#💥┃post-processing

1 messages · Page 7 of 1

olive compass
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lol

junior canyon
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My brain hurts tho

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so thats fun

odd drift
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Mine does too

olive compass
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same

junior canyon
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Now to move everything over and then try and get some sleep XD

odd drift
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@junior canyon The first thing you should do with the other project though is to remove the PP Stack package which you don't need. Then remove everything PP related and start over with that. It should really be as easy as creating volume, adding effects to it and making sure camera and the asset have PP enabled

junior canyon
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I will give it a shot

odd drift
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I think you are misunderstanding what the local volumes do. They don't apply effects to a local area on the screen. What they do instead is apply the effects to the whole camera when the camera is inside the volume. In your case the best way to get Bloom to only one object would be to apply material to the object that has high color intensity. What render pipeline and unity version are you using? depends a lot on those how you would do that

junior canyon
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Thats how I has it set up but I think I broke everyhting when I actively tried to convert a file from something els to urp

olive compass
junior canyon
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Appreciate ur help tho

olive compass
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My unity version is 6000.0.34f1 LTS, and the render pipeline is on the screenshot (I hope thats the correct thing)

odd drift
olive compass
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I found some tutorial where the guy creates a shader graph, and he did enable HDR there somewhere
You think Im on the right track?😂

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This is in the shader graph

odd drift
# olive compass

That's the property for the color. That has to use the HDR mode

olive compass
odd drift
daring monolith
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how can I apply the depth of field in a third person camera that follow the player?

olive compass
olive compass
olive compass
odd drift
# olive compass By the way, why do I need HDR? My monitor doesnt even support HDR😂

Your monitor doesn't but it doesn't matter. Without HDR, you can only use values between 0 and 1 for each color channel. Without tonemapping and HDR support on your monitor, you wouldn't see huge difference in the brightness on the screen but what it would do is make it possible for you to raise the threshold for the Bloom effect high enough that only these HDR colors would get the glow effect

olive compass
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This is how the object looks in scene view with the material on VS how it looks in game view
I set both the sprite color and the glow color (on the material) to white... Its so confusing lol

deft loom
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Excuse me, guys, I want to ask if anyone has experienced rendering a texture with post processing enabled but it's not transparent in Unity URP? If you know the solution, how can I make it transparent?
I'm currently using Unity 6

raven rose
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Hi guys. I just updated from Unity 2022 to Unity 6 and my post-processing is not working at all, I’m using the volume component, then tried downloading the post-processing package and using the post-process volume component, but none work. Does anybody know what’s happening?

mighty stump
raven rose
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I was using URP yes

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I tried making new volumes as well but nothing showed up

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How do I create a new URP asset?

mighty stump
raven rose
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Okay, so now I’m in the place where it is indeed showing in some scenes but not others 😅 Same project, same settings in cameras, same volumes. Any suggestions?

buoyant axle
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Is it ok to have more than one camera with a post processing layer? Eg shmup kind of game and camera view- im loading a background terrain scene which only shows terrain layer, and then additively loading the “play zone” scene but because the terrain camera is not showing the player it would need its own PP layer on the play area scene. Is that fine?

mighty stump
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It's necessary to have different layers if you want different cameras to choose between different global volumes

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But it may also be an option to have one layer but separate local volumes

buoyant axle
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Since they aren’t sharing layers at all

mighty stump
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iirc in BiRP only the final camera that's rendered needs to have post processing

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If you want the same post processing to apply equally to the whole stack

buoyant axle
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Can it do pp on layers it’s not drawing? Like it’s set up for depth only, everything but the terrain layer, but can I still have the pp volume affect a layer the camera is not rendering?

mighty stump
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Cameras can cull objects from rendering by layer

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Post processing layers/volumes don't interact with non-camera objects at all

buoyant axle
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I guess what I’m thinking is

buoyant axle
mighty stump
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I believe it does, but not because of layers

buoyant axle
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Ok thanks that’s what I was trying to say

mighty stump
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In case you think that post processing is applied to objects by layer, that's not what's happening
It's per camera only

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But a camera's rendered image includes what was rendered before by anyther camera

buoyant axle
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Yeah, I just wanted to know if a camera that is culling a layer could still apply post processing to that layer

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You can definitely specify to exclude layers on the post processing component

mighty stump
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But those layers only exclude/include volumes*

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A camera renders all objects it hasn't set to cull, and it also includes in its render the image from cameras that rendered before it
Post Processing Layer component determines which Volumes affect the Camera

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The layer mask in Post Processing Layer component does not exclude/include rendered objects on those layers

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It is only used to pick and choose which volumes that camera gets its post processing from

buoyant axle
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I think I follow, thanks

buoyant axle
mighty stump
drowsy reef
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There is someway to exclude the alpha channel from the post processing??

City map have a post processing, but the dialogue images have another
When I start the dialogue, the Post Processing are above the city. I want only that be in the character and dialogue text

For example: Maintain the city colored, but the dialogue gray

mighty stump
drowsy reef
mighty stump
drowsy reef
tame dagger
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please avoid cross-posting

stuck compass
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Anybody know why my crt filter's film grain is only working in the editor and not in the build? 😭

mighty stump
stuck compass
mighty stump
stuck compass
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ok, these are the settings, never been in here so I'm unsure

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this looks like smt as well

ember spoke
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Does anyone know how to fix this issue with the Lens distortian effect? For context the lines are just sprites with animations so I put them under an empty gameobject and the collider is supposed to go over/on the lines.

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I'm using URP

mighty stump
ember spoke
ember spoke
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I think instead of using a Raycast I'll instead use either a RaycastSphere or a Raycastbox

daring wolf
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URP my screen is pixelated

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it only becomes pixelated when I turn on post processing in the camera

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that screenshot is with no effects on

lament gyro
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how can I modify those depth parameters in a script?

unreal sapphire
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I've been working at this problem for a couple of days and I can't seem to get it working. I am trying to build a CommandBuffer which renders selected Renderers into a RenderTexture, respecting the depth buffer of the main camera. Here's some of the code I have so far that doesn't quite work:

// Inverse Bloom effect darkening space around certain objects
public class Deepblack : Singleton<Deepblack> {
    private readonly HashSet<DeepblackObject> deepblackObjects = new HashSet<DeepblackObject>();
    
    private CommandBuffer commandBuffer;
    
    private readonly int deepblackTextureId = Shader.PropertyToID("_DeepblackTex");
    private RenderTexture deepblackTexture;
    
    private new Camera camera;
    
    void Awake() {
...
        commandBuffer = new CommandBuffer { name = "Deepblack Buffer" };
...
    }

    private void RecreateRenderTexture(int width, int height) {
        if (deepblackTexture != null) {
            deepblackTexture.Release();
        }
        deepblackTexture = new RenderTexture(width, height, 0, RenderTextureFormat.ARGBHalf);
    }
    
    void OnPostRender() {
        int numDeepblackObjectsRendered = RebuildCommandBuffer();
        Debug.Log(numDeepblackObjectsRendered);

        Graphics.ExecuteCommandBuffer(commandBuffer);
    }

    private int RebuildCommandBuffer() {
        commandBuffer.Clear();
        commandBuffer.GetTemporaryRT(deepblackTextureId, SuperspectiveScreen.currentWidth, SuperspectiveScreen.currentHeight, 0);
        commandBuffer.SetRenderTarget(deepblackTextureId, BuiltinRenderTextureType.Depth);
        commandBuffer.ClearRenderTarget(false, true, Color.clear);

        int rendererCount = 0;
        foreach (var deepblackObj in deepblackObjects) {
            if (deepblackObj != null) {
                foreach (var deepblackRenderer in deepblackObj.renderers) {
                    if (deepblackRenderer.IsVisibleFrom(camera)) {
                        commandBuffer.DrawRenderer(deepblackRenderer, deepblackRenderer.sharedMaterial);
                        rendererCount++;
                    }
                }
            }
        }
        
        // Blit into a stored RenderTexture for debugging purposes:
        commandBuffer.Blit(deepblackTextureId, deepblackTexture);

        return rendererCount;
    }
    
    void OnEnable() {
        camera.AddCommandBuffer(CameraEvent.AfterDepthTexture, commandBuffer);
    }

    void OnDisable() {
        camera.RemoveCommandBuffer(CameraEvent.AfterDepthTexture, commandBuffer);
    }
...
}

However, this has the result of always drawing the deepblackObjects without respecting the depth buffer. For example, when I move the player's camera so that a piece of geometry is partially occluding vision of one of the objects, I want the resulting RenderTexture to only show the unoccluded part of that object, but it instead always renders the entire object.

I'm guessing that I'm doing something wrong with this:

commandBuffer.SetRenderTarget(deepblackTextureId, BuiltinRenderTextureType.Depth);

trying to pass the depth buffer information to the CommandBuffer, but I can't seem to figure out what the right thing is. Would really appreciate some help on this!

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I've also tried explicitly executing the CommandBuffer in OnPostRender, instead of hooking into CameraEvent.AfterDepthTexture, but that also had the same result.

buoyant galleon
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_CustomPostProcessInput <- Anyone who's writing postpro in HDRP, why does this Unity-generated texture not get resized properly whenever you resize the gameview?

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It seems to never decrease in size, only increases if you increase resolution. If you decrease resolution, it keeps the same res :/

fair wagon
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I'm trying to add a render texture to a quad and make the background transparent with solid color, but when the camera using it has post processing enabled, the background turns opaque instead even when I set the color values, including alpha to all zero

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Anyone know what seems to be causing the problem?

mint grail
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I'm trying to adjust the weight of my post processing in code but I also use Assembly Definitions for the first time. So my question is what assembly definition reference do I need to add for me to be able to mess with post processing in code?

Since there are non called post processing and a boat loud with rendering?

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Found it by just going through the list, it's the Unity.RenderPipelines.Core.Runtime if anyone wants to know.

chrome swallow
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I got sorta a 3-channel question about Shaders, Post-Proccessing, and URP.
Im trying to convert a Kuwahara oil paint shader to a full screen effect. Should I be trying to write a global volume Post Proccessing pass, or a URP renderer feature pass? How do the two things differ?

mighty stump
storm prism
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hi, i am trying to create a post process hlsl shader, and i have the script with that blit function, i have the Image Effect Shader, i put the script on my camera and its not really working, i also tried adding fullscreen render feature to urp renderer and it also didnt work, anyone know why?

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this is the code for that script with blit

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okay nevermind, chatpgt made me a custom render feature script and it is working now

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thanks anyway

odd drift
# storm prism this is the code for that script with blit

From the documentation:

OnRenderImage is not supported in the Scriptable Render Pipeline. To create custom fullscreen effects in the Universal Render Pipeline (URP), use the ScriptableRenderPass API. To create custom fullscreen effects in the High Definition Render Pipeline (HDRP), use a Fullscreen Custom Pass.
OnRenderImage only works on the built in render pipeline

storm prism
plucky violet
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I'm making a 2D pixel game with Unity 6 and I wanted to blur the background behind the UI, so I tried using "Depth of Field" for 4 hours and it failed. How do I do it?

zinc estuary
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perhaps telling us what steps you taken as there's really no tricks needed to apply blur independent to an overlay

odd drift
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also no posting on multiple channels please

unreal pine
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hey, is it possible to make it so the entire game is in black & white except for e.g. red color, only using the post processing? I want to make some kind of "bullet time" where everything will go into grayscale except for blood effects

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I'm on HDRP for now, if it is important

unreal pine
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i managed to do it using color curves

trail granite
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I've done that by calculating the hue, then adjusting the saturation based on how close that hue is to a target

chrome swallow
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https://cdn.discordapp.com/attachments/1112734950723158037/1342524210437816391/transparents_working.gif?ex=67b9f29a&is=67b8a11a&hm=5f18e38a6466617d38c4eabe04efed848a8a5d603769b2ba3efecf0d13a2e8f7&

I have a screen-space distortion that is sampling a blit of the screen and distorting that so that this effect works in conjunction with transparent render pass elements, however I hit a snag with it and post processing UnityChanThink

If I render my object displaying the color blitted distortion at any point before 'AfterRendering', it shows up black even though the layer its on is set to be filtered out, but if I do 'AfterRendering' then I dont get any of the post proccessing and it looks out of place.

