be lost.

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Bigger radius, bigger computing times.

drifting violet
mighty stump
tacit egret
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Hey, I have a question because someone here probably knows more about this than I do. I wanted to create a game as a test based on the Backrooms, and I found a game whose lighting I really like, but I'm not sure how to replicate it. I've been trying, but it just doesn't seem to work. For example, when I use area light, the light stops working completely after I click bake and displays very weakly. And when I use Point Light, I don't know why, but the tables, cabinets, and floor—basically everything except the walls—become very dark. I'm sending a few screenshots. I know the description might be quite general, but I'm not sure where to start, so if anyone could give me some ideas, I'd be grateful.

mighty stump
empty sphinx
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im having issues with my post-processing effects not showing up at all

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everything is set up but it doesnt show up

mighty stump
tacit egret
# mighty stump Looks like you haven't followed all the necessary steps for baking Namely not ma...

Hey, thanks for the reply. I set the models to static, and I can already see that it made a difference, but I also wanted to check the UV generation. The problem is that my models are already in prefabs, and from what I've seen in tutorials, it should look like it does in the screenshot. But since it's a prefab, I don't have all those options. Is there any way I can manage this using prefabs, or do I need to approach this in a different way?

mighty stump
umbral jay
high badge
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Im assuming this is a problem with my post processing so I'm putting it here; is there any way to fix the super stark lines caused by my plank textures? I have Anti-Aliasing turned off since it causes some crazy seams between blocks but even turning it back on doesn't seem to fix this problem and idk what else to tweak. Could be a problem with the assets too ig but the UV's look fine to me

mighty stump
vital ocean
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Anyone got any good URP post-processing settings/tips for a horror forest? dark & misty
Any tutorials I can follow or guidelines? Most stuff on YT is completely out dated

vital ocean
placid garnet
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sup gang

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my Depth of Field affects my text mesh pro 3d object

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when it doesn't have something behind it

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I was wondering if I must create a new camera that only renders these, or if there's any other way to fix this

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plz tag me for reply ❤️

mighty stump
placid garnet
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I see "Cull Mode"

mighty stump
placid garnet
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well

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xD

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it goes pink on that

mighty stump
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If that fails there's some way to create a custom Distance Field shader in Shader Graph with the opaque settings you want
But I don't recall if that was documented at all

mighty stump
placid garnet
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fair enough

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:'v

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welp

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the second camera doesn't sound bad but

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it wouldn't work for me, some texts will be visible through walls and I don't want that

mighty stump
# placid garnet

I don't think URP's rendering utilizes this, nor do the Canvas components

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I think you'd want to use TMP's 3D mesh renderer text so you can make a custom shader graph for it

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In Unity 6 you can also make Canvas shaders in shader graph so it won't be necessary to make it a 3D text

placid garnet
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I am using Unity 6, but

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wouldn't them be visible through walls?

mighty stump
placid garnet
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like there's a text under there

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I don't want it to be visible from here

mighty stump
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World space canvases or 3D texts by default do not appear through walls
I'm not sure what you did in this case

placid garnet
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I'll check the world space canvas, never heard of that before

placid garnet
mighty stump
placid garnet
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so an overlay camera would work if I do that

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cause the 3d world space canvas didn't do it

mighty stump
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They were starting points to the solution of making a custom opaque TMP shader

placid garnet
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k so a custom opaque TMP shader

mighty stump
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If the overlay camera solution works, it's a much simpler solution than the custom shader
Still, for it you need text that is positioned in 3D space at correct depth using whichever method

placid garnet
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ah

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so just disabling the clear depth did it xDDDDDDDDDDDDDDDDDDDDDDDD

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should I have occlusion culling?

placid garnet
# placid garnet

(Using an overlay camera, disabling clear depth like you said)

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that did it

mighty stump
placid garnet
#

perfect c:

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thanks a bunch

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Spazi, do you make games?

mighty stump
placid garnet
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ah I see

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instructor work, that's what I'm aiming for

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like, for kids and teens in my country

inner saffron
#

Hello! I'm trying to change depth of field values at runtime by grabbing the VolumeStack from the VolumeManager and grabbing the DepthOfField from that. And then using a DepthOfField from a different VolumeProfile asset to try and override the values from the one in the Stack.

  var stack = VolumeManager.instance.stack;
  var dof = stack.GetComponent<DepthOfField>();
  if (volumeProfile.TryGet<DepthOfField>(out var dofOverride))
  {
    dofOverride.Override(dof, 1f);
  }

I can't tell if anything is happening when I do this though, I'm using DOF values that should be very noticeable based on what I've tested with the actual Volume in the scene during runtime, am I misunderstanding how the .Override method works? Or do I need to do another thing as an extra step? Thanks in advance :)

kind ore
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Can someone help me figure out why a depth of field volume does not affect a small square on the bottom left of the screen? It seems to only be happening on certain scenes, I've deactivated, changed or moved everything and nothing seems to change it. Changing the focus distance affects it, and settings the camera's near clipping plane to 0 fixes it, but it isn't there at all on other scenes with the default near clipping plane value

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After further testing, it seems to be inverted? As in, as I decrease the volume's weight, the blur on that area becomes stronger as the rest weaken

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Increasing the near clipping plane also affects it

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This happens in the editor and also on build, but it goes away if I set the editor game window do 1920x1080

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Bringing the exact camera from a scene where this doesn't happen still has the same effect

kind ore
daring shuttle
#

anyone else on built-in notice using SSR, when the camera is angle down it kinda just... doesn't work?

mighty stump
daring shuttle
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its weird

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like the couch

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no reflection

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if i bring the camera down

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reflection

mighty stump
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Possibly to approximate fresnel for the reflection intensity, or as a kind of failsafe since the geometry buffer tends to look extremely distorted when trying to render something opposite the camera

daring shuttle
#

i think it more has to do with rays bouncing wrong at that angle or something

mighty stump
crude skiff
#

I am in standard and trying to draw to a render texture - this is causing my stats to go nuts. Its saying 1million+ triangles. When I remove the render texture and draw to the screen, the draw number goes back to normal. Why is that?

crude skiff
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I am in 6 alpha - is it some kind of bug in the stats window?

odd drift
frosty slate
dark crow
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Hello. I have a two camera setup. A Base camera and an Overlay camera, the objective is that I only want to apply a specific post processing effect to the Overlay camera and its rendering GameObjects (using that layer stuff and whatnot), the problem is that the postprocessing effect is affecting the Base camera too. If I reverse everything and render the post processing effect on the Base camera and leave the Overlay camera "clean", it works, but I want the opposite of that. URP with Unity 6 preview btw

empty sphinx
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i have this stupid pixelation volume and it isnt working at all, meanwhile the others work perfectly

vapid blade
#

I think i used the same plugin before in URP, currently use an HDRP one

south sentinel
#

if i have my camera far plane distance set to 20k, lens flares only show on the camera when they are in the cams peripheral vision. however, if my far plane distance is set to 1.5k instead, the lens flare works completely fine. anyone know why this is and if its supposed to happen? it seems like an intended effect bc the higher my clipping plane is set to, the less it renders closer to the center of the screen.

mighty stump
compact mist
#

Any idea how can i build this??

odd drift
compact mist
odd drift
wicked gazelle
#

So I made this fullscreen shader using the shader graph and the full screen pass renderer feature but I'm getting an issue where the regular lit shader shadow still sits in the middle of the object there

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There should only be the 3 bands of colour on the sphere

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But that middle shadow from the regular URP lit shader is in the way

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The reason why I want to do a fullscreen toon effect is so I can still use things like emissions

rough viper
#

Hi, im pretty new to post processing, and i've been stuck on a frustrating issue for quite some time, and i can't wrap my head around it.
My goal is to apply a 2d pixilation effect on 3d objects in the scene, but only on specific objects. So far i've been able to get a clunky solution up and running, but it breaks some other stuff sadly.
The current version uses the URP "FullScreenPassRendererFeature", and pixilates everything before transparents are drawn, and my non pixilated objects are forced to use transparent materials.
However, i wan't to use transparent materials other places in my game, so i need to find a way to remake the shader to run on a specific layer, or as a non-fullscreen shader.

