#💥┃post-processing
1 messages · Page 8 of 1
Whats causing this weird black shadow on my gameobjects
I believe this is in URP 6.3 and is adding filters for bloom, default is gaussian and it’s adding Kawase and Dual. Best for mobile platforms.
i dont know how to disable it...cant seem to find it
Thanks🙏🏻
anyone here familiar with URP render graph API? I'm trying to figure out how I can get the current camera render target but am unsucessful. Need this for a post processing effect that I'm doing so I can take my effect and blend it with the scene
(font difference is due to a setting that allows me to change it, it's unrelated)
okay, well, I am running into an issue where my game looks different in editor then in build and then it looks different in build between different devices and I feel so lost to what's causing it. I have tried everything at this point, toggling hdr, dithering, changing post processing layers, I feel like I changed every single setting possible in the urp settings and I just don't know what to do
The only post processing effect I have is bloom. I have no clue to as what I can do to fix this, I've been googling, asking ai, I spent a solid few days on this by now and I don't have a solution
nvm nvidia fucked me over
Just in case anyone has this issue, disable "nvidia rtx dynamic brilliance", this shit turned on automatically for some reason and I spent tens of hours trying to figure it out
how can i tamper with polygons render order?
cuz i want to make whats called "artist alghoritm"
its a cheap alternative to Z-Buffer, that basically render tris in strict order
Guys, how can I make the URP fog look more realistic?
What do you mean by "realistic" ?
More faithful to reality??
In what way specifically? Realism is not a linear scale
HDRP's fog implements various techniques to try to improve fog rendering in specific ways, that could be a helpful reference of methods you'd typically consider
HDRP is extremely heavy on my computer.
I'm trying to create something minimally beautiful and at the same time well optimized
You don't have to run it well, or at all to study its fog rendering
so technically, you can create a fog post processing that use like URP but it takes height into account.
Like in this tree picture, the fog is limited in it's height.
Tinting the fog by sky color (or a mip map level of the sky) can help distant objects blend more naturally
Truely volumetric fog is a HDRP feature and there's no way to make is just as realistic but not as demanding. So the next best thing is to fake it with particles and transparent planes.
I think this works if you're looking down at the fog
But looking from within the fog towards distance there may not be a simple way to make it work?
I'll do some particle testing, if necessary I'll try to create a shader. Thanks for the recommendations.
With particles "soft particles" shader feature or depth fade will help
But with that method overdraw rendering cost is very high
Thx
Facing issue in bloom (post processing) when testing on an android build 2D game. The bloom works perfectly fine on the pc playtesting but on android build the bloom just isn't there.
I tried setting URP settings to ultra for android, opengles3 and vulkan support, main camera is also set to post processing.
Anyone having any idea about this?
Hey! Bloom on Android often requires HDR to be enabled on both the camera and URP asset—without it, bloom won’t show. Also check your Render Scale and quality settings for Android, and make sure your device supports the bloom shader (some older devices or OpenGLES3 have limits). Are you testing on a real device or an emulator? I can help walk you through fixing it on Android.
@devm.sh
HDR is enabled, render scale is also 1, quality settings is ultra. And my device is literally new and supports OpenGLES3.2 as well. Im testin on real device
Use the frame debugger to see what's going on.
currently changed the post processing to a 3rd party plugin bloom which works. Unity's own post processing is really a pain
Hi guys, I have some trouble with a custom post process on HDRP (Unity 6.2).
I have to add the post process into project settings -> graphics -> custom post process order, otherwise I have an error when I add it to the Global Volume of my scene.
But... it does apply the post process right away. Adding or removing it from the global volume doesn't do anything.
I'm following the hdrp documentation. Any ideas ?
Thanks
Camera has post processing toggle enabled?
what thing can cause this to happen? (i am using 2 custom post processing shaders, one is a shader graph)
what am i doing wrong
😭
SubShader
{
Tags{ "RenderPipeline" = "HDRenderPipeline" }
Pass
{
Name "VHSBleed_BlurH"
ZWrite Off
ZTest Always
Blend One One
Cull Off
HLSLPROGRAM
#pragma fragment BlurHorizontal
#pragma vertex Vert
ENDHLSL
}
Pass
{
Name "VHSBleed_BlurV"
ZWrite Off
ZTest Always
Blend One One
Cull Off
HLSLPROGRAM
#pragma fragment BlurVertical
#pragma vertex Vert
ENDHLSL
}
Pass
{
Name "VHSBleed_ThirdPhase"
ZWrite Off
ZTest Always
Blend One One
Cull Off
HLSLPROGRAM
#pragma fragment ThirdPhase
#pragma vertex Vert
ENDHLSL
}
}
Fallback Off
This is shaderlab. Not the actual contents of your shaders...
yeah but that was the part that i needed to change in order to fix it
i fixed it by setting blend modes to off off and in the last pass to src alpha somehing
and by changing what line an rthandle is
read the original query properly
Im trying to convert a post processing effect from unity 2021 to unity 6
the 2021 one you just put the script on the camera object
Sounds like BIRP vs URP. Not version difference.
i dont know but its this https://assetstore.unity.com/packages/vfx/shaders/crt-free-248066
It would probably work in a BIRP project in unity 6
ill try it thank you
not strictly a post-processing question, but I am trying to go for a found-footage-y kind of vibe and right now I have this. What can I do to make it look more like it's real but from a shitty camcorder?
OH MY GOD HOW DID YOU DO THAT?
Bloom with a dirt texture, film grain, barrel distortion, color adjustments, DoF, some chromatic aberration
At least those are what I see in the image
It doesn't have screen space lens flare, but it'd work with the style
It doesn't look terribly realistic though, if you want authenticity, find a specific type of real world camera to mimic
I have some chromatic abberation, kinda notched it up, but also screen space lens flare seems to be better, not sure why exactly tho
what is it about camcoders that give them that look?
More saturation?
Ah, I thought you were asking what effects were used in the image
There are countless different types of camcorders
Early and modern film camcorders and early and modern digital camcorders are all different
Professional vs amateur devices, and the type of lens used
idk I think the desaturated low contrast looks better, hides imperfections.
I think desaturation occurs with cheap film, old digital sensor or IR imaging
But I don't know if you are shooting for authenticity or realism
trying to make it look more realistic by basically lowering expectation
The ground looks a bit plain. Does it have a normal map applied to it?
What looks like a wall on the left is completely dark. In reality it should be receiving some light from all the street lights.
Same for the walls behind the light in the middle
Basically, improve the lighting and it should look pretty realistic IMHO.
If the scene is static bake light maps. Otherwise baking lighting probes should help.
Also, I don't remember if you could tweak the point lights radius. If you could extend it out more it might help.
Hard to know what's wrong on your end
If you can't get it working, you should practice and test camera culling, camera stacking and DoF post processing separately
The only error I see in the tutorial is that is seems to leave the main base camera covered by overlay cameras completely so it's rendering pointlessly, though that wouldn't break anything
You only need one overlay camera, for the unblurred foreground and color adjustments
in the little preview box, the cameras are rendering the correct elements separately. however, if i start the game with, for example, the blur camera set to not visible, the background still renders when i load the game. could this be the issue? do i need to disable something on my main parent camera, allowing the two child cameras to take over
if i do something drastic like change the color curves on the default layer, it applies to every element in the scene instead