How can I get it to render after Transparent but before Post Proccessing but not be all black?

chrome swallow
heavy knoll
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Hey i'm new and I wonder if someone knows how to do a Sobel effect in Bult-in with amplify shader?

heavy knoll
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no node in amplify shader

idle swan
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I would then expect you can’t make any effects that requires a kernel/loop in ase or shader graph without a custom shader code snippet (assuming you mean a sobel filter for edge detection)

plush pumice
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anyone here familiar with the workings of the post processing stack? I have a custom forked version of the Post Process Stack V2 (for built-in render pipeline) that I'm extending to work for single-pass instancing rendering

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while I have the shader portion figured out (i.e when in single pass instancing mode, the camera render targets actually render to a Tex2DArray rather than a normal Tex2D), the C# portion is where I'm stuck because when blitting to the screen it looks like it's still stuck to only one eye

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and I'm not exactly sure how to go about blitting it so it appears on both eyes

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context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, 0);
//context.command.BlitFullscreenTriangle(context.source, context.destination, sheet, 0, false, new Rect(0, 500, 1900, 300));
//context.command.BlitFullscreenTriangleToDoubleWide(context.source, context.destination, sheet, 0, (int)activeEye);
//context.command.BlitFullscreenTriangleToTexArray(context.source, context.destination, sheet, 0);
//context.command.BlitFullscreenTriangleToTexArray(context.source, context.destination, sheet, 0, false, (int)activeEye);
//context.command.BlitFullscreenTriangleToTexArray(context.source, context.destination, sheet, 0, false, 1);
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these are the different commands I've also tried, which are all native, and none work

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the 2nd one yes is wierd/iffy, but I wanted to see if it also could have been a viewport issue and it isn't

plain burrow
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Hi friends! I'm attempting to make lights in the sky, the esiest way seemed to use a object with bloom amd emission, but it seemingly doesnt work as intended; is there any way for a transparent oject to recieve bloom?

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Or is there a better way to attempt this?

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HDRP - 2021.2.61f

mighty stump
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Bloom is based on brightness, so you can boost it with a high emissive intensity of a material
It may fail or flicker with extremely small emissive surfaces if they don't cover enough screen pixels, in which case particles around the camera are a more reliable method for a similar result

plain burrow
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Thank you!

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I'm still figuring out, but i eventually managed to make soem parts work

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the other pards will be built in in a shader by other members of the team (mostly a smooth gradient from transparent to color)

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but i was baging my head agaisnt the table for soem three hours before i noticed it.

plain burrow
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,,,,im a bit sutpid, realized now that this level has heavy fog, therefore i could just use actual,,,lights.

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¯_(ツ)_/¯

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(im going to cry a bit)

mighty stump
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Sometimes we all are a bit sutpid aren't we

plain burrow
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¯_(ツ)_/¯

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i mean im less angry but now i think i might be going coocoo, alas, nothing not seen before.

mighty stump
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All work with bloom, and you know the details of your scene so it's up to you to decide which seems the best

plain burrow
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i was having issues with the bloom & emissive, but worst ase i would just have removed the bloom, emissive was always a factor here.

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but thank you

mighty stump
plain burrow
mighty stump
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That's not very specific, but in any case bloom does not care at all what the material or shader are
It's only concerned with what's the brightness of that pixel after rendering

plain burrow
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For a bit before transparency was discovered as causing some issues without the tweaking, it was that bloom wasnt affecting my object but the entire scnee, which was solved in a similar matter. Overall this all started when added a custom model and it decided to not act the same as it had with a unity 3d one (that notabily was opaque and not tested in teh right scene, which is a error by me)

plain burrow
mighty stump
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I'm glad you made progress
We can be more helpful the more accurately you present the issues and the solutions you've tried

plain burrow
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True, true i should have done so (having my own server with a similar rule,,,) I was on a rush, will try to be clearer in the future! :)

hexed girder
#

hello, anyone here familiar with using LUTs for colour grading?

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I learnt about it recently and wanted to try it out, but I'm getting some weird results

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it makes the image a lot darker and I don't see why

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this is using a neutral LUT

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I'm very confused

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okay I found it, it was the colour format in the import settings

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wait, it's a lot better but it does still make it a tad darker

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it's still doing very weird things
it's added a purple outline to the explosions, I'm not dreaming, right?

I disabled every other post processing effect to make sure it wasn't caused by them

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unity 2021.3.11 BiRP btw

marsh frigate
hexed girder
plain burrow
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Hi! I'm having a issue with the bloom aspect in post processing, when turned on it starts makign my entire screen flicker. (hrdp)

honest plume
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Hey guys, why my post processing dont work in the android build? Using the Built-In pipeline, it only works in the pc editor, but when builded it stopps

mighty stump
plain burrow
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Actually, nevermind.

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It wasnt. Somehow.

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(ps it started workign when the programmer got here to help me, sob)

last narwhal
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I'm looking at the Volume system in URP for the first time. If I change the layer of my volume from Default to IgnoreRaycast, it stops working when I enter into it (with some post processing). Anyone know where I can change layer settings for volumes?

mighty stump
polar perch
#

Hello Guys,

i am trying to update my Global Volume lens distortion via a script.

The slider changes during runtime, but not the effect - but if i change the slider manually, it works

anyone got an idea?
https://paste.mod.gg/meydebaczjyi/0

i am using URP pipeline

polar perch
#

i got it working.. i didnt have the right volume mask selected in main camer->Environment

autumn hemlock
severe slate
autumn hemlock
#

but i totally will find a skybox

severe slate
autumn hemlock
severe slate
#

Yeah that’s a common mistake.
Either way, I hope you don’t go back to Built-In after using UPR lol

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URP is better in every way.
And if you want really cool visuals, try HDRP, though it is quite difficult

autumn hemlock
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I spent like maybe nearly an hour trying to figure out how to convert to URP, but if its worth it I might

severe slate
autumn hemlock
#

yeah, this was my first project. I didnt know there was really a difference so i stuck with the deafult pfft

severe slate
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Yeah, all good

cedar forum
#

I have an issue where setting the dof focus distance in hdrp doesn't work how I'd want it to

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I only get a real dof effect if I disable tier and just keep focus distance

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I set it to volume and set it via svript

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But it's too aggressive and leaves no tolerance for depths even slightly off

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When I tinker with radius and step count, there is barely any effect so I turned it off

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What should I do?

last narwhal
vital prairie
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is there a way to disable the fullscreen effect on splash screen ?

mighty stump
vital prairie
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the render feature thingy

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its okay tho , i ended up disabling in unity it and re-enabling it the first frame in game

cedar forum
#

so what does the max radius on dof do? It doesn't seem to do anything to me, only setting it to 0 disables DOF and any other value acts the same

idle swan
cedar forum
idle swan
cedar forum
# idle swan no

So what do you mean by how maximally blurry the far distance appears?

lethal vine
cedar forum
#

Why would max radius override those values?

idle swan
cedar forum
#

Might modify that via code too and see how it looks

devout bronze
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im noticing some small artifacts or something in the background of my game that only seem to show up or become noticeable when i have depth of field enabled in post processing. might anyone know what's going on here and how to get rid of this?

they show up in this clip in the first second or two, down in the bottom right near the ship and the "Towers" button

https://streamable.com/sl51lf

seems to have something to do with the light reflecting as the camera moves, but not sure how to stop/reduce it

Watch "2025-03-05 21-18-42" on Streamable.

▶ Play video
old tapir
#

Hi, I am new to shaders and post-processing. I used a full screen shader graph to create outline. I wonder how I could apply those outline to only some objects

junior wave
severe slate
#

URP Color Adjustments -> Saturation at 0 creates very red screen. Whereas other modules, when the value is 0, dont modify the screen at all. Is this a bug?

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Saturation -50 is more close to default look

rain flicker
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confused why my post process volume isn't working when its set to blend mode, only when its global? the volume and the camera are like 10 units apart. Do I need a collider or something?

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as you can see it works when I set it to global but not when its local, even if the radius is stupid high

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nvmd

#

i cant read

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I need a collider

tame shadow
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can someone help me pls? i have a post processing for some cameras in my map to create CCTV cameras. However, when i try to output the cctv camera output it doesnt work.
1st screenshot is what i want to see (and is the actual post proccessing effect) vs 2nd screenshot (what i see on the render texture)

elder granite
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Is there a way to change the depth buffer format requested by Unity in BiRP? I have a post processing shader that needs a high accuracy depth buffer to create world position from, but one of the platforms being targeted defaults to a depth24/stencil8 format. My understanding is that format is what Unity requests by default and that many platforms will return a 32bit depth format. The effect in question functions on most platforms but has errors caused by depth accuracy on one platform that I have confirmed is using a 24bit depth buffer.

For performance reasons, I'd like to use the _CameraDepthTexture generated by the depth prepass rather than needing to render out a second depth texture of higher accuracy for the effect itself.

violet sandal
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can anyone help me set up post processing? i have been following tutorials and cant get it working at all

rain flicker
#

if you are following tutorials and its still not working, I would suggest just asking about what you are having trouble with

violet sandal
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like i think i have implemented everything correctly but when i change settings like intensity nothing happens, its probrbly just something small that im overlooking but no clue what it is

rain flicker
#

youll have to give us more info than that

#

show us inspector views of relevant objects and hierarchys and stuff

violet sandal
#

any chance i could jump in a vc and screen share?

mild carbon
#

Has anyone managed to get past processing volumes to work properly with the quest 3 in passthrough?

tame dagger
#

you mean you want them to apply to the passthrough? or is there some kind of bug with PP and passthrough

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i dont think its possible to add PP to the passthrough, assuming it works the same as the quest 2, its just the same image the cameras on it see, its not something you can change

south blade
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I think that's the correct video

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Skip to 2:45

crude arch
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I’m having an issue where when I bake my lighting it gets stuck on 99% any idea?

tawny galleon
#

Hi, is there any way for two gameobjects to have 2 seperate bloom properties
For context, My camera is fixed so I cant use local volume and I am using URP

mighty stump
#

Bloom is a full screen effect so it can't be per object

tawny galleon
#

ok

tawny galleon
#

can you also please tell me that why my materials with emission disabled are also being affected by bloom?

mighty stump
tawny galleon
#

so i just need to increase the threshold?

mighty stump
tawny galleon
#

ok thanks

whole magnet
#

In my scriptable render pass I have passData.outputTex = resourceData.activeColorTexture;
This maps to RWTexture2D<float4> _OutputTexture : register(u6);
This leads to the wonderful error Attempting to bind texture as UAV but the texture wasn't created with the UAV usage flag set!

#

I have absolutely no clue how to get around this, I have spent hours trying every solution I can find online. Genuinly stumped.

buoyant galleon
bleak marten
#

I'm trying to blit to a render texture from within a scriptable render pass. It's correctly visible in the frame debugger, but the render texture (and the material that uses it) both show up fully black. If my rendergraph looks like this, does that mean it's getting pruned?