Has anyone encountered this issue before?

eternal crest
#

this article interests me quite a lot : https://johnaustin.io/articles/2022/fast-post-processing-on-the-oculus-quest

it's now two years old and I was wondering if there was any more established and less hacky ways to bring post process for tone mapping/luts into the forward pass?

plucky violet
#

I want to give volume Bloom only to the sanctuary skill layer with Unity Camera stacking
Anyone know how to do it..? I've been Googling for 3 days and haven't found a solution yet.

mighty stump
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So you can't really

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Except possibly by using the Alpha Processing feature of Unity 6 but I don't think it's documented at all

mighty stump
red pecan
#

Hello, I have a problem with my custom post-process in URP. I'm trying to add fog and use alpha to control it, but I'm encountering a strange issue. It looks like there's a triangle cut in two on my screen. If anyone has a solution, I'd really appreciate the help! Thanks a lot!

red pecan
#

maybe more visible like that

half perch
#

Is it normal for the fog to make the surroundings look like this?

mighty stump
#

The simplest and most typical fog just fades to a color by distance, so it doesn't conform to lighting or skybox details at all

half perch
haughty nest
half perch
mighty stump
#

As well how the sky is rendered

half perch
#

HDRI Sky and Dynamic Visual Envirorment

mighty stump
jade warren
#

Hey what's up
I'm currently in the process of creating a 3D fantasy game, but can't get any further with the motion blur.
I have my character on the terrain, but they are rendered separately by 2 cameras that I can only play the motion blur on the terrain, but the problem is that my character no longer has a shadow on the terrain

Can someone help me here?

bronze mural
#

@jade warren If no-one answering doesn't mean they didn't see the question. Do the research, post your attempts at solving it and don't cross-post.
And maybe expand your question with more details. There are number of search hits for this.

jade warren
#

I've already looked but unfortunately I can't find anything, I apologize that I made cross post, then I'll just wait @bronze mural

bronze mural
#

One simple solution could be having a second version of the object that only your camera rendering shadow can render, and use shadow only display mode for it.

#

You can even use a simpler model for it to use as a shadow caster

jade warren
#

sry but I don't understand it exactly yet

bronze mural
#

@jade warren
I don't know about camera rendering enough to advise you a "proper" way to have the same model not render in one of the cameras except its shadow and do render in the other . Didn't see a solution for that (there maybe one for HDRP)
But a simple way to do that is to use another model attached to the first one which won't be rendered in one camera completely (and it can be low poly stand in as well), and in the other one it will be transparent and set to Cast Shadows only.

jade warren
#

ok So if I sent screenshots you wouldn't have a solution either?

bronze mural
#

Someone else might.

jade warren
#

Ok too bad anyway thanks for the help

lunar hollow
#

does anybody know the render graph equivalent of ScriptableRenderContext.DrawSkybox? I've created a freezeframe effect pass that buffers the scene and renders it under an overlay layer. I want to be able to fade out certain layers within the freezeframe though, and since the character shader isn't mine, there are certain features that break if I try to render them outside of the main render loop. The easiest workaround to me seemed to just render the scene again (at a lower quality, it's all getting blurred further down the chain anyways) without any of the characters, and that would be working if I was able to render the skybox. Can't figure out how to do it with the render graph though, so if anybody knows how I might do this, please let me know. Still pretty new to scriptable render passes

severe slate
#

so i need help i've got a post processing layer on my main acmera. then i created a volume on an empty game object i've added ambient occlusion and bloom but im messing with the settings nothing is changing within my game? any fixes.

lunar hollow
#

this guy

mighty stump
#

The above checkbox would only be for URP which isn't compatible with that package

sage flicker
#

Does anyone know how to create different colored bloom for different objects? Currently, the only way I found for realistic bloom was changing the bloom color in the volume, but that affects all emissive objects

I'm using urp btw

odd drift
sage flicker
#

thanks for the response tho shouldve deleted the message

severe slate
# daring shuttle

hey! i've seen your reflective floor please tell me how you did that that would be great if you couold.

mighty stump
wanton thistle
nova pecan
#

guys, is there any way to apply post processing on UI elements without using a separate camera that's in world space?

#

cause if I try to use the UI as an overlay it does not get affected by volumes

#

so I have a separate UI camera in the camera stack

mighty stump
#

Only screen space - overlay is excluded from it
No extra camera necessary

#

Unless the game view needs PP that the canvas shouldn't have

nova pecan
#

now I have a UI cam in which I apply post and it does not happen

#

what's funny is that the UI has the UI layer only, and the main camera has the main scene only, YET with post processing turned off on the main camera and ON on the UI one (the only camera in main's the camera stack) somehow the bloom gets applied to both the UI and the game and the colors do not bleed

mighty stump
nova pecan
mighty stump
#

I wonder what kind of leaking or bleeding do you mean

nova pecan
#

it was a problem after I made bloom work for UI only on 1 camera

nova pecan
#

it starts to get reddish

#

like you can visually see it

mighty stump
#

Which one gets reddish? A picture might say a thousand words here

nova pecan
#

but I don't want my game to affect the UI as it only needs to be shiny

nova pecan
#

the UI element

bleak bobcat
#

If we want to build different versions of a scene for different platforms, is the best way to do this just to have different scenes that we can check and uncheck?

#

Or is there a more automatic/less manual way of doing this

mighty stump
bleak bobcat
#

Not sure if this is the right channel 😅

mighty stump
winged light
#

When using Post Processing Stack (with BIRP) on iOS/Android, I can't figure out how to get Unity to render my main camera's main pass to an HDR rendertarget rather than RGBA32. Is there a way to make this work? Am I supposed to make the camera render to a custom RT with HDR target texture then blit that to the screen with a second camera?

north shuttle
mighty stump
#

which supports both volumetric fog and Sky color mode for fog to avoid the harsh transition

north shuttle
cedar forum
#

I am trying to achieve a realistic DOF but I'm not sure where to start exactly

#

I presume centering DOF on reticle/screen center would strive to achieve the real eye focus effect but I'm not sure how jarring it would be to blur objects around it, maybe there's a reason people don't do that

#

you can't see far in my game so setting the blur after a reasonable distance also doesn't really work in my case and I wonder if I should have it at all or not

#

IMO DOF can really make the graphics pop but idk if it really has a place here tbh

buoyant galleon
cedar forum
#

currently I'm using a bit of chromatic abberation that blurs the edges and that's probably the extent of necessity

#

I could make that kind of flashlight where it can move independetly of player rotation and that could be the focal point of DOF, but again, probably too nauseating

buoyant galleon
# cedar forum yeah I would agree

Yeah, if you are going for a full on "camera" look, also look into lens distortions. Barrel distortion has the added effect of automatically lowering the resolution around the edges of the frame too, without changing colours of anything

#

In that screenshot I have barrel distortion, a tiny bit of ChromAb, and fringing (another favourite of mine, really helps it look like a wide open old lens)

cedar forum
#

I'm actually not going for a camera look

#

I was more thinking like immersion

#

and since our eyes literally works like dynamic DOF but somehow a lot different

#

I know chromab is unrealistic, but it somehow gives me a cool, claustrophobic look which is nic

#

may yet remove it

rose salmon
#

I've actually been experiencing some chromatic abberation in real life

#

with my new glasses :P

weary venture
plucky violet
#

I have a main camera and a camera that gives me Bloom. I want to put pixel perfect camera components in here, but I have 2 cameras, so it doesn't work, how do I solve it?