In my RecordRenderGraph function, I'm importing the RenderTexture as follows:

            if(hasScreenViewer)
            {
                RenderTextureDescriptor screenViewerProperties = new RenderTextureDescriptor(screenViewerTexture.width, screenViewerTexture.height, screenViewerTexture.format, 0);
                RenderingUtils.ReAllocateHandleIfNeeded(ref screenViewerRTHandle, screenViewerProperties, FilterMode.Bilinear, TextureWrapMode.Clamp, name: "ScreenViewer");

                TextureHandle screenViewerHandle = renderGraph.ImportTexture(screenViewerRTHandle);

                RenderGraphUtils.BlitMaterialParameters screenViewerPara = new(source, screenViewerHandle, screenViewerMaterial, 1);
                renderGraph.AddBlitPass(screenViewerPara, passName: "ScreenViewer");
            }

Edit: I've come to the conclusion it's not getting culled. So I'm still confused, why does it draw to the frame debugger, but not the RT?

cyan wraith
#

hi

#

My problem is this

#

this looks like this without Ambient Oclussion

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and then looks with ambient oclussion

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The problem is that the blood is does not affected by ambient oclussion

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the blood is a texture put into a 3d Plane

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So, how can blood by affected by that?

hushed grove
cyan wraith
#

There is a way that blood just draw below of the object?

#

(sorry by my english, im spanish)

cyan wraith
#

the blood is just renderer up to the AO effect

cyan wraith
#

AO dont affect when the texture is transparent

#

only when it is opaque

bleak marten
# bleak marten I'm trying to blit to a render texture from within a scriptable render pass. It'...

I tried a different approach, similar to how one of the built in examples modifies a render texture, creating a new raster pass. This has the exact same symptoms: the pass draws in the frame debugger, but not to the actual render texture, and not visible in the scene.

            if(hasScreenViewer)
            {
                using(var builder = renderGraph.AddRasterRenderPass<PassData>("ScreenViewerPass", out var passData))
                {
                    RenderTextureDescriptor screenViewerProperties = new RenderTextureDescriptor(
                        screenViewerTexture.width,
                        screenViewerTexture.height,
                        screenViewerTexture.format,
                        0
                    );

                    RenderingUtils.ReAllocateHandleIfNeeded(
                        ref screenViewerRTHandle,
                        screenViewerProperties,
                        FilterMode.Bilinear,
                        TextureWrapMode.Clamp,
                        name: "ScreenViewer"
                    );

                    passData.source = source;
                    passData.destination = renderGraph.ImportTexture(screenViewerRTHandle);
                    passData.material = screenViewerMaterial;

                    builder.UseTexture(passData.source);
                    builder.SetRenderAttachment(passData.destination, 0);
                    builder.SetRenderFunc((PassData passData, RasterGraphContext rgContext) =>
                    {
                        ExecutePass(passData, rgContext);
                    });
                }
            }

Is anyone familiar with using the RenderGraph API for blitting into a renderer texture? This method works fine for blitting to the screen, but not blitting to a render texture.

marble steppe
#

Is it okay to access the volume stack inside RecordRenderGraph ? For example, to change the material of an effect ? Or do I really need a separate render feature for that

marble steppe
#

it looks like it updates the stack, then records the render graph, then executes that render graph, all before moving on to the next camera, so I think it is okay 🤔

update: nvm the default post process calls AddRenderPasses before the render graph is recorded anyway and i can modify its params, missed it somehow ^^'

fiery spindle
#

I'm currently relatively new to unity and while searching for how to implement custom post-processing in built-in pipeline. I stumbled upon two approaches: "The Post Processing package" and "Use PreRender with blit or use CommandBuffers" and I don't really know what is the most convenient between the two , what if I need the depth buffer for my effect?

shadow crater
#

I've been trying to set the color of a TextMeshPro object to a HDR color. It looks like someone asked the same question a year ago (in the reply) and back (or whatever version was in use then) it seemed like the shaders for TextMeshPro materials supported setting HDR face colors directly from the inspector
I'm on Unity 6000.0.41f1 (with whatever version of TMP that gets built in) and it seems like this is not the case here (I've tried a bunch of the various distance field shaders)? I'm a bit confused
I can set HDR face colors through code though, that works

#

is there no longer a way to do this through the inspector?

mighty stump
shadow crater
#

damn alright thanks!

mighty stump
#

Could even report it as a bug to get some clarification at very least

#

But it's good to know that it's at least possible to still use HDR color

shadow crater
#

yeah, just a bit more inconvenient

#

ah you're right

#

was previously discussed here but no response yet

#

thanks!

candid temple
#

i was making changes to my defaultvolumeprofile, saved the project and scene, opened the project and it didnt save my changes? why?

#

why doesnt saving just save everything, so annoying

#

this is what it looked like before it didnt save

#

now it looks like this

#

got it working, dont know how but i did

#

deleted a global volume i had and for some reason that fixed it

covert marlin
#

Hello there ! I'm looking for a way to do a blurry vignette. Any ideas how could I achieve that effect ? (Kinda like the ref). I'm using HDRP tho !

lone frigate
#

You could also achieve this with a UI overlay. I adapted a partial blur for a photography system in my game from these samples. https://www.youtube.com/watch?v=LuS-TDTI8mU

The Shader Graph team is excited to announce the release of our newest set of samples - UGUI Shaders - available to import now in Unity 6. This set of samples contains over a dozen user interface widgets, buttons, and backgrounds - all generated procedurally using Shader Graph. It also contains a library of more than 50 UI-specific subgraphs t...

▶ Play video
#

It was easy and I have next to no shader experience

mighty stump
covert marlin
lilac cipher
#

Hi everyone !

I've got an issue regarding FSR and DLSS (basically dynamic resolution).

I'm using a custom pass in after post process and the buffer's size seems to be incorect

#

Does anyone knows how I could fix it ?

rich tundra
#

I have a game volume and a ui volume, each on their own layers.
A main camera that is set to render normally, and have the ui volume layer disabled.
A overlay camera that is set to render as overlay and have only the ui volume layer enabled.

And for some reason the game volume does not affect the ui (expected) but the ui volume on the overlay ends up affecting everything. Why?

quaint wagon
rich tundra
slate ocean
#

I need to apply a post-processing effect to my render texture. I have four separate cameras outputting render textures for 3D UI elements and in-game monitors. The problem is that if I enable post-processing on these four cameras, VRAM usage spikes to 14–15 GB and the FPS drops to the 30s or even 20s. How can I apply the post-processing effect to these render textures without tanking my VRAM usage? Also, why does this happen in the first place? Isn’t post-processing a basic operation that is applied to the final image output?

slate ocean
#

further digging down i found the real spikes happens bcs of the bloom but have no idea why? it only spikes when 4th camera is opened setting it to 2 iterations helped much but still i have no idea why it behaves like this

buoyant galleon
slate ocean
#

I am using URP 17.0.3 1 camera is players fps camera which renders at 2k and other 3 cameras are like cctv cameras that are reflected to a plane and each of them have around 1000x1000 res but mostly renders fancy 3d world UI so doesn't have complex geometry that vram spikes happens when I enable the bloom the other effects does decrease the fps but does not spike and freeze like that decreasing iteration to 2 did managed to prevent that spike but i really wonder what went wrong under the hood

slate ocean
south blade
#

I'm not gonna lie.. so in URP Unity 6 - honestly starting to feel kinda frustrated about post processing.

So I want to have Depth of Field.. awesome. Add it to a volume, and boom, done. But wait, now all my particles have DOF applied, even if they're 2 inches from the camera.

No problem, I'll just use a camera stack, I guess... even though that seems unreasonably redundant. -Now particles appear behind everything, great.

So, basically, in 2025 using Unity URP there's no way to render Depth of Field AND particles? Is that what's going on?

#

I've tried everything.

buoyant galleon
# south blade I'm not gonna lie.. so in URP Unity 6 - honestly starting to feel kinda frustrat...

Transparent particles are transparent. Transparent stuff doesn't write to the depth buffer. Depth of Field relies on info in the Depth buffer.

Alternates:
-Use alpha clip opaque particles instead of additive
-Write a custom particle shader that writes what you want to the depth buffer (then deal with other problems that creates)
-Don't place particles in spots where they can look weird like that

south blade
#

I just wanted to be mad

jovial galleon
#

Guys, how to disable post processing for Canvas World Space?

#

Camera UI

#

Player Camera

forest compass
forest compass
#

oh wow it had to be a value between 0 and 1 !
even scrolling slowly it zoomed straight to 100 so I never saw the result with a tiny value like 0.5
well thank you kind sir!! :D@buoyant galleon

jovial galleon
#

Help guys

lethal vine
wild torrentBOT
jovial galleon
jovial galleon
lethal vine
#

A canvas just renders UI elements, post processing rendering happens through the camera

jovial galleon
#

I know, but I want to disable that Canvas World space with the desired layer is not triggered in post processing.

#

I use a cinemachine and two trackers to switch.

lethal vine
lethal vine
# jovial galleon

Yes but i’m talking about your main camera. Cinemachine controls your main camera. I meant have one main camera for the world canvas and another for whatever else

jovial galleon
#

how do I connect the second Cinemascope to the second camera?

lethal vine
#

At that point i’m not sure. I haven’t worked with cinemachine enough to know, but at this point it’s best to ask in #🎥┃cinemachine . Your issue originally was the post processing being enabled on your main camera. You can also have a script that toggles between the two different main cameras

mighty stump
# jovial galleon I'm already using two cinemas.

Cinemachine cameras are not Cameras, they control Cameras
You have to understand what Cinemachine does to use it
It's likely not relevant to this issue though, post processing volumes affect Cameras by layer
But that brings the questions of do you actually have more than one Camera, and if so how are you combining their outputs

graceful grove
#

i dont know why my post proccesing dont work i enabled it on camera install it etc any help please im stuck (tried everything my lack on knowledge is the problem im new) urp

toxic jackal
#

what did you install, it is actually already available in urp.

graceful grove
#

i went to package manager

#

and installed post proc

toxic jackal
#

read what i said

#

i am guessing you did not create a urp project when starting

graceful grove
#

is this urp right

tawny geode
#

yes

graceful grove
#

yeah i did created it with this one

#

still had t install post processing

#

idk if i had

#

but i did it

tawny geode
graceful grove
#

this

#

what i did

#

install

#

its called post processing

#

any help if possible ?

tawny geode
#

What tutorial told you to install that, or what tutorial are you following that is not working?

graceful grove
#

no one worked

#

i think its something in settings or idk cuz nothign works

#

https://www.youtube.com/watch?v=YYNMGq50d5g&t=221s this didnt work too and its only drag and drop

Recently the indie game industry has been flooding with Retro PS1 and VHS style horror games, Its become a Iconic Look to the Indie game Market and Today we'll be taking a Look at how u can set up a Scene in Unity to Look like A Old Retro VHS Style Horror game

The Assets that are used are fully Open Source and the Entire tutorial is Very Begi...

▶ Play video
#

my knoweldge is so 0 cuz im new to this

#

but i have been stuck for 3 hours now

tawny geode
#

please do this official tutorial instead. Skip to the Post Processing section if needed.
https://learn.unity.com/pathway/creative-core
Start a new URP project, and do not install that post processing package

Unity Learn

Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.

graceful grove
tawny geode
#

You can ask the room, in general. my knowledge of Post-Processing uses the already installed stack in URP. others will know more than i do

tawny geode
#

the short of it is, the post processing stack you are trying to install is not compatible with URP or HDRP, they have their own. it is for BiRP, AFAIK. it makes things a bit confusing at first, because things can be in different places. once you get through that tutorial though, you will understand more

bitter laurel
#

Hello all, I am trying to set up 2 post processing layers, where each one affects different layers. I have 2 volumes, one is on the MainPostProcessingLayer, the other is on a different one, then I have 2 cameras. One is an overlay with its Volume Mask set to the 2nd layer, and the main camera has the volume mask of the layer with the first volume on it. This works fine, however i have the overlay set to cull only the objects I want the post processing to affect. When it changes, it affects the whole screen and not just those objects. Why is this? and how can I fix it? I appreciate the help. I can also send some inspector photos if I wasn't clear enough. (URP)

bitter laurel
#

Well I have been reading and since the post processing affects the entire camera and not just the objects it renders I might have to just resort to dynamically applying shaders :/

sweet blade
#

Heya folks!

#

New to Unity here! I am on Unity 2022.3.58, using the URP pipeline. I have several .CUBE 3D LUTs I'd love to use in my project, but URP only seems to support 2D LUT images

#

Is there any addon, script or otherwise that allows me to use a 3D .CUBE LUT or atleast let me convert from 3D to 2D

#

Can't find much at all in the interwebs :(

peak thicket
#

guys, can someone help me with this? yesterday this was supposed to be working fine

#

this light randomly started showin today

#

and idk its glowing like a particle thing , my mesh dosent have any particle system or anytg

#

and currently its happening with any mesh i try to import

fiery spindle
#

hi, for my post process effect, I'm using OnRenderImage in the MainCamera using Built in Pipeline and I need both depth buffer and color buffer of a second camera, Currently I used two render textures updated using camera.SetTargetBuffers. But I have performance problems, is there a faster approach

sonic silo
#

Hey thought id join in and ask for help ive been having an issue , created my own problem, i use post processing after realizing after over a year i had my canvases set up incorrectly, i switched them to overlay which stopped all issues i was having , in regards to sprites updating flickering etc. The problem post processing does not apply to overlays. The issue with that is now all the ui looks dull, any ideas on quick fix? 🙂

mighty stump
sonic silo
#

Ooo sorry my canvas used to be set on screen space camera , it causes flickering when the player moved , but post processing works on this , I set to overlay no issues , but I can't use a post processing volume 😦

mighty stump
sonic silo
#

If I recall mine is set to - 10 as I'm a top down perspective

mighty stump
#

You'd want to bring the canvas as close as you can for it to be on top of the sprites

#

Or sufficiently close anyway

sonic silo
#

On the canvas it's set to 0 , well the sprite renders are

#

But the canvas matches the camera

mighty stump
#

You can swap the viewport from 2D to 3D mode to see where and how the overlap occurs

mighty stump
sonic silo
#

Oooo that's a really good idea , I believe all my ui alignments are at 0 yes

#

It only happens when my player moves

mighty stump
#

Sprites and UI both at 0 means they are overlapping, obviously

#

So their depth sorting is ambiguous

#

Because you can't have the UI any closer than depth 0, you'd instead move all your sprites away from the camera, or your camera away from the sprites in depth axis

#

Even 1 unit backwards should fix the issue

sonic silo
#

Hmmm and that's why it doesn't happen on a overlay canvas

#

Thank you this is interesting I'm still new to game development just over a year now self taught and others teaching me:)

mighty stump
#

Screen space overlay canvas is rendered later in the render loop, even after post processing which is why it's unaffected by it and why depth sorting ambiguity cannot occur

#

Screen space camera canvas physically exists in the scene as transparent geometry, at specified depth relative to camera

sonic silo
#

You have probably solved all my issues

#

So if i have a panel set to panel to z -9 and everything else at 0 would fix the issue or.am still not getting it

mighty stump
#

I forgot Sceen Space Camera canvas supports Sorting Layers

#

So it may be simpler for you to give its own sorting layer that's always in front of your sprites

#

I'd prefer to use Z position whenever possible, and let objects have ample space between them for flexibility, but ultimately it doesn't matter which you use
But it helps to understand them
https://docs.unity3d.com/Manual/2DSorting.html

sonic silo
#

I wish I could use post processing on a overlay , still to need learn and also thank you

mighty stump
#

You can achieve the same result with screen space camera

#

I would also instinctively avoid having everything at 0 depth, overlapping with a camera with a 0 near clipping plane

sonic silo
mighty stump
#

0 (or negative) near clipping plane on a camera can cause rendering issues

sonic silo
#

Currently it does use post processing on the screen space camera canvas yes

mighty stump
#

And having everything at 0 means you can't bring anything to the top depthwise because you have no room to work with, it'd instantly go behind the camera

sonic silo
#

Thanks again 🙂

#

The biggest improvement is performance when switching to a overlay canvas

#

But I lose all post processing and ui looks dull

#

This is my example

mighty stump
sonic silo
#

Yes but definitely need to learn how to arrange my ui depths correctly

#

You have put me in the right path I appreciate it

mighty stump
#

The overdraw which is the biggest cost would be the same
Post processing is calculated on just one rendered image in both cases regardless of what's on it
If anything screen space camera seems like it should be cheaper

sonic silo
#

It could be my camera script

mighty stump
#

As it's not involved in rendering

sonic silo
#

Yes yes, I just on about a performance increase

#

I'll keep to topic

mighty stump
#

Not sure if you meant that but CM doesn't have any impact on performance either
Just making sure there's no confusion

sonic silo
#

Ooo I thought with me handling following the player etc that cinemachinr might be more efficient than my code 😳

mighty stump
#

Possibly, if your code is inefficient
But scripts that move some transforms are hard to make very costly

#

The advantage is that it has most if not all the features you'll likely need without having to code them

#

The relevance here is that it can also move it in the Z axis, which is easy to overlook in 2D

sonic silo
#

Maybe it's a star pathfinding, I just notice I significan drop in fps while moving

sonic silo
#

Thank you back to work 🙂

mighty stump
sonic silo
#

The profiler is amazing I used to get my fps from average off 30 to 50 to 70 to 100fps still alot to do.

mighty stump
jovial galleon
#

or how do I turn off post-processing when I'm at my computer? because I can't see the UI because of it.

mighty stump
#

Or disable PP in scene window
Or in Camera's properties

hexed girder
#

How impossible is it to have a list in the inspector for a post processing effect?
Using unity 2021.3.11, built-in render pipeline

#

Bonus points if I can put a custom class in that list

timid ocean
#

I have a problem with post processing on a render texture

#

In the inspector

#

when applied to a raw image

#

if i add a black backround to the ui camera

warm yoke
#

When using post processing layer, out of my (VR)'s left eye i see white, but on the right one i see perfectly fine

fiery spindle
#

is it normal that in brp the ssao post process stack does not work with an orthographic camera? is it because it uses a linear depth buffer?

fiery spindle
#

oh not even in urp? I guess I can at least enable ambient occlusion in light baking

elfin cape
#

Hey, so I want to create a sort of a pixel art post process effect for my game I created the shader and the material I created does feel pixelated. The problem is when I effected it to the camera, when I play the game, the camera the effect is not applied. Do you have any idea why?

lyric zenith
#

HI all I am using built in render pipeline and I have a global volume, but it affecting certain sprite I dont want it too. How can I exclude those sprite please. I set up a No - Post layer but its still putting post on it. Do i need 2 cameras??..

drowsy rover
drowsy rover
#

Also this

#

Actually I guess the arm in the cube is because that part of the cube is not in the cameras frame. But I don't know what to do about it.

wide stratus
#

im having a bit of an issue with the render/layering in my game

the fox is supposed to generate ABOVE the dialogue box, but behind the dialogue box background for the portrait (as you can see it does this already) the issue is the fox is supposed to retain post processing meanwhile the portrait box background is not. I haven't been able to find a better solution than this. I have 3 overlay cameras on top of my main camera, one renders the dialogue box, one renders the portrait box background, and one renders the fox itself, my post processing is on the fox's layer, but for some reason post processing affects anything that has rendered before it aka the portrait box background but for this to work it has to go in the order of portrait box background > fox > dialogue box.

any solutions i couldnt see?

mighty stump
#

Because the third render would apply its post processing to 1. and 2. again

#

I think you could render the portrait on 1. but use some method to always have a hole in its shape on 2. UI

#

Unity 6 URP supports Alpha Processing that does let you write alpha transparency on overlay cameras' rendered images, so it could carve the UI out of the third layer

dense mesa
#

hi everybody i would be interested how people here work with HDR monitors. My stuff looks good and visible on such hardware. When playing on a normal monitor (sRGB) the dark parts of the level are quite hard to make out.
I just realized that there is in the setting --> player: Use display in HDR toggle. I am using the build in renderpipeline. It seems to affect this as well (scenes look a little bit closer to sRGB) with the same post processing.
I think i will do all my visual stuff in sRGB in order to guarantee that the stuff is visible here as well.
Another option could be to have a toggle in the game to ask for HDR monitor and then use different Post processing profiles).

Any ideas how people here do that? thank you very much

mighty stump
# dense mesa hi everybody i would be interested how people here work with HDR monitors. My st...

Which render pipeline?
Well, I guess the general idea is the same regardless of that
Generally you'd configure your visuals, tonemapping and post processing for HDR input to look good (without a HDR monitor)
Then you'd additionally allow the user to enable HDR output for use with a HDR monitor, and do the extra configurations necessary for the wider gamut and brightness range
I don't think it's required to have different post processing profiles for the two modes, but you can have them if you want

dense mesa
mighty stump
dense mesa
#

thank you very much!

radiant salmon
#

Why is there a glow when i shine
A light on a white surface

lusty tiger
#

Hoping someone might have some insight into a problem I'm running into. I'm trying to 'blit' to a render texture with another texture as a starting point for batch drawing multiple layered textures and materials together in UI. However, I'm not sure I'm approaching this correctly. I'm essentially using GL and the Graphics interface to draw into the active render texture.

The end goal would be to 'dirty' the render texture, draw a bunch of graphics related stuff inside it, and then draw that single render texture with IMGUI.