mighty stump
plucky violet
mighty stump
#

Usually it doesn't work well to begin with, since post processing isn't quite truly per layer when stacking cameras, so you're in most cases better off getting a "per object" bloom by using a high bloom threshold along with a high emission intensity to apply the glow selectively

outer karma
#

Hi! im using post processing on the main camera in my game but I would like for certain sprites to not be affected by the post processing effects, does anyone know how I would go about this? I'm also using a render texture that's 256 x 224 to give it the pixelated look. So i have a canvas that displays the render texture.

worthy talon
#

pardon the noobish question, I'm trying to setup a bloody screen for taking damage via the vignette override however I also want to use it for a CRT effect which also uses the Vignette effect. Problem is that I learnt is that you can't have multiple vignette's and multiple Global volumes don't seem to play nice from what I can see so what can I do to have both the desired effects?
I'm assuming I could probably use a Fullscreen shader for the red screen however just seeing if there is a way to have the 2 global volumes work nice with each other.

mighty stump
tight tangle
echo shell
#

There is a way to fix this kind of bad reflection ?
I have enabled the SSR with default settings, i have baked the adaptive probe and always have a bad result about reflection :/

echo shell
fluid fern
# echo shell

That's SSR failing the depth test when raymarching.
You can try to tweak the SSR settings (numver of steps, steps size, object depth ...) but at the end, the best is to not realy solely on SSR for reflection and have a proper fallback solution (reflection probes / planar reflection).
Also, this suits better in #archived-lighting imho ^^

dull flume
#

someone said that aces tonemapping is more realistic, but it looks weird to me? maybe because it's just a prototype scene but the contrast is so weird

echo shell
gloomy minnow
#

I was trying to implement my own render feature and render volume but that kind of failed when I encountered a bug where the post processing chain was trying to setup film grain and failed, even though I don't have it added on the volume override, it's trying to set it up and fails, when I went back and unrolled all of my effects like removing the render feature and the post processing override, the big still persists, they only way the bug doesn't happen is when post processing is all together disabled on the camera

#

The error that unity gives tells me that it all unity internal call, nothing that I have written

#

Any pointers as to how I can fix this?

rocky ridge
#

Also updating the render pipeline asset

gloomy minnow
#

it turns out its was a problem with the camera stack

#

having one of the cameras set to update via scripting, was the source of the problem

atomic plume
#

Anyone have any thoughts as to why it might be a bad idea to have a custom 'standard' shader for decals that sets the zwrite to off? After adding PostProcessingStack (BiRP) and enabling ambient occlusion I noticed that decals were that were offset above other geometry to avoid any potential z-fighting would show occlusion shadows, making it obvious they were floating. Disabling zwrite on the shader fixes this.
Offhand I can't think of a good reason to write the depth for these decals, but maybe i'm missing something?
I seem to remember Unity had a proper solution for decals in dx11 or dx12, which I might look into, and I guess the new SRP's might have a built-in solution?

weary star
#

I've got a character that looks absolutely terrible with AO on, but the rest of the game really needs AO, is there a way I can make her just completely immune to it? I'm on Built-In rp

#

on vs off (her mouth looks TERRIBLE)

wooden oxide
#

Hello!
For starters, I am new to full screen render features. I have tried to use one but I don't understand something.
We've had issues in our main project so we tried something on an empty one to make sure it wasn't anything from our code base.
We tried adding a full screen render feature without doing anything in particular (the invert color material is there by default).
When we set it to Blit, there is this weird glitch where only half the screen is impacted.
Does anybody have any idea what's this behaviour, and how to to make it work?

livid flax
#

Anyone experienced with applying different volumes (not post-processing volume, just "volume") onto different camera, i thought u just create a layer and set both the gameobject with the volume and the camera to the same layer but apparently not.

mighty stump
livid flax
#

sorry i figure it out, its standard URP volume

#

but basically i was applying the layers to be the same but u have to set the cameras volume mask.

fluid portal
#

how can i increase game feel of my game 2d.

#

i use simple forms

opal kernel
#

[Unity 6] Been spending 2 days losing my mind over custom PP's in volumes. I just can't get one to work. I can make the default pp effect with renderer and volume that makes the inverting effect. If I put it in the Universal Renderer Data then it works, but this is global. If I remove it there and just have it in a Box Volume (which works fine with a build in effect like Color Adjustment) it never appears, either in a global or local volume. What am I missing?

pliant dew
inland sapphire
#

Is there a way to use an amplify color lut to get a cell shaded look similar to the gameboy one they already have but with color

pale escarp
#

Hey, guys! I have a serious issue with post processing. So, it's actually a null reference but I am not sure why it's null. I am currently making brightness settings for my game and I am using post processing for it, but more specifically the auto exposure effect.

Here is the code and the error:
https://hatebin.com/oftpiyqboc

#

It's a message that I print from inside the code I mean the error message

#

auto exposure it's a private field and I think that's why it causes null

gaunt tree
#

I've got a bit of a weird issue with some basic bloom effects, things only start to glow when I set the global intensity far higher than I'm going to ever want it to be. Image on the left is set to 10 on the material which seems to be completely ignored. Any ideas?

buoyant galleon
gaunt tree
#

Ah, I had HDR turned off on my cameras 😆
Sorry about that it's working fine, thank you!

buoyant galleon
#

Np 😄

somber topaz
#

i wanna make my own volumetric lights for the default render pipeline

#

where can i learn to do this

somber topaz
#

got this

#

how do i make it more defined

#

i wanna be able to SMELL the rays of light

haughty nest
lyric thicket
#

Hello! Guys, how can i use the old Post Processing Stack V2 in URP? I'm using unity 6. I really think tue PPSv2 is superior in terms of quality and i really wish to reuse it

buoyant galleon
lament kite
#

Is it possible to use animation curves to modify the values of post processing effects?

bronze mural
#

yes

pale escarp
#

Hello, guys! You know, I want to create brightness setting for my horror game but I have this problem. So, brightness setting is reducing the dark atmosphere in my game and it make instead my game to look lighter and less scary. What do you suggest me to do about it?

#

Actually, what I am doing is adjusting the auto-exposure in PP

#

That way I am adjusting the brightness of my game

mighty stump
#

You might instead want to let your players control the gain of Lift Gamma Gain

pale escarp
#

lift gamma gain so gamma adjustment?

mighty stump
#

Gain

pale escarp
#

gain?

mighty stump
#

Gain.

#

Gamma too if you prefer

pale escarp
#

Yeah I am saying gain?

#

What's that?

#

I know only the gamma adjustment

#

I have heard of it

mighty stump
#

Lift Gamma Gain override lets you control lift, gamma and gain
As the name would lead you to believe

#

All different ways of adjusting brightness

pale escarp
#

Alright! So, I think I have to search for it right?

#

On docs or YT no?

mighty stump
pale escarp
#

Lift gamma gain is for hdrp

#

no?

tawdry jacinth
#

Sorry I'm not sure where this belongs, but in my Unity 3D URP project I have a sun with a Sun Flare SRP that has occlusion enabled. And I also have a "custom" VolumetricClouds.cs renderer feature attached to my URP-HighFidelity settings that adds volumetric clouds using a cloud noise texture, a detailed cloud noise texture 3D texture and blue noise.
My problem is, when my sun is behind one of the clouds generated by this renderer feature, the suns Sun Flare SRP doesn't turn off/occlude when the sun is behind one of the clouds.

mighty stump
#

There probably isn't a way to change that without modifying its code at the source

#

I don't know if it's possible to write to depth buffer without changing the color of the pixels in your situation, but if so, your cloud shader could be treated as opaque above a certain opacity threshold

lament kite
#

Any ideas on how to make this look better? I'm currently making an effect to show the player is "anxious" and I don't quite seem to visualize it properly here in this prototype:

amber fable
#

i keep getting these errors

craggy flicker
#

I need to make a lens with the following properties:

  1. It is a VR game and viewing from different angles should make the lens look different(I kinda achieved this with turning the rotation of a camera with the movement of my main camera and then sending the render texture to the lens)
  2. Objects farther than the focus point should appear upside down, and objects closer should appear upright.
craggy flicker
#

Anyone has solutions?

mighty stump
plucky heath
#

Hey guys, I have a question about Tonemapping and HDR/Linear workflow.
I've noticed that ACES seemes to apply a gamma of about 0.66, which is pretty in line with a linear to logarithmic/srgb conversion. Neutral seems to leave this up to the end user.