RenderTexture.active = renderTexture;
GL.PushMatrix();
try
{
  GL.LoadPixelMatrix(0, renderTexture.width, renderTexture.height, 0);
  GL.Clear(true, true, Color.clear);
  Graphics.DrawTexture(rect, mainTex, material);
}
finally
{
  GL.PopMatrix();
  RenderTexture.active = null;
}

But it's offset a bit. rect is the white area.

lusty tiger
#
GL.PushMatrix();
try
{
  Rect normalizedRect = NormalizeRect(renderData.rect, rect);
  Vector3 center = new(normalizedRect.center.x, normalizedRect.center.y, 0);
  Vector3 size = new(normalizedRect.width, normalizedRect.height, 1);
  Quaternion quat = Quaternion.Euler(0, 0, renderData.angle);
  Matrix4x4 matrix = default;
  matrix.SetTRS(center, quat, size);
  GL.MultMatrix(matrix);

  Graphics.DrawTexture(new Rect(-0.5, -0.5, 1, 1), renderData.mainTex, renderData.material);
}
finally
{
  GL.PopMatrix();
}

Sorry for the spam, just trying to provide all the relevant context

lusty tiger
#

nvm, managed to figure it out. I needed to translate the matrix but still draw in the render texture at normal coords (0, 0, 1, 1)

Matrix4x4 matrix = Matrix4x4.TRS(normalizedRect.center, rotation, size)
  * Matrix4x4.Translate(new Vector3(-0.5f, -0.5f, 0f));
GL.MultMatrix(matrix);
Graphics.DrawTexture(new Rect(0, 0, 1, 1), renderData.mainTex,
  renderData.material);
forest elbow
#

Hello, I can't get LUTS to work at all for my URP project. My current setup;

  • I have a post process (global), other effects are working correctly. The camera has post enabled.
  • I have edited the assigned LUT (originally neutral) with an obvious color adjustment in photoshop
mighty stump
forest elbow
#

@mighty stump Yep, I am able to enable bloom and dial it in/out and see it in scene view just fine.

mighty stump
forest elbow
#

@mighty stump Yeah, I think so. Lut image is 256x16. Lut size in URP is set to 16,

steep ledge
#

How do I turn off Low Resolution Aspect Ratios pleasee, I have done everything and still can't. I am in the Game scene, Display 1, Free Aspect and Scale 1x

mighty stump
steep ledge
mighty stump
#

The Game window resolution settings only affect how you see your game in the editor

steep ledge
#

Oh ok then the problem I am having is somewhere else

mighty stump
#

Unity games by default use whatever the user's native display resolution and aspect ratio are
The dropdown is so you can preview how they would look so you can ensure UI and other things still look right even when the resolution changes

mighty stump
steep ledge
gentle oriole
#

Post processing wont work

#

I did put post processing layer in the cam

#

And post p volume in cam

#

Didnt work at all

mighty stump
gentle oriole
mighty stump
# gentle oriole HDRP

HDRP has no "post process layer", that component belong to the post processing stack v2 package which is only for the built-in render pipeline
If you have that package installed, uninstall it and then follow the post processing setup instructions for HDRP that can be found in this channel's pinned messages

gentle oriole
#

Oh

#

Ahh no

#

None

#

Its set to none

mighty stump
gentle oriole
mighty stump
# gentle oriole

In that case you follow the pinned instructions for post processing for BiRP

gentle oriole
#

Ok wait

#

Alr chatgpt helped me

#

But appreciate your attempt

#

Cuz u did hzlp too

forest elbow
#

LUTS. Anyone able to confirm if this warning message should appear? My pipeline asset should be set to LDR shouldn't it? Is it saying I need tonemapping enabled to make this work?

inner lake
#

How do you guys handle color grading & tonemapping?
I’ve just been using Unitys ACES so far, but the colors, especially in textures, VFX, etc.—end up looking way off from the original.
Tried messing around a bit with AGX (via the Beautify 3 asset), but I just can’t seem to get the saturation and contrast to feel right.

idle swan
#

This one in photoshop is a pretty nice default one (if you want analog film look, this is the one you want)

inner lake
#

@idle swan Ah great, yeah i am deep in that rabbit hole, although I actually just need something I can stick to and move on.

Oh I'll definetly try this! I acutally searched for some LUTs, most I found were really artistic and changed way too much. (like a night scene LUT)

First thought was to recreate the agx-punchy or medium-high contrast look from blender but that did not work so well...
I just need something that does not look like Its raw log footage and handles emmisive materials more niceley than using no tonemapper.

The game is pretty stylized & rather colorful (like Zelda BotW, Tunic, Genshin, ...) so i want to solve most of it with my basic light setup and textures.

#

Its so weird that there is so little game-specific information about this topic.

analog onyx
#

Hi! I'm having an issue with bloom. When I move any object close to a light source, the bloom becomes overly intense and causes heavy overbright. Is there a way to fix this? Or is it better to just keep the player away from the light source?

opal cliff
analog onyx
opal cliff
analog onyx
#

It's happens when I come right into the dense to the source of light

idle swan
# inner lake Its so weird that there is so little game-specific information about this topic.

For the most part it’s not a game specific subject. There are just some game specific concerns that you need to be aware of, like readability of play relevant objects must be upheld. Slapping ACES on usually makes everything way too dark, though it looks nice… but regarding color balance, what looks good in film also looks good in game. Totally agree with you that most LUTs seem too extreme. But consider them in a context where you don’t compare them with each other. For example, In a game that very desaturated overall, you don’t notice that it actually is, until you view something colorful in it, or next to it. Anyhow, the pure film stock LUTs just add a layer of ‘nice’ and prevent oversaturation.

blissful cedar
#

nvm

inner lake
#

@idle swan Kinda, I see a little difference from film in that nothing is fixed. If I have a photo, then the colors and lighting conditions are just the way they are. But if the colors in games don’t look right, it might not be because of the tone mapping, but rather because our lighting setup is off or the textures don't fit.

Which makes it really hard for me to choose something as a starting point. I actually now realized I made a lot of my textures too bright to counter the ACES look, which is super annoying...

Buuut after trying some more stuff, I may go with the GT Tonemapper (which acutally looks pretty nice and neutral) or the LUT you suggested (although the Lut feels a bit warmer)

idle swan
mighty stump
#

PP, lighting and materials all affect each other and it's easy to accidentally try to compensate for issues with one by tweaking the others instead

#

I recommend finding solid references for one or more of the three categories

#

Like template scenes that have verifiably accurate lighting and exposure settings, and PBR materials from reputable sources

drowsy plank
#

I have a Full Screen Pass Renderer Feature on one of my URP Renderers. Now I would like to apply a copy of the Pass Material assigned to that at runtime so I can change variables on it. But does not seem straightforward!! In fact ScriptableRenderer does not give access to renderFeatures

clever delta
#

Hey! Im using unity 2022.3.30 URP. I want to make a basic image effect shader. I did this a while ago with no issues but cant seem to get it workig now, how can i implement it? Dragging it in to the full screenpass renderer feature doesnt do anything... onrenderimage doesnt do anything... do i need my custom scriptable renderer feature to blit the screen or what? My shader is in CG
Figured it out!

clever delta
#

Nevermind no havent, _MainTex isnt being picked up here, any reason why? its just returning _Color

#

Figured it out, did not know i have to manually set the main tex.

stoic pebble
#

I'm having an issue with Gaphics.Blit(src, rt, mat) where those artifacts are on the final render (green part), I've tested the shader and it works. It is a Gaussian blur shader I made myself.

#

Here is the code that makes the Blit() call

    void SetMaterialOnce()
    {
        Texture2D tex = img.sprite.texture;
        
        //tex.Apply();

        material.SetColor("_Color", color);
        material.SetFloat("_Radius", radius);
        material.SetFloat("_Blur", blur / 10f);
        material.SetFloat("_Alpha", opacity / 100f);
        material.SetTexture("_MainTex", tex);

        RenderTexture rendtex = RenderTexture.GetTemporary(tex.width, tex.height, 0);
        Graphics.Blit(tex, rendtex, material, 0);

        _shadow_img.texture = rendtex;
    }
#

I do not know why those artifacts are displayed. Can someone help?

heavy shuttle
#

Does anyone know how to apply post processing on a base camera AND overlay camera without the effects layering on top of each other? Im using URP btw

thin prairie
#

Why does my post processing look so different in maximized playmode compared to the editor game preview even if I scale the game window to be juist as big as the maximized playmode ?

#

nvm, im loading the scene again when entering playmode so that explains why its suddenly twice as bright

pale sedge
#

Hi all. I'm using URP, and I'm newish to Unity. Can anyone provide some insight as to how I can improve performance on my splitscreen multiplayer mode?

In my singleplayer and my singlescreen multiplayer mode, I get a cool 60 fps. I'm lucky to get 15 fps in my split screen mode. 4 cameras will do that I guess.

I'm totally new to game dev, so I'm just looking for some tips on how I can improve this to maybe 30 fps? Thank you!

mighty stump
pale sedge
nova mountain
#

I followed this tutorial to enable Glow on an object (in my case, a 3D object) https://www.youtube.com/watch?v=I1C_es6wuDg

And I feel like I have everything setup right, but my object isn't glowing. I have the Post Processing package installed, the object has a Post-process Volume attached, it's in the layer "Glow" which is the same layer set on my camera's "Post-process Layer" component. What am I not understanding?

#

My camera:

#

The object that should be glowing:

#

The object in scene view (at the tip of the wand):

#

Edit: I think this is due to following a tutorial for the Built-in Renderer. But there's another method for applying glow in URP.

odd drift
molten crow
#

how do I fix my ambient occlusion? im using urp and setting it up in the renderer itself

odd drift
molten crow
#

thats not how shadows work

odd drift
molten crow
#

you can tell theres a room behind better with the shadow than the mask itself 😭

#

these are my settings

odd drift
# molten crow

I thought there was no wall in front but you saying it's a flat wall that hightlights the geometry behind? The ambient occlusion is based on the depth texture and potentially the normal texture as well so if the wall in front does not write into those, only the wall behind will be affected by the ambient occlusion. What type of shader/material are you using for the wall in front?

#

If it was a transparent material for example, that would explain it since transparent geometry cannot write to the depth buffer

molten crow
molten crow
#

the screenshot I sent you was from runtime

odd drift
odd drift
# molten crow on the inspector here is the material I am using

Oh, why do you render both faces? I could see this potentially happening if the faces were flipped and you just enabled both faces to fix the issue. If that is the case, you should just flip the faces in your modelling software (and render only front faces). Don't know why exactly that would mess up the depth texture though

molten crow
#

I did convert it to a probuilder mesh at some point for my wall cutout script but it didnt work and I didnt bother to patch it up I suppose, but that issue didnt happen after only recently

molten crow
molten crow
#

since its so thin

thin prairie
#

Can i arrange the post processing effect order so that i firs desaturate the image and the apply chromatic aberration so in the end i have a mostly grey image with colorfull chromatic aberration ?

odd drift
#

oh right, usually you would make the whole building be a single mesh though I don't see why that would mess up things so bad either

molten crow
odd drift
#

I don't really know why that would be but there definitely seems something wrong with the mesh or the material

molten crow
#

now its a normal plane object (no probuilder) and same issue with the occlusion

odd drift
#

I'm really out of clues

gritty folio
# molten crow these are my settings

If you're rendering the wall with RenderObjects feature instead of the default Opaque Layer Mask, it'll be removed from the camera depth/normal textures that URP generates for you.
Afaik there's not really a solution for that. You might be able to find some features (or maybe write your own based on / using the DepthNormalsOnlyPass.cs) to render those layers into the camera depth/normal textures or generate your own

lost sand
#

Does anyone know how I can use AddRasterRenderPass to modify the activeColorTexture (I want to add outlines) in Unity urp rendergraph? The issue is that I can't use it as both input and output, do I really need to declare a intermediate texture and then have 1 pass to blit to the intermediate and then another to blit back to the activeColorTexture?

lost sand
#

Nevermind, its not possible eith addRasterRenderPass, id have to use an Unsafe render pass

summer heath
#

hey, so in my project my enemies flash white when they take damage. I do this by changing the emission intensity via a script. the problem is, the emission effect works as expected in the editor (scene view and game view) but in the build it is WAY brighter than expected, flashbanging the entire screen.

the thing is, I had to do some weird scripting stuff to get the actual emission value I want (a number from -10 to 10). this is my code:

IEnumerator DoOvertimeFlash(float duration, Material material)
    {
        float time = 0f;

        while (time < duration)
        {
            time += Time.deltaTime;

            //-0.4169 and mathf.pow(2) are required to get this to work. credit jdeangoldstein on unity forums
            float adjustedIntensity = IntensityCurve.Evaluate(time) - 0.4169f;

            Color colour = EmissiveColour *= Mathf.Pow(2f, adjustedIntensity);
            material.SetColor("_EmissionColor", colour);

            yield return null;
        }

        EmissiveColour = _cachedColour;
        material.SetColor("_EmissionColor", EmissiveColour);
    }

that method is from this forum post: https://discussions.unity.com/t/setting-material-emission-intensity-in-script-to-match-ui-value/739533/2. without doing the weird maths stuff it doesn't produce the correct emission result.

it works perfectly in the editor, but is extremely bright in the built game.
strangely, other emissive materials in my game work fine in both the inspector and build, it's only when I modify the emission value of a material via scripting that it breaks.
(I've tried not using the equation and instead using the absolute value given by the AnimationCurve (i.e. the 'raw' emission number) but that doesn't produce any emissive effects in the inspector or the build.)

summer heath
#

well, I 'fixed' it by doing this before doing Mathf.Pow:

#if !UNITY_EDITOR
            adjustedIntensity /= 2.75f;
#endif

would love to know why this actually happens but that fixes it for now I guess

buoyant olive
#

👋 Is there a free alternative to Beautify 3? I obviously don't expect the same quality, just looking for something similar that does the job

storm prism
#

Hi, so im having a problem with implementing my own post process HLSL shader. Im using urp and unity 6 and i dont know how do i make my unlit shader work like post process. In previous unity versions chatgpt was able to generate some code to add a new Render Feature to URP renderer, so i just used to drag my shader in that script and all worked fine. Now the functions are obsolete and most of the stuff doesnt work anymore. I tried looking for some help on the internet on this topic, but it seems no one covered it yet (or im bad at googling lol). I hope some of you could guide me into right direction or show me some sources on this topic, thanks to anyone who helps :D

gritty folio
summer heath
thin prairie
#

Why do I get bloom when I enable the emission of the material but I do not get any bloom if I shine a really bright light at the object from slightly behind it to get a rim-light using some normal textures ?

mighty stump
#

Depends what shader is being used though

thin prairie
mighty stump
#

If you're reducing the RT resolution then bloom will be proportionally more pixelated

#

I don't think Simple Lit clamps light intensity but you could confirm that by swapping to Lit

thin prairie
thin prairie
#

but is there a simpler solution ?

thin prairie
thin prairie
mighty stump
thin prairie
#

found it, but theres no option to disable downscaling

mighty stump
#

I think it was only possible to get full resolution bloom by modifying the effect itself manually

#

But if you render the RT again at native resolution, half resolution bloom should be plenty enough

thin prairie
#

but I want the bloom only on this one rt and not for example on my pause menu that is rendered with a nother rt

thin prairie
#

thank you

mighty stump
thin prairie
#

i have local volumes

mighty stump
#

That shouldn't be an issue

#

If you want to disable gameplay overrides for the pause menu, enable a global volume that overrides bloom and other post process multipliers to 0

thin prairie
#

I think theres a miscomunication, the pasue menu is rendered on another render texture and then I have a high res camera that renders these stacks of images that all have their according render texture so if I wanna do the bloom with the high res camera that produces the filan image it will be applied to every layer. Pls dont judge all my render textures, I made my own ui system becuase unitys ui has some really weird sprite sorting and i needed something with actuall depth sorting for my pinboard

mighty stump
#

I don't necessarily understand what the issue is

#

You presumably want to apply your post processing only to your final camera

#

And when you display the menu that you don't want post processed, you turn off the post processing at that time?

#

Or you can render your UI in the stack on top of your "final" camera if you need the UI to partially cover the post processed gameplay

#

(If you've tried to use Canvas with sprite sorting no wonder it's been weird, since Canvas uses its own sorting, not sprite sorting)

thin prairie
thin prairie
#

sorry

#

why do I need to render my game at 2x just to get 1x bloom, this fixes the jitter but everything is slightly blurry now TT

mighty stump
mighty stump
thin prairie
#

all I need is full scale bloom that doesnt utilize any downscaling, why isnt this a thing TT

thin prairie
mighty stump
thin prairie
#

cause idk if we mean the same thing

mighty stump
#

I don't know either but you're not giving many clues about that part specifically
I assume you have a camera stack that has your gameplay and UI?

thin prairie
#

i have, somewhere in my world the ui that is rendered onto a low res rt. somewhere else i have the gameplay being rendered onto a different low res texture. then I have a camera that actually ouputs to the screen, infront of this camera there are planes displaying the render textures

mighty stump
#

Then the gameplay camera can have post processing which the UI overlay camera will not have

thin prairie
#

now I get it

#

isnt this gonna hurt my performance if i render the game 2x at 1080p and 2-3x at 270p ?

#

that also means my bloom is no longer pixelated, so i would need to render the 1080p rt at 270p once again and pray that all the pixels are still perfectly alligned

mighty stump
#

I think you should either render the game first at low res, then that image onto the 1080p/native res camera that applies bloom at half res

#

Or modify URP to allow for 1:1 bloom directly on the low res image

thin prairie
mighty stump
#

For this effect you'd look at how the resolution selector works and what it's selecting
I expect set up a new RT for the 1:1 resolution and add it to the list

#

Don't know if there's some technical reason why that couldn't be done

whole magnet
mighty stump
mighty stump
reef grove
thin prairie
#

look at this magnificent glow

mighty stump
#

Wonderful

molten crow
#

how can I make certain objects not be post processed?

#

im running on URP

#

my current settings

mighty stump
#

If your material is emissive, a workaround is to increase Bloom Threshold and decrease emission intensity so that it does not bloom but looks right otherwise

molten crow
#

its just using lit shaders

mighty stump
#

Then there's some other reason why it's bright enough to push past the bloom threshold

molten crow
#

couldnt I make a layer and just tell the object to not render the post on said layer?

mighty stump
#

No, post processing layers are for excluding/including cameras from using specific volumes in their post process pass

#

Your bloom intensity is very high

#

So even just a tiny bit of brightness above the Threshold will quickly explode

#

While it's technically possible to implement per-object layer bloom, your first option should be to make sure your bloom is configured correctly

molten crow
#

how can I fix my ambient occlusion?

#

its being rendered behind the wall

#

so you can tell theres a room, when you shouldn't

molten crow
#

turns out its because of the way I handle my glass cutout shader

#

anyone knows a workaround?

cerulean lodge
#

Hi, I want to create a VHS effect for my main camera, but nothing is being displayed. I am really new to creating games with unity so I'm not that good. Even when I create a post-processing layer and volume, nothing changes. I have also downloaded and inserted various scripts into my camera, but they don't work either. Post-processing is installed in my project. Its a first Person Game and I have a first person controller for that (however, I don't believe that has anything to do with it). Please help!

mighty stump
cerulean lodge
tame dagger
#

I'm messing with scriptable render features for the first time. although, the link to the documentation in the code doesn't work

// This is the script template for creating a ScriptableRendererFeature meant for a post-processing effect
//
// To see how this feature is made to work with on a custom VolumeComponent observe the "AddRenderPasses" and "ExecuteMainPass" methods
//
// For a general guide on how to create custom ScriptableRendererFeatures see the following URP documentation page:
// https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html?subfolder=/manual/renderer-features/create-custom-renderer-feature.html
#

is there another documentation link i should look for?

cerulean lodge
mighty stump
mighty stump
#

@barren gazelle Did you try setting your overlay camera's Clear Flags to "Don't Clear"?

#

Overlay camera's depth should not be less than the base camera's

sick roost
#

can i use a blur effect with an orthographic camera? is that even possible with post processing?

#

because a orthographic camera doesn't have persp- oh okay i think i just did what i was looking for lmao

dry crown
#

i think u can but not with the usual post processing blur

zinc estuary
#

Don't think unity's blur respects ortho so you need to fix it up yourself and apply your own

tame meadow
#

Hi all, is there any way to use post processing's blur effect and make it ONLY show on the edges?

In other words - can you take the way it looks without post processing (image 1), add the blur version as a lower layer (image 2), and then draw some sort of mask that gradually reveals the blurred layer underneath on the edges (image 3)?

#

Basically a vignette effect, but with blur

dry crown
#

how do i pixelate a 3d object (including the edge not just the surface) but only specific object not the whole screen

sick roost
#

i dont know jack about post processign and every single tutorial is only doing blur effects for the entire screen

#

im thinkign of just ditching the blur idea and changing it for like a color gradient or something, this shit is hard...

buoyant olive
#

👋

#

Is it worth buying post processing profiles from Asset Store or should I just make my own?

tame meadow
sick roost
tame meadow
# sick roost i guess itll do for now, can you share what you found?

In this Shader Tutorial, I will show you how to create a simple blur and pixilation filter using Unity 6 and Godot 4.3!

👉 Learn to write Unity shaders https://www.youtube.com/playlist?list=PLaE0_uENxXqsd-Ys_Hl2A83axiyTBVsRc

👉 Do you want to support my work? The best way to support this channel is to buy my game on Steam. https://store.st...

▶ Play video
plucky shard
#

Hey follks, My bloom isnt playing nicely with my characters 'sway'

#

It kinda flickers and looks pretty odd, any ideas?

#

Adjust/lowering the 'scatter' seems to have helped alot

torn silo
fringe patrol
#

I'm pretty new to post processing with unity but for is there a more effective way to blur the background of a side scroller. It could be my lack of knowledge but sometimes the effects are inconsistent

cedar forum
fringe patrol
torn silo
#

I still wouldn't do a blur as any part of a rendering pass personally, since that would be an ongoing expense every frame. I would personally blur them at development time as well. If the depth is variable so the blur can vary, I would render a blurred texture at runtime as needed.

torn silo
#

Doing it with shaders might be fine as well, considering this is a very low poly count thing you are doing here.

mighty stump
#

Blur overlay or post processing shaders can be just fine
You can't beat their flexibility and performance concerns always depend on performance targets

#

@fringe patrol But out of the box Unity doesn't really have tools for it
There's the DoF post process override but it only works for opaque materials, and somewhat relies on camera perspective so it's rarely a good fit for 2D games
So you'll probably want to be looking for some custom implementation or asset that fits your criteria

torn silo
#

The topic comes up often for 2D, usually using Hollow Knight as the game people are trying to use as a reference

#

I think not pre-blurring your images will also give you a benefit of any HDR lighting effects. If you pre-blur you won't get the same kind of bloom interactions as a more "in camera" approach

#

It looks like you intend to do some 2D light stuff there, so you will probably want to try to go that route. Rather than drawing in your volume light - letting it happen naturally

#

I don't think we ever asked which pipeline he is using?

#

I don't personally do 2D, but if I did I suspect I would end up using a more 3D approach to it

mighty stump
#

Pre-blurring would be trading performance for a lot of technical and workflow limitations and comes with a lot of caveats and pitfalls so I'm not eager to recommend it

torn silo
#

Yeah, I only originally said that looking at the style he was showing - it looked very old school and not using any URP features

#

But it would definitely look better to take advantage of the pipeline tools and let some of what he is hand drawing occur with more natural light/camera effects

mighty stump
#

They look like URP 2D lights to me

torn silo
#

Oh, nm

#

Then out of the box URP looks pretty freaking flat 🙂

#

I really shouldn't be giving advice on 2D LOL

mighty stump
#

But I don't think it makes a difference, as long as the blur effect is compatible with the render pipeline and materials used

torn silo
#

Those 2D lights have the volume cones, but seem to be having no gradient effect on the objects around them

mighty stump
# torn silo Those 2D lights have the volume cones, but seem to be having no gradient effect ...