What I want to know is, what is "recommended" for the workflow? Should you gamma correct from linear to log as a basis for your colour grading?

buoyant galleon
blissful badge
#

probably a noob question, is it possible to have a post processing effect that affects only one object?

for example, add Bloom and have 3 objects in the scene with emission, but only one of those objects will have the bloom effect.

remote relic
#

how can i enable and disable custom renderer features?

#

within code

mighty stump
#

If HDR is enabled, if your bloom Threshold is above 1 and your emissive materials have a high intensity, only those intense colors would surpass the threshold and glow

blissful badge
mighty stump
solar bluff
#

Hi, I'm using a dither effect I grabbed of the asset store a while ago. Everything works fine, except for when I export my game to a web build. The effect just doesn't work for whatever reason. It does work in a normal build.
Other post processing effects work fine.

Any clue on what could be wrong? I can provide logs and other stuff if needed.

The asset in question:
https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/dither-retro-pixelated-pattern-effect-280822

Add depth to your project with Dither - Retro pixelated pattern Effect asset from NullTale. Find this & more VFX options on the Unity Asset Store.

blissful badge
mighty stump
blissful badge
#

emission output is fine on the bloom object as long as the other emission objects don't get the bloom affect

tawdry jacinth
#

Sorry, question about the Unity Lens Flare SRP Occlusion.
So I need it to be enabled so it doesn't show through my terrain, trees, etc... but problem IS.... with the occlusion enabled for some odd reason when I look straight at the sun the Lens Flare effects just disappear.
Fidgeting with the radius and offset don't seem to make the problem worse or better

I don't think it's a problem with the camera's settings, but might any of the settings in the screenshots be effecting the Lens Flare SRP? Like Bloom or something? Idk

#

I just found that switching the remap curve to completely flat, 1 1, the issue is solved, but then the lens flare doesn't occlude when covered by the trees or ground.
It SEEMS like the last preset curve (ss), SORT of solves the problem while also occluding when covered by trees/the ground, but the threshold is just small (you have to look DIRECTLY into the center of the sun, instead of just near the center)

dim tulip
#

Hi! Is it possible to have different post processing applied to different objects? I guess my question is similar to @blissful badges question.
So I want to have 3 layers of post process:

  1. objects that have pp (background)
  2. no pp (characters)
  3. post process again (vfx)

Currently I was able to setup only 2 layers with 2 cameras (base and overlay):
1st layer -> environment - affected by post process.
2nd layer -> characters - no post process is applied

now I want to add 3rd layer with post process effects, but can not achieve that :/. If I apply post process to any Overlay Cameras the post process is applied to every camera (whole scene).
I guess there is no way right now to apply different effects to different objects / camera layers and we gotta find workarounds right?

buoyant galleon
#

Only way to do something like that nicely would be to use stencil buffers and custom write your post process stack to go down different paths based on a stencil buffer, so you could still keep it all in one pass

dim tulip
#

got it, thanks, sounds complex, will check that 😅

astral nest
#

I'm not sure if this is a Post-processing issue or UI issue but I will post in both anyways. Hope you guys don't mind. Also Hi! I'm new here :)

I made a thread in #📲┃ui-ux, you can use this link #📲┃ui-ux message

I apologize in advance if I post in the wrong channel.

blissful badge
# dim tulip Hi! Is it possible to have different post processing applied to different object...

Whatever you are trying to do I found out it's probably better to do it in other ways.

As @mighty stump mentioned post processing works on the entire screen at once (and to be honest it's already heavy enough).

You can probably solve whatever you are trying to do with different kinds of post processing, shader graph or just writing a custom renderer if you are brave at this point... thisisfine

eager oracle
#

For some reason my post-processing volume stopped affecting my scene when I added a render pipeline asset in the graphics settings. Anyone know why this might be the case and how I can have both work at the same time?

#

This is what the scene looks like when the render pipeline asset is removed

mighty stump
dim tulip
# blissful badge Whatever you are trying to do I found out it's probably better to do it in other...

yeah you are right. I settled for some suboptimal solution 😅. I have 2 cameras only and I stack 2 post processing volumes. On first camera I apply background PP and on second cam I apply Bloom (for effects), so Bloom is added to all cameras, while 1st effects are applied only to first camera (background).
This way characters and backgrounds are affected by Bloom as well, but at least characters are not affected by more heavy background post processing.
So stacking post processes is doable, but removing a layer from PP is not so easy (especially for sprites, since sprites from higher layers are drawn on top of sprites from lower layers/cameras)

mortal vector
#

how can i use post processing on android but its not lagging

buoyant galleon
thorn owl
#

is there away to make it so that depth of field effect on unity's post processing would blur out the further objects and leave the closest clear instead of the other way around?

gloomy gale
#

Don't you just adjust the focal length?

mighty stump
#

Gaussian mode only blurs further objects
Bokeh blurs anything further or closer than focus distance

thorn owl
steep crypt
#

I’m creating a quiz game for a project, but I’m missing the “vignette” texture. How do I import the “vignette” texture?

buoyant galleon
shrewd horizon
tawdry jacinth
# shrewd horizon Is the sun a physical object in your game perhaps?

I'm not sure what you mean, it's an object, yeah. It's at global pos 0, 0, 0 and I just rotate it to have it "orbit".
I finally solved the issue, not sure if this is an actual fix or just a messy fix, but I set the lens flares occlusion offset to like 160 which fixed the issue.

mighty stump
remote relic
#

how can I add a filter in post processing? like to change some colours and stuff

modest garnet
#

How exactly would you guys make a grindhouse film effect?

#

That more dirty, 70s, horror style

#

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buoyant galleon
blissful badge
#
  • for having a post processing affect occur only for some objects while a different effect on other objects, both using emission.
mighty stump
#

To not apply it to earlier render results as well requires something called "alpha processing" which Unity 6 does support but last time I checked what little instructions there are to its use are only in the feature anncouncement in the changelog which weren't enough for me to get it to work

#

But let me know if it works for you

inland sapphire
#

Does anyone know a good tutorial or guide about making shadows have a sketch feeling using post processing

pale escarp
#

Hey, guys! I have an issue in my game. So, I have post processing and when I am building the game files and start playing I see that my post processing doesn't work properly but when I am in Editor and start playing the game it works fine?

#

For example the auto exposure isn't there as well as and shadows

#

I see the post processing profile and layer are enabled but yeah it doesn't work as I am expecting it to work

junior lion
#

Okay am i going insane? i have a Post process volumn, and it has bloom, on the main camera there is PP layer, with it set to UI, the only way i can get the camera to display the post processing effects is to, tick "Post procceesing" under rendering, but it seems like when i do that, it ignores my volume settings and layer settings completely!

junior lion
#

im quitting for today, frustrated with this

#

the end goal was to just get this stupid UI healht bar to glow but it refuses to work

chilly blade
chilly blade
#

this is what it looks like when starting the game

frosty magnet
#

Im using unity built in with post process ( i think im on v2) using depth of field blur. The cameras are on "use graphics settings" but i think its using forward. Ive tried messing with depth layer and render layers on materials with no luck. (her left shoulder is a good example i didnt even notice that one at first)

Anyone know what causes this effect and how i can fix it?

lethal vine
#

does your camera have Depth Texture enabled?

frosty magnet
#

these are my options, im on 2020.3.20f1 .. ive tried adjusting the depth value though

lethal vine
#

try changing rendering path to forward or deferred in project settings?

#

if that doesn't do it then i'm not sure tbh lol

frosty magnet
#

i dont see where to change that in project settings but i tried that on the camera itself and no change regarding the blur, it does change other things but not any of the existing issues

lethal vine
#

Edit > Project Settings > Graphics if you're using built-in RP

frosty magnet
#

found ittt, still no differences :/ hmmm i cant find anything about it online either

lethal vine
#

not sure then, sorry. I haven't really worked with post-processing for a while lol

lofty sequoia
#

is there a way to get a URP volume to affect a single layer?

#

I'm trying to get my canvas UI elements to glow, but the post-processing volume seems to be putting bloom on the entire scene

#

all my UI elements are on the UI layer, and I've set up the canvas to be screen space - camera correctly

#

the volume is just blooming both the UI and everything else

unique marsh
lofty sequoia
#

as far as I know local volumes are like physical 3d spaces in the scene which the camera needs to enter, so I'm not sure about the practicality

#

maybe I'll put the camera inside a local volume and see what happens

#

yeah nah, when the camera's inside the volume activates and post processes the entire scene again

unique marsh
lofty sequoia
#

yeah I don't think it works unfortunately

#

the scene was set up as you suggested

unique marsh
#

And the normal camera doesn't render UI anymore?

lofty sequoia
#

the UI is on a canvas that's set to screen space camera, and I have a seperate camera for the actual scene view

unique marsh
lofty sequoia
#

sure, gimme a sec

#

I'm seeing if I can sidestep it by using an HDR color on my UI text lel

unique marsh
# lofty sequoia

Okay, and if you disable your UI camera, your UI is not visible anymore?

lofty sequoia
#

yep

#

the culling mask on the camera is set to UI

#

I might have figured it

#

the stuff on the bottom isn't correctly overlaid

#

but at least it's blooming with the HDR colors

unique marsh
#

You can also check the Rendering Debugger to see what happens with your profile and camera nowadays.
Make sure it's on 100% local.
And yeah, HDR would probably be needed for UI Bloom I would think.

lofty sequoia
#

I don't know why it's blooming if I don't have a PP volume on it, but I'm not gonna ask questions lel

#

if I run into more problems though, that rendering debugger will help out

#

is it part of the analysis window?

#

ah yeah I see it

unique marsh
#

Yeah, it's quite handy.
The GPU resident drawer was what I was researching and saw that.

#

Anyhow, my guess is that the HDR Intensity is higher then 0, that would make it bloom out of itself I think.

#

Nice that it works sort-of. UnityChanThumbsUp

lofty sequoia
#

if it works dont fix it

#

lel

forest hemlock
#

Hiii! It might be a very stupid question but when I build my project my color grading disappear, it work perfectly fine in unity tho. I'm using build in and the Amplify Color script on my camera, did I do something wrong? I'm sorry for disturbing you all, tysm for your patience with me!! (Unity 2022.3.53f1)

unique marsh
forest hemlock
#

Update : I've even deleted the cache files, download it again and reimport it, redid the component but still the same error

unique marsh
#

I have no clue how to fix this, never used that asset.
You can ask the creator of it now that you have this error and see if they know a solution.

forest hemlock
zealous igloo
#

i everyone i got a question, i have a car with a particle system on the wheels that emits smoke when the car is drifting but when the smoke hits the camera, the worlds brightness is going down but if i move the camara away from the smoke, it goes back to normal.
Another thing i noticed is, in scene view, when i look down, the world is much brighter but when i start to look up everything is getting darker
How can i fix this

rustic epoch
#

what if i want the depth or any other texture that was generated in the renderer graph

thorn owl
#

can setting my shader to a Fullscreen Material cause an issues with post-processing?

buoyant galleon
rustic epoch
pale escarp
#

Hey, guys! I've just added Depth of Field in my game which is a first person psychological horror. Could you please tell me your opinion about having it there or maybe removing it or how I am supposed to modify it's values in order to make it balanced and not too blurry you know?

#

I have this effect in main menu where I have the camera

buoyant galleon
hollow rune
#

Hello everyone, I'm working with low poly models and am getting the following when importing into Unity. I suspect it could be a graphics setting, but I am also not sure if it's a texture issue. Has anyone seen something like this before? It looks like a white line going through the object

I've tried messing with a lot of quality settings but I want to rule out graphics

#

Here's in game:

#

it also does not occur on all objects

hollow rune
#

Nvm, I think it's a problem with the model/material and not the graphics. Sorry everyone

trail granite
#

Looks like a gap in the mesh, yeah

next lichen
#

I'm having a lot of trouble getting this funky little set up to work.

#

I've got three cameras that need to be laid on top of eachother. Right now they each render to different image textures, that are all stacked on a canvas as raw images. I just can't seem to get them to be transparent

#

at least not with post-processing applied.

#

Someone gave me this script to put in the cameras I need to render transparency from:

camera.clearFlags = CameraClearFlags.Nothing;```
#

Buuut it doesn't seem to do anything.

trail granite
#

You shouldn't clear with "Nothing"

#

That would mean that nothing gets cleared after each frame

#

you'd want to use CameraClearFlags.SolidColor

#

(maybe you also need CameraClearFlags.Depth? I'm not sure)

#

Also, you configure this differently in an HDRP project, so that may be relevant

vague nimbus
#

Hi all! When looking at the Bloom documentation for Unity 6 I see options for downscale and max iterations but I don't see them in my project.. would anyone know why is that?

lone frigate
vague nimbus
#

omg thank you so much ❤️

severe slate
#

I'm looking to write my own post processing effects in HLSL for my URP game, what is the best resource that can get me started? I'm using Unity 6 and the tutorials I see all approach the problem a different way.

buoyant galleon
severe slate
#

Ah, I got it, thanks

mighty stump
idle swan
buoyant galleon
hidden whale
#

so im trying to add bloom to my main menu text, and it is working in scene view, however in game view, the bloom doesnt appear

#

i am using a default volume profile

#

and enabled post processing in the main camera

mighty stump
hidden whale
#

thanks

modest garnet
#

There's a way to do something similar to this

#

But optimized and stuff?

#

This kind of sketch outline and colors

#

Not how, but to know if it's possible to do so

odd dune
#

Hi I'm trying to implement a render feature for outlines in unity 6, but for now all the objects are affected by the outline, is it possible to filter by layer?

mighty stump
junior wave
faint pulsar
#

hey guys! trying to get my post processing to work but it simply doesnt, not sure why! sorry for not being able to give much info, first image is the player's camera PPLayer and second picture is the cube where i want to add the PPVolume

#

using unity 6 URP btw!

faint pulsar
#

does this type of post processing only work in HDRP?

mighty stump
faint pulsar
mighty stump
#

Or override to a higher than allowed value through scripting

#

The inspector tries to override it back to the limit, but I don't know if it also does that in a build or just in the editor

faint pulsar
mighty stump
#

Film grain and most other types of post processing are rendered on the whole image, so the sky shouldn't be able to be excluded without a good reason

faint pulsar
#

just changed it in the window > rendering > lightning > envinroment, and made it a color

mighty stump
faint pulsar
mighty stump
#

Film grain pattern only darkens the image as per the default implementation of it, so if anything's black the grain will be imperceptible

faint pulsar
#

i see, so i assume there isnt a fix for that, id just have to change the color

mighty stump
#

You'd have to edit the shader or make your own grain post processing effect that blends in a different way

#

Or don't have purely black colors where you want the grain to be seen

faint pulsar
#

yup, with the sky's color being white it works as normal

#

by making the sky sliiightly gray it works! thank you

#

just another question, would it be possible to change the film grain effect depending how close the player is using post processing? well, without code for that matter

#

id assume id have to use a code and change the post process weight depending on how close the player is

mighty stump
#

Weight of that particular volume

sharp pebble
#

Hey, I want to add contact shadows to the project but for some reason they look very strange. Does anyone know what could be causing this? What could be wrong?

crystal lotus
#

Go to your Settings folder that is generated with your project and find the correct lighting settings asset and adjust from there

random terrace
#

so i have been wondering this, but does the order of post processing matters? like for example in nvidia filter the order of the effect could actually change the outcome of the visual, but when i tried changing the order of the post processing volume in unity there's no difference at all(at least to my eye)

odd drift
# random terrace so i have been wondering this, but does the order of post processing matters? li...