2D lights have a "volumetric" option that creates thick cones like that separate from the illumination of materials
If the ambient light is also rather bright, the lamps' illumination would not stand out much, and there are different varieties of blend modes that affect that
The light can be filtered by sorting layer so it can ignore the background, and if there isn't much more than empty space under the lamps the illumination would not be that visible
That said they could just as well be some other type of lighting
Many ways to customize the appearance

#

As mentioned Unity's DoF isn't intended to work with sprites because it works purely off the depth buffer

#

2D blurs usually have to be injected at a specific render order instead

torn silo
#

yeah camera DOF would definitely be something to avoid - the lost information of the obscured layers makes edges a complete mess

mighty stump
#

Great opportunity for the 2D renderer to implement that because it's already masking lights by render order depth using the same method
But instead that has to be custom

#

UI and post process blurs meant for 3D rarely can mask by specific transparency depth either, so it has to be specifically for that case

torn silo
#

Camera DOF is one of my most loathed effects, and too many games use it

mighty stump
#

Certainly easy to misuse, and rarely helpful even when not misused

torn silo
#

Most places where I see it used, I wonder why not just render multiple layers instead. Its usually for a dramatic effect where the depth layers are very clear... rendering two camera layers and blurring each separately would give a much better result. But I guess for simplicity of workflow... slapping DoF on works. Just sooo ugly

#

Personally, I would just rather not see it

mighty stump
#

I find depth buffer DoF can really work in a bird's eye environment like that of Tiny Glade
Or when some object is brought into a really close focus

#

No matter how much a dev likes any effect they should implement an optional toggle or slider for it, in any case

torn silo
#

For sure 🙂

stuck stream
#

I'm new to this, but does anyone have an idea on why this depth of field has weird interactions with the water plane? The always looks blurred, and if my character sprite overlaps water, it becomes unfocused/blurred

#

And depth of field off

mighty stump
cedar forum
#

Also, that water looks opaque so maybe you can just make it opaque if you don't need the transparency

orchid wind
#

Not sure if this is the right place to ask,
But I'm having trouble making a quad always face the camera!

I'm really new to Unity, so I've been looking through forums, but the answers are pretty over my head with all the scripting
-# I know how to add a script in the asset folder, but I've no idea how to use it!

Anyone know what I can do?

abstract mortar
mystic canopy
#

hi everyone, so I was trying to create a pixel perfect effect via downsampling game render texture but the result still yields some unwanted blurry pixels even if I set the temporary downsampled texture filter mode to point and turned off MSSA in project settings can anyone explain to me why is this happening?

#

and pls ignore the typo I've made 🫠

mighty stump
mystic canopy
mystic leaf
#

does anyone know why my plants here look so terrible? I took some prefabs from kenney or something, but in my scene they just look very triste

mystic leaf
#

I don't think I have bloom activated

#

it was the ambient lighting

#

it was to white I think

#

making that lower makes it look much ncier

limpid mango
#

hey guys, in HDRP is the global volumetric fog or local fog more performance intensive? Im currently using global volumetric fog on my post processing volume, the goal is to create sort of a "smooth" way to prevent the player from looking too far into the distance

cedar forum
mighty stump
limpid mango
#

yikes ok thanks

#

ig for distance for ill use non volumetric fog and for lets say map-area specific fog ill keep them volumetric

dire cypress
#

Hi there! Im working on a project for me where I have a volcano scene. I found interesting trying to make ashes fall with a shader + post process is that even possible>?

mighty stump
dire cypress
mighty stump
dire cypress
mighty stump
#

Earlier when I said shaders are "easier" I meant to say easier in a 2D or a top down environment than in a 3D perspective environment, but particles are still typically the easiest method

robust lotus
#

Hey guys, in a custom render feature in Unity 6 (using Render Graph) I can get the global volume stack like this:

public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
  var stack = VolumeManager.instance.stack;
  var customEffect = stack.GetComponent<MyCustomEffectVolumeComponent>();
}

However, this doesn't work when handling overlay cameras and multiple volumes per camera. How can I get the volumeStack for the specific camera?

rain flicker
#

how do I get HDR on my render texture in unity 2022?

#

i found this but the formats they have dont show up for me, idk if they mean color format or something else but im not sure what to look for

#

is there a different format field other than color/stenicl?

#

so theres this

#

but what property does this even refer to

#

is it just Texture2D.format?

#

doesn't inherit from Texture2D...

#

this is majorly confusing

#

no idea how RenderTextureFormat is used nor how I can use the correct hdr format

#

wait... I might not even need it

torn silo
#

@mighty stump Is there even a place now to general freeform discussion about lighting/urp?

coarse nymph
#

Does anyone know how I can achieve pixelation like in this screenshot without using a pixel perfect camera? Maybe a shader, I'm clueless here

fresh magnet
# coarse nymph Does anyone know how I can achieve pixelation like in this screenshot without us...

This short video tutorial covers how to get a pixelated look (also called "low resolution look" or "retro look") in Unity. This is a great effect for 2D and 3D games.

In this tutorial we learn:

  • How to create a Render Texture
  • How to create a Raw Image
  • How to tweak some settings (game scale, camera warning, crisp pixels, resolution)

You ca...

▶ Play video
#

This guy shows how to do it in 3D but it works for 2D too

coarse nymph
#

Forgot to mention. I need it to not be forced into a resolution. So if you launch it on 1920x1080 or 2000x800 or 1500x1000 or anything else it won't look weird

fresh magnet
coarse nymph
#

pixelation. I need it very slight (Like in the screenshot) and adaptive to any screen dimensions

#

Also in case this is any help the screenshot is a geometry dash level, they have a pixelate shader there

#

Also the tutorial might be a bit outdated

fresh magnet
#

i dont think you can achieve a pixelation effect easily

coarse nymph
#

So following the tutorial it's not working. The texture is just yellow

fresh magnet
#

what version of unity?

coarse nymph
#

unity6

#

6K.0

fresh magnet
#

okay, im opening up one of my older projects (also unity 6) to see if it still works there

coarse nymph
fresh magnet
#

these are the settings i used for my rendertexture

#

you have r8g8, mby try the SFLOAT r32g32

coarse nymph
#

thats not it

fresh magnet
#

What does your scene look like, i genuinenly dont know why its yellow for you

#

Unity 6 with its paranormal activity again

coarse nymph
fresh magnet
#

show me the display gameobjects inspector window

sly flint
#

im using urp and my bloom just keeps popping out and idk why

#

its another scene but the same problem

#

only when i set the threshold to 217 it disappears

coarse nymph
#

for now I'll forget the pixelation

fresh magnet
# coarse nymph you mean tyhis?

the object under canvas
also it could be yellow because there are no objects in the scene, maybe if you put smt like a box it would appear normal

coarse nymph
#

wait you mean renderable things

mighty stump
coarse nymph
#

This breaks things a lot

#

So it's pixelated but makes things ugly

torn silo
coarse nymph
torn silo
#

People use Discord instead of Forums because they want realtime conversation, and to see what other people are talking about.

mighty stump
torn silo
#

We added them along side of general chat at Photon when I worked there and ran the Discord. The conversations in Threads are very very different, and really just ended up being redundant with Photon's forums. People primarily used the general chat channels for questions, and only posted to the threads as crossposts (which got annoying).

The threads were good for very specific questions that typically would go on a Forum. But... it was still just a second forum.

#

And now... I am having this conversationn in Post Processing... because where else I would be having it? LOL

#

Anyway, not my server not my problem. Just a shame that another chat channel bites the dust

#
  • I will add one more issue with this -
    By making it into a forum - you now have forum answers in a location that are not findable on the web.
fresh magnet
coarse nymph
coarse nymph
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I hope it was

mighty stump
#

And now... I am having this

coarse nymph
#

Now it works quite well

vernal sable
#

Hi, I have been recently learning Unity & shaders and things have been going well, but I got stuck on a particular issue that doesn't seem to have a googleable fix.

My URP HLSL shader works in the unity player, but not when I properly build and run the linux binary.

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What I've tried:

  • Including it in both the 'always included' and 'preloaded' shader lists (under project settings)
  • Debug logging whether my renderer feature & pass code are actually being run; they are
  • Creating a separate material, attaching a shader to it, and passing it in via SerializableField in my renderer feature's settings (which I've also confirmed exists on build via logs)
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Does anyone have any guidance on what else I should look for?

hushed grove
vernal sable
#

I was using Vulkan, but OpenGL is the default and wayyy slower

#

I'll try it in a bit out of curiosity

vernal sable
#

No luck with opengl either.

hushed grove
vernal sable
#

got only 1 :/

hushed grove
#

Starting with confirming that the draw call is there.

vernal sable
#

ah, that's a thing

vernal sable
#

the only post-processing effect I'm seeing is UberPostProcess, which is Unity's shader that combines all of its default stuff (like vignette, which I used for testing)

#

meanwhile in play mode, you can clearly see my FlowRendererFeature:

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just to note, I tried changing the RenderPassEvent to various stages to see if it'd fix things

vernal sable
#

Sheesh, I finally found a way to get at least a basic magenta shader working.

#

the documentation for urp render pipeline stuff has been super sparse, and it seems I may have found something that become outdated in 2023...

#

Yeah, so there’s a bug that causes Unity ⪅2022.3 to ignore the RenderPipeline tag, and an error in the manual that instructs you to use the wrong RenderPipeline tags.

#

from said forum...

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thanks, unity 👀

#

I appreciate the help @hushed grove

#

I can rest peacefully now

#

my first game starting to look pretty neat already, though the shader definitely needs more work once i'm done with a MVP

vague heron
#

Post processing doesn't work. I'm trying to add a blur effect. URP.

wraith bloom
#

hi

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I have no idea anymore where to post this

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do you know what can be these things?

#

these are constantly visible

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no matter how I move the camera

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and only through this material

mighty stump
glossy sparrow
#

What effects i can add in the volume/shaders to make old camera look (besides crt and vhs)

pseudo flame
#

Whats the simple way to do a vertex shader over the whole camera? Custom pass maybe
I'd like to use a vert shader to artificially shift the camera pos to view around the mesh

hushed grove
pseudo flame
# hushed grove Vertex shaders are not running per camera. They're running per mesh. You can't r...

Okay makes sense, I was looking at this custom pass method and it seemed like it could be done there https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@15.0/manual/Custom-Pass-Creating.html

How would I be able to put a vertex shader on all meshs, that would work, I'd just have to pass through the main camera pos, determain how the mesh can be warped to be rendered around the camera to seem shifted

#

Im not well verse with unity and its shader environment clearly, but my heart tells me its possible.

hushed grove
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Why not just rotate a camera?

pseudo flame
#

the idea was to have the verticies warped to make the camera appear shifted. the original idea is to make a coop game where you can only see the visible mesh from the partner's view

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also i just have been thinking its possible for a while and want to prove it

hushed grove
#

Its gonna be difficult, as you'll need a custom shader for all your scene objects(that you want to be affected).

pseudo flame
#

but for now i just want to get a vertex shader working on everything

hushed grove
#

Everything already has a vertex shader. You'll need to replace or modify it.

glossy sparrow
cedar forum
glossy sparrow
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Just added to it the lines texture

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VHS with shaders

mint horizon
#

Hey, quick question. In the new URP RenderGraph API, what'd be the proper way to combine the result of two cameras while using Stencil Buffer for masking?

My current set-up is:

  1. MainCamera - Base type
  2. Second Camera - Overlay type, inside MainCamera's stack, uses custom Renderer with a custom RenderPass (this is what I need to figure out)
  3. A shader that only writes the Stencil Buffer value of given surface to desired value
  4. A shader that renders only if Stencil Buffer is equal to desired value.