The order does indeed have a great effect but using some weird order would cause lot of artefacts and unwanted behaviour. For that reason unity seems to have hard coded the order and changing the effect order in the volume does not matter. More on the order requirements: https://gamedev.stackexchange.com/questions/147952/what-is-the-order-of-postprocessing-effects. Is there some specific reason you would want to change the order to begin with?

random terrace
brazen veldt
#

Guys, I have this problem when the game is being built, the lighting in the build game looks very strange, but in the project the development is normal, how can I fix this?

hexed girder
#

not sure this is the right channel because I am specifically looking for a way NOT to use post processing, but here we go

I am working on a 3D game with a retro PSX-ish style using unity 2021.3.11's built in render pipeline. We make it look low res with a custom post process effect that takes the image texture and pixelates it.
And I was thinking that it feels like a waste to first render the game full res, and then downscale it.
Would there be any way to tell unity to directly render the game at a lower resolution?
I tried Screen.SetResolution(), and while it does reduce the resolution, it is smudged and blurry and looks horrible. How can I get a crisp pixel perfect low resolution?

hexed girder
trail granite
#

you'll want to set it to Point filtering, most likely

hexed girder
#

I see, is that more optimised?

trail granite
#

it'll let you render at whatever resolution you'd like

#

you'd then slap it on a UI image or something like that

hexed girder
#

I tried, this is actually slower than a post processing effect on a full res image, so I guess I'll stick with what we already had

heavy hollow
#

does anyone have good knowledge of post-processing? I added post-process layer to my overlay camera to make the flashlight react with the environment but it made the flashlight a bit transparent (hard to show) and I have spend way too long trying to find a solution to not have it be that but nothing have worked. IM crashing out

mighty stump
signal gull
#

^ post.. processing is after the fact.. just screen magic..

#

hence the post part

#

spazi is correct, that it wouldn't do anything to make the flashlight react w/ the environment more.. or less

#

u can add bloom.. make it glowy but thats not really affecting the lights, strength, spread or anything else

#

i would think some type of Shader /Shader-Graph could maybe work but we'll need more info

heavy hollow
#

well this is how the flashlight looks like without post process layer. I dont know how to say it but it like gives reflection?? dont care about what i said i only want to make it not be transparent when post process layer is active

signal gull
#

can u show us the flashlight's material?

#

and what Effects on the PPFX did u enable?

heavy hollow
signal gull
#

is it Just the flashlight material that becomes transparent?

#

thats weird af.. since ur material is strictly "Opaque"

heavy hollow
#

i dont know let me try add a random cube

signal gull
#

the more info we can get the better..

#

this doesn't seem like its gonna be a simple fix

#

dont forget to share the ppfx volume.. or what overrides u have enabled

heavy hollow
#

seems like the overlay camera renders everything transparent with post process layer

#

i dont know what ppfx volume is. Where can i find it? (sorry im noob)

#

oh its post processing volume??

signal gull
#

post processing effects

#

yea shorthand.. mb

heavy hollow
#

these are the ones im using rn

signal gull
#

its this thing..

signal gull
#

im gonna have to try to do some research for ya..

#

i just needed as much info as possible

forest sable
#

i'd try turning off Screen Space Reflections, it might be doing something odd with your materials

signal gull
#

tbh.. if i were u i'd disable and re-enable all of them

#

one at a time..

#

to find the culprit

#

once u do that.. we'll have the best information to go off of

#

and/or let us know if anything makes a difference

heavy hollow
#

i think it found color grading to be making it transparent?

signal gull
#

i dont use color-grading in my project.. soo i couldnt tell ya

heavy hollow
#

but disabling it also messes up entire texture

signal gull
#

how would disabling color-grading mess up a texture?

heavy hollow
signal gull
#

as a matter of fact.. in my URP project.. i dont even have color-grading

#

it'd be hard for me to help test it out along side

heavy hollow
#

im gonna tinker a bit with it and see if i can fix anything

signal gull
signal gull
#

thats weird af.. looks like some kind of noise affecting it

signal gull
heavy hollow
#

ok i think i found something. Changing the post-exposure (EV) makes the flashlight not be transparent but it also makes the entire overlay break somehow when its at something higher than at -0,5

#

okay i found out the problem. My flashlight is not in the post processing layer but this creates a problem same way beacuse my flashlight also needs to be in the overlay layer so it dosent clip through walls. But ill do some research and find a soltuion to that

heavy hollow
#

i didnt find a solution it sems like it just brought me back to where i started but im too damm tired of this so im going to bed

mighty stump
#

@heavy hollow Personally I would not use another camera for rendering viewmodels, since it's complicated and troublesome particularly if you want the viewmodel to interact with lighting or anything else
Instead I'd keep the viewmodels on the same layer but instead scale and move them
Any model that's parented to an empty transform that's parented on the camera's transform exactly can be scaled uniformly by scaling the empty to reduce its size with no change in appearance so it reacts to lighting while being further away from walls
Scaling the empty down on the forward axis visually decreases its "fov"
Moving it back when getting close to obstacles is the third method that prevents clipping with walls
Any or all of these can be used as preferred

hexed girder
#

Hello, how can I get the motion vector texture in Unity 2021.3.11 built-in render pipeline?

zenith estuary
#

Hi i added a pp profile then pp volume & layer set volume to global and add profile , set the pp layer and add effect but the effect isn't showing, can someone help

mighty stump
spice cedar
#

Is there any way to have Antialiasing on the Scene camera? Or is there a way to use a Main Camera as my scene camera? Every time I swich to Game camera, I am unable to move it around.

trail granite
spice cedar
trail granite
#

Ah, yeah, I suppose so

spice cedar
#

ok thanks. I guess then second question would be can I have free control over the Game camera?

trail granite
#

Does turning on post-processing in the scene do anything?

trail granite
spice cedar
slim furnace
#

can someone explain how I can make my bloom effect only apply to certain objects using volumes in URP ?

mighty stump
#

The best alternative is to use emission Intensity of materials and bloom Threshold of post processing together to effectively exclude less intensely lit surfaces from blooming

slim furnace
#

does that mean all post processing effects are applied in Screen Space?

glass depot
#

hi, good afternon maybe this can sound like a dumb problem but actually has give me some strokes,i dont know why but when i try to make changes to a volume profile in real time (im using urp) i cant see any change but when i do it before starting the game i actually can see some changes

prisma shale
#

im trying to cover up the camera with a black screen but its just not working? sorry if i sound dumb but i dont know whats wrong

zinc cedar
glass depot
zinc cedar
#

Oh ok

glass depot
#

but dosent matter what option i used in runtime all keeps going the same

#

way

zinc cedar
#

Go to your unity render asset then click on the data asset at the top the data should have a spot that you can turn on and off post

sacred ore
#

does post-processing not work with URP?

mighty stump
sacred ore
mighty stump
#

Best to uninstall it from the project so there's no confusion

zenith estuary
#

Instead make an empty object and set it up on that

#

It’s built in with urp

chrome swallow
#

im trying to port a vertex streams particle system to my proj from an old project.
In the old project, the particle fades to white. The same prefab in the new proj doesn't.

im guessing the problem is not the particle system, but some kind of fundamental lighting rendering problem inherent to the scene, like maybe I dont have HDR lighting or something maybe? Or the post proccessing of the HDR color values?
but im not sure why or where to look to fix it. Where can I find such settings?