Essentially, I want to take the output of the Overlay camera and apply it to the masked out section of the screen (where Stencil buffer is >0).

mystic elm
hushed yarrow
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Hey, I'm using URP, Post processing and an android build profile. The anti aliasing doesn't work...I set it on the camera, but it doesn't apply on my shadow. Does somebody knows why? For the camera I use the Meta VR Building blocks für hand tracking

gritty folio
hushed yarrow
mystic elm
native timber
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I ported Unity PP Stack v2 Motion Blur to URP. It's leakless, but the NaNs problems still persist. The URP object motion blur is an unusable, simple shader (it samples the motion vector instead of the velocity calculated with the previous projection) and has color leaks. PPv2 Motionblur (AKA Keijiro KinoMotion) doesn't have this problem. It's written as a tile-based leakless version.

pine pine
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Shader Graphs keeps crashing my unity projects no matter how simple they are. I've tried some suggestions i read online. I've updated my drivers, restarted my computer, tried making new projects, tried making different shaders, but no matter what it will crash every few minutes whenever i start doing anything with the shader graphs. Any clues to what might fix the issue? I'm using 6000.1.10f1 and trying to make a 2d shader

mighty stump
pine pine
mighty stump
wild torrentBOT
#

🪲 To make bug reporting as quickly as possible, we made a bug reporting application for you. When running Unity choose Help->Report a Bug in the menu, or you can access it directly through the executable in the directory where Unity is installed. It will also launch automatically if you experience a crash.

📝 If your bug report is to do with Documentation, either an error, typo, or omission, you can report it by scrolling to the bottom of the page where you found the issue and click ‘Report a problem on this page’!

💡If your report is to do with a new feature idea, you can check the Unity Product Roadmaps page to see if your idea has already been planned.

For more complete instructions on how to report bugs, access: https://unity3d.com/unity/qa/bug-reporting

vague lynx
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I'm trying to add bloom effect to make the candle fire glow, I set the main camera that has post processing layer component and post processing volume component to post processing layer but then all the 2d sprites glow. the layer for all 2d sprite game object is default and is not in the post processing layer, why is it glowing..?

lone frigate
mighty stump
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Post processing is applied to the camera's rendered image
If the camera can see it, it's affected by all the same post processing

severe slate
#

Hey guys

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For a graphics manager in my game I want to add toggling of bloom and lens distortion off and on

Should I disable the volumes or reduce weight to zero

(PS) each pp effect is in its own volume not all on one

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Pls @ me if you have an answer

cedar forum
#

Any one of those ways works, I'd jist imagine disabling and enabling volumes would be slightly less performant

severe slate
#

I’m looking for performance yea

severe slate
#

Some are for only the bg

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Some are for the rest of the game

#

They’re grouped

lone frigate
#

I would just create volumes for the parts of my game where I want the additional effects.

Global Volume: base post processing.

Layer on top local volumes for different effects localized to part of my game.

severe slate
#

Yh I used layers

pseudo flame
#

Anyone familiar with the hdrp vert shaders?

pseudo flame
odd drift
# pseudo flame I posted on the main thread to no response, should I make a full thread?

I think the reason for no replys might have to do with the lack of concrete details from what I can see. It would be easier to help if you provided a simple example (e.g. image of the shader graph) which did not work, told what you expected it to do and what it does. You could make a thread of your own yes. Most likely the reason for the issues is in the HDRPs camera relative rendering which requires an extra step in the coordinate handling, I don't use HDRP myself, so I don't really remember how it was done

south sentinel
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im using HDRP and i just discovered that disabling all PP boosts my fps by about 30. is PP supposed to be this intensive?

icy nebula
#

The HDRP settings on windows can get rather intense. You actually do need to be constantly evaluating your perf/fidelity distribution.

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Like one full trip through graphic settings in a scene can result in high-res contact shadows, micro shadows, and then the base shadow map itself. That's before you start talking one of the 5-6 ray tracing features

hushed grove
# south sentinel im using HDRP and i just discovered that disabling all PP boosts my fps by about...

30 relative to what? If it's 90 -> 120, that's a difference of just 3.1ms, which is totally possible for PP. It also depends on the settings and the kind of effects that were active as trent mentioned. It's totally possible to make one shader take 16/33/10000+ms if you're dedicated enough.
Point is, it's not impossible, but to get a better answer, you'll need to profile and investigate how much time each effect is taking.
Also avoid using fps as a measure of performance. Talk milliseconds.

icy nebula
#

What's the current proper way to apply a LUT to a scene comp? Back when I was using unity we always just used Amplify Color

pseudo flame
balmy crest
#

hey guys does anybody know how to make the volumetric for spotlights be visible at a very far range

cedar forum
balmy crest
balmy crest
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the right picture is after i move back my camera just a bit

cedar forum
#

Well, increase it more lol. Do you understand how much light you actually need to penetrate that far into deep fog?

#

Hdrp lighting tries to emulate realistic light dropoff and such

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Btw the lights get weaker the more range you set as their max. Maybe you cranked up the range by something ridiculous, so you need absurd intebsity.

Try setting the range at something you'd actually want to range to be and crank up the intensity

cosmic star
#

Hi guys, I'm making a semi-realistic survival game in unity3d and I just need some input on the graphics. Can you look at this screenshot of the game and give me some tips to add or change?

barren turtle
#

Hi all, I’m developing a PCVR project with Unity 6 and HDRP. My understanding is that generally for VR it isn’t advised to use screen space effects because they wouldn’t take into account the different perspective of the left and right eye and therefore they would create strange artifacts, not giving the correct stereo effect. Is this the case also for Unity 6? The effects I’m after are screen space reflections and screen space ambient occlusion

vivid marten
#

how to stop bloom from effecting everything

cedar forum
vivid marten
#

i have set material to max

cedar forum
#

But you can increase bloom threshold all you want

vivid marten
cedar forum
#

It just means that intebsity values over that value (threshold) will bloom, and values below will

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So for example, if you set bloom threshold to 2, you need to decrease intensity below 2 if you don't want the material to bloom

#

Whichever settings you end up using, your intensity value needs to be lower than the bloom threshold if you don't want it to bloom

gritty folio
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Will also need to enable HDR on the URP asset for values above 1 to not be clamped

vivid marten
#

any idea how i can remove emission for a custom shader the die i am using glows by deafult

mighty stump
supple sundial
#

anyone know why this happens? i dont have any post processing stuff on that would do this manually

#

nvm fixed it

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just set grading mode to ldr

carmine olive
#

Hello! I am new to Unity and I an trying to make a horror game whilst watching a tutorial, I can't get my post processing effects to work, nothing I do works and I can't find a solution...

  • Post Processing Layer is on the camera
  • Post Porcessing Volume is an empty object
    Can anyone help me fix this problem?
mighty stump
vivid marten
#

why is bloom doing this whenever i clamp bloom it stops going all white

hushed grove
humble fractal
#

half of URP settings is not here anymore(6000.045f1) like stencil overides and what not .....where did they go?

mighty stump
ionic tide
#

What can I do about this?

hushed grove
chilly oyster
#

hello, I am trying to obtain an anamorphic like effect in my HDRP scene and it seems there is something about it but i cant seem to make it work

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the bloom settings show something related to it and that it's related to the camera anamorphism

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but there is no "anamorphism" setting in the camera, am i missing something?

glossy escarp
chilly oyster
#

yes that was it
thank you

keen radish
#

hey guys i am not sure if this is the channel for this topic, it's mostly about color blindness but the script i use just modify the color mixer overide in URP Volume, so i guess that count as post processing?

but anyways my question is this, for anyone who have color blindness of the three types, is one of the following images is accurate for your eyes? Because i am adding color blind support to my games.

1st image is Deuteranopia,
2nd image is Protanopia,
3rd image is Tritanopia.

the 4th image is just is how the game supposed to look like with no color blind filters on.

I'm open to any feedbacks.

pallid talon
#

[EXPOSURE PP SPEED ISSUE with ADAPTATION]

Returning from unreal to Unity for a small job I've got quite a big issue in the project I'm working on, I want the EV to change slowly but doesn't matter if I make the speed 0.001 or 50000, the speed won't change in either play mode or Scene view and it will be way too fast, if you move around you will have flashes of light sometimes for how fast it is.

Currently on Unity 6 (6000.0.4f1)
Anyone encountere this issue before?

@mighty stump Apologies for the tag, I saw that you are actually a very reactive member when it comes to Post Processing, in case you're willing to give me your two cents

plush pumice
#

I have to ask in here because frankly the forums are dead, but is anyone here familiar with the URP Render Graph API? Please reply/ping me if you do

I've been stuck on an issue that has been riding me for a few days now. Trying to render the scene using a custom camera, and in the frame debugger draw comamnds and the scene is being rendered and drawn alright. but the resulting color render target is completely black. if you know anything or are intrested in helping please let me know

mighty stump
chilly oyster
#

hello I'm trying to make a custom pass to have some post effects only on certain objects and preferrably also masked based on the emissive map of an object
(well i'm trying to use a custom pass thinking that is the correct way but i dont know for sure)
but once enabled it my model start flickering and I have a warning saying
"your HDRP settings do notsupport ForwardOnly some objects might not render"

Im not sure if these problems are related nor if they are the solution I need but i have been looking for how to fix either for a while now....
if you have any suggestions feel free to leave a comment, I really appreciate it

pallid talon
mighty stump
carmine citrus
#

Hello, We are working on hybrid casual mobile game genre. Can anyone help me with the lightsetup like make it look clean and clear. and assets seems distorted on edges. how to make them smooth on unity. in blender they are good and eyecatching but in game they seem distorted or say edges are distorted.

bronze mural
vague lynx
#

why can't I edit the shader?

cedar forum
vague lynx
clever delta
#

Hey! This is probably been asked a lot but reconstructing worldPos from a pixel (Scene Depth). Is there a predefined helper node or do I have to fully do it by hand in custom HLSL function?

gritty folio
clever delta
chilly oyster
#

hello, I asked something similar before but I'm still stuck

does anybody knows if it's possible to make a post processing effect apply only on certain objects, maybe with a custom pass volume?
If so can I ask for help to set it up?
I have been stuck for multiple days no trying to make it work wasn't able to set it up
thanks everyone either way

hushed grove
ancient raft
#

I was watching this tutorial to try and dip my toes into learning how to make unity effects but the tutorial went into the post processing volume object to add a bloom effect and I could not find information or the tool anywhere. If anyone knows what the modern method of doing it is itd help a ton thanks! https://www.youtube.com/watch?v=iCEHarLRCzI

Let's get this year started with some awesome fireworks in Unity!

Explore your creativity and get 2 free months of Premium Membership: https://skl.sh/brackeys18

● Post Processing: https://youtu.be/a0OQvWAPeuo
● This effect was inspired by: https://youtu.be/rBU7XNxQs84

···································...

▶ Play video
odd drift
odd drift
#

I don't know what you mean by mod vent, but more than likely it has nothing to do with the kind of post processing this channel is about. This channel is about post processing the rendered image

wicked belfry
#

Hi everyone, im sorry if this isnt the right place, why is the skybox reflecting off the Marble coutner ?

broken igloo
#

Hey guys! Can I make a fullscreen renderer only render on a specified layer?

cedar forum
bronze creek
#

Guys, how do I use the Lut Pack in HDRP?

#

version 6.1

cobalt salmon
hushed grove
supple fjord
hushed grove
lunar cape
#

hello, whenever I move the cards in my card game the sprites and text appear and disappear, it's related to the position of the objects compared to the camera I think because it happens in the editor as well as in game. up close the artwork appears while far away only text is shown

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anyone know what I can do to fix this?

steep wren
#

what is the cause of the fuzzieness around the models edges

severe slate
marsh wharf
#

good morning guys. I have a small isuee. I work on a Avatar and after i put the Material. i saw a strange error. I try to find this missing black part in my texture or level but dont fint anything on it. Do u have a idea what i can dooo

silent furnace
#

any idea how to fix my forcefield shader to be rendered even in front of the 2D map? the force field is a sphere which is why it probably doesnt want to render my 3D object. Also my camera is set to Orthographic, any help would be much appreciated since this is a problem I was trying to figure out for 2 days already and had given up today