#

I could just alter the color of the particle material to be white but that's not my issue or my problem, my problem is they don't look the same with the same exact values/parameters across the two unity versions.
I could easily fix it to look the same but I want to know why it doesn't already look the same, does that make sense?

mighty stump
chrome swallow
#

Render pipeline didnt change, they're both using URP w/ shadergraph

#

I like how it fades to white but I cannot find any reason ~why~ in the particle system for it to do that UnityChanThink I feel like im must be missing something fundamental to the scene or project

#

I dont want to just fix it and move on because that doesn't answer the question of 'why does it look the way it does in 2021'

mighty stump
chrome swallow
#

I will look for those assets. The scene is a default scene so I didnt find any special volumes or post proccessing going on when I looked

#

here it is slowed down showing it change to near white which the color over time doesn't go that bright

mighty stump
chrome swallow
#

just a bog standard 'new scene'

#

I created a new new scene just to be sure and it looks the same in the new new scene

#

oh I found the problem I think

#

The shader the particle uses was copied over between the two versions

#

but the shader changed in 2022, Blending Mode changed itself from Premultiply to Alpha

#

I dont know why copy pasting the shadergraph between unity folders would change something like that

#

but changing it back to be premultiply makes it look right work as expected

#

very strange and badly designed if shader parameters can change just from being copy pasted, thats not how any copy paste I understand works but at least I found the problem

mighty stump
#

Rather than just folders

chrome swallow
#

Yeah

mighty stump
# chrome swallow Yeah

Less chance of that happening if exporting and importing unity assets as custom packages, which is the officially correct way
Perhaps the property change was stored in the meta file, or something similar

chrome swallow
#

I tried to do that at first but it tried to export every single asset in the project as a dependant

#

Which I couldnt figure out why it thought so many things were dependent that had nothing to do with a single isolated particle system

hollow shuttle
#

I just started with unity, how do i make my post processing look like this?

tame dagger
#

film grain (or some kind of shader) + bloom

#

there's probably a few other details. those are the ones that stick out right away, to me atleast.

storm prism
#

mayby some color grading and tone mapping

hollow shuttle
#

I started like 1 hour ago

storm prism
#

and then add some effects

#

also watch some tut on yt about it

hollow shuttle
#

Nothing changes when i do that

storm prism
#

it will be much more helpful then me i think

hollow shuttle
#

oh lol alright

reef grove
#

hdrp has its own post processing

empty plover
#

hello, I just started unity few hours ago, does anyone know why my post processing volume is visible in the SceneView but not the GameView? I tried restarting unity, but it doesn't seem to work.
The post processing effects were visible on the GameView and the SceneView when I was making a different scene with same method. The difference between those two is that this Scene which the post processing effects are not visible are UIs, and the other scene which worked are 2d game objects.

#

post processing on textmesh is not working on the other scene too

#

nvm, I was messing with canvas and I dragged the MainCamera to the canvas and it workedthinksmart

hollow shuttle
#

Anyone know how i can find this scanlines effect?

surreal light
#

Hi i want to use custom render pass in URP for custom post process , i have custom cell shader but when i am using scene node in full screen effect it is making my scene dull for some reason .

eternal current
#

what do i do to fix this error?

hushed grove
eternal current
#

always

#

when i clear it, it appears

#

even without playing

hushed grove
#

Always? Like when you just open the project, it's already there?

eternal current
#

ye

hushed grove
#

Can you take a screenshot of your post processing volume object inspector?

eternal current
#

okay

hushed grove
#

And clear the console

eternal current
#

let me try

#

no

#

it disappears

hushed grove
#

Okay. Try enabling the effects one by one to see which one causes it.

eternal current
#

ok ty

#

i will afk for a min, will ping u when im back about the output

#

nvm before afking, it came again

#

this is annoying tbh, gonna afk... if u find a fix tell me

#

i noticed it only happens IN GAME VIEW

eternal current
#

ok im back, any fix?

#

I figured it out now.. (I think) it was the Anti-Aliasing, had to disable it... and enabled FXAA for camera.. (i think that is same as have x8/x4 Anti-Aliasing

hot mesa
#

Have they changed the name?

mighty stump
# hot mesa Have they changed the name?

If your project is using BiRP the post processing components would come from the post processing package
If you're using URP or HDRP they use the volume component
See pinned messages for relevant instructions

eternal current
#

or fix URP's Anti-Aliasing

idle swan
eternal current
#

im not sure about the Anti-Aliasing thing since i dont notice it, but ultra focused gamers notice it

idle swan
#

URP supports all standard AA algorithms, they won’t get magically better because you wish for it

eternal current
#

like people with 4K Monitor notice everything

idle swan
#

SMAA is usually the best compromise between quality and performance. Produces crisp image that also works in deferred. Not able to mask modern dither/noise/temporal effects.

eternal current
#

okay ty

idle swan
#

MSAA only works with forward rendering. It’s theoretically the best option if you don’t use temporal effects or many lights.

eternal current
#

ye i have Forward+

idle swan
#

TAA introduces ghosting, smearing and blur, usually combined with upscaling (DLSS or fidelityFX), blue noise and dithering for transparency effects. Produces a AAA look.

#

FXAA is low end old style that’s hardly in use anymore

#

You can use super resolution and downscale if you have extra performance to waste

eternal current
#

no, i want game to be best performance and work on everything, i guess i will use SMAA

#

the only thing ik is Upscaling using DLSS and stuff, dont know what downscaling is

idle swan
eternal current
#

so it makes things sharper?

idle swan
eternal current
#

okay thanks

idle swan
#

Sharpness comes from not using AA at all or limiting its intensity/range.

mighty stump
# eternal current for better quality?

Introducing camera / post processing AA when you already have a hardware AA method from the render pipeline asset enabled will do very little besides make things more smudgy
Qualitywise SMAA and especially FXAA are way worse than other options, but for most users better than none
TAA is a mixed bag and may be worse or better (and cheaper) than all the rest depending on the scene
When it comes to 4K screens and up the pixels are so small that you actually notice aliasing way less, and many seem to prefer no AA at all over something that blurs detail

eternal current
#

okay thanks, so it means i will either use SMAA/TAA or none

idle swan
#

SMAA for quality, TAA for desktop/console and hiding fx that rely on it, FXAA for maximizing compatibility. MSAA if you are using forward rendering.

eternal current
#

Thanks

mighty stump
#

I'd rather say:
Highest quality: 2x render scale
Second highest: MSAA
Performance option: SMAA
If you like looking at jelly: FXAA
Best overall: TAA, but only if you don't notice the ghosting

#

Really you should let the user decide which they want to use

eternal current
#

so an option for each ig, im new to Unity, so its gonna take a bit of time to learn the basics first

idle swan
#

I think TAA needs to be evaluated per project

#

Regarding its visual consequences

#

Choosing it goes deeper than just AA

#

It opens a bunch of doors and a (pandora’s) box of tricks

mighty stump
#

There's assorted incompatibilities to look out for too, for example deferred rendering is allergic to MSAA as mentioned, and TAA won't work with stacked cameras

idle swan
#

Also TAA needs motion vectors which aren’t always available

buoyant galleon
idle swan
#

TAA effectively reduces resolution due to the jitter it adds to the camera matrix that gets blended over time. For equal sharpness TAA would have to use upscaling or render at higher resolution and frame rate, so the performance gain is not really there, or at least it’s not a fully comparable technique. One should not treat TAA merely as a AA option since many effects like real time GI, many hair/foliage shaders using dither transparency and other artistic effects depend on it.

mighty stump
#

More accurately than SMAA or even MSAA and much more efficiently than render scale / supersample AA

#

Yet it only takes some unfavorable motion to lose that advantage

idle swan
# mighty stump TAA even as AA is a weird one because even if it reduces sharpness, it can incre...

And it creates these subpixel samples by perceptively reducing temporal resolution. Effectively it is a more ‘true’ sample but it’s not able to create resolution where there is none. Basically it’s a temporal blur. Which is a reversible process which means that there is information in its sub-pixel samples that would not be there in single-frame AA, but its not usable resolution, it just produces smoother appearance where other methods produce noise (particularly useful and noticable in high-contrast foliage).

mighty stump
#

Unlike what any normal blur would do, or say FXAA

#

Even just wiggling the camera the way it does would give the viewer a better understanding of sub-pixel detail, though without any blur it'd be flickery

#

I think we agree about that anyhow

#

As the high contrast foliage example demonstrates

#

But it's an aspect of TAA that gets overlooked a lot by the haters, even though I kinda am one

idle swan
hexed girder
#

you know the effects in games where when you exit a dark place into a bright one, the bright parts are made even brighter to simulate your eyes not being used to that level of brightness?

How is it called? I'd like to do some research on those effects, but I don't know what to search for

trail granite
#

Yes, that's called automatic exposure

granite rune
#

When I move my mouse, you can see the UI has some motion blur, I don’t know why that is

slim furnace
#

Anyone know if you could write a gaussian blur post process that only acts on certain objects, and what the performance impact would be?

hushed mortar
granite rune
hushed mortar
hushed mortar
granite rune
#

my fault my brain is very mushy im tired lol

hushed mortar
#

I just guess, its an editor playmode thing and running as build might fix that. It could also be some antialiasing setting in your camera and so on. Also, as the UI is worldspace, its in 3D space and will be affected by movement and so on.

granite rune
#

i'll try and see if i can lerp it in front of the main camera as a workaround but idk if thats gonna work out

hushed mortar
#

are you moving the UI by script or just in camera being the parent?

junior wave
granite rune
slim furnace
slim furnace
hushed mortar
slim furnace
junior wave
# slim furnace so does this mean any objects I want to apply the gaussian blur on would be rend...

Yeah the naive approach would, just re-render the same objects (but a subset of the entire scene) using the same shader (so may be expensive depending on the shader) and then blur that buffer. I was just thinking out loud about another way where you could rerender the objects but only to the stencil buffer (cheap), then use that stencil mask to take a cutout out of the camera opaque texture (where all your scene objects are rendered to). Then that cutout could be blurred.

slim furnace
junior wave
slim furnace
junior wave
#

But mostly try to learn from documentation and examples you find online. For example I have some example code here for a custom pass but yours would be quite different of course

https://ameye.dev/notes/edge-detection-outlines/

daring monolith
#

How can I make the post procces not affect the UI?

olive compass
#

I have a similar question to the person above and I actually can't find the answers online (the ones I do find just don't work)
Im using URP and I got Bloom to work, but how do I make it not global and only affect, say, 1 element?

odd drift
odd drift
olive compass
# odd drift What's the solution that doesn't work and how so?

For example one solution was to create a new material, select the Universal Renderer Pipeline/Lit Shader in the Inspector and enable Emission. But when I assign that material to my object (specifically an image for the UI), it just disappears and doesn't render at all

odd drift
olive compass
#

Or when I add a "Volume", and untick "Global", it also does nothing, even with a box collider (which the volume asks to create for the local mode to work)

olive compass
# odd drift Knowing this was an UI object would have been good to know to begin with. Does t...

Sorry, I am a beginner and Im trying to figure out stuff😅
I have 2 cameras, 1 for the game and 2nd for the UI (pause menu). So I add Volume to the 2nd camera, and enable Bloom. It works, but it affects everything else in the pause menu. But doing anything else I've tried so far, either the post-processing doesnt work at all or the object I'm trying to apply glow to disappears as I described earlier

olive compass
odd drift
# olive compass Sorry, I am a beginner and Im trying to figure out stuff😅 I have 2 cameras, 1 ...

The setup itself seems fine. As I pointed out earlier, generally post processing is assigned to the whole camera so excluding objects is not really possible (without using multiple cameras with different PPs). In the case of Bloom though, the brightness threshold defines which objects are affected. If you make some objects brigher than the other, they will get more Bloom to them (and if the threshold is high enough, the other wouldn't get Bloom at all). You just need to make sure to enable HDR for the camera and use material that allows you to set custom HDR color for the element. URP/Lit is meant for 3D objects, not UI so it wouldn't work (and only for URP, I assume that's what you are using?). If you are using new enough Unity version, you should have the UI shader type for shader graphs which is really easy way to create shaders for UI. I'm not positive if any HDR shaders for UI exist by default in the engine but I assume not

#

UI integration with the Shader Graph seems to be available only on Unity versions 2023.2 alpha onwards

junior canyon
#

I am having a stroke well trying to get any post shaders to work XD

#

Even created a new file to try and see if I could make a fresh URP Post Processing work and got a whole lot of nothing

#

This is my other project but its also not working

odd drift
junior canyon
#

I was trying all the options XD

#

Nothings working

#

😦

odd drift
#

Well, if you are using URP, you shouldn't touch the Post Processing Stack package. That's meant for BiRP and won't help your matter

junior canyon
#

Interesting

#

Ill try and move it over to the proper one

odd drift
#

URP has PP built-in so you don't need to download any external packages

olive compass
odd drift
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I think they are trying to do local volumes though

junior canyon
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Im trying for anyrthing XD

olive compass
odd drift
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At least you should know what you are trying. If you don't want local volumes, don't mess with them

olive compass
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I juuust figured it out myself
Now tryna figure out how to only enable fx on 1 object...

junior canyon
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I do want local

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I just cant get local to work XD

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I am just trying to get any post processing to work rn just to prove it exists

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and isnt the world gaslighting me

odd drift
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If you are following a tutorial, make sure it's specifically about URP and not older than couple years. I haven't done local volumes myself so I can't really help with them specifically

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I just thought they work like global ones but you need a collider and need to be inside the collider to have them make any difference. Starting with global volume and then changing it to a local one might be easier way to start to get something going

junior canyon
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This is my other project Im struggling with, its not important but I was curious if it was my project that was broken

odd drift
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gimme a moment, I'll open my own unity

junior canyon
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Sure

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I can also share the project if that helps too

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Although its huge so that may not be ideal

odd drift
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I'll try without

odd drift
junior canyon
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I did yea, but I can try again

odd drift
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Make sure Post processing is enabled on the Universal Renderer Data asset. For me everything seems to work out of the box (local volumes too)

junior canyon
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Is that this?

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Or this?

odd drift
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neither I'm afraid. It's one of the assets that should be under the Settings folder in the project view

junior canyon
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This one?

daring monolith
odd drift
daring monolith
odd drift
olive compass
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this is so frustrating...😭 something as simple as a glow effect feels unachievable
for me its the same kinda problem, everything works fine on global, on local nothing happens though

junior canyon
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I did, I think Ill just try to move everything from my broken project to this one

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Finally got something

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in the one with none of my stuff 😦

odd drift
junior canyon
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I literally have no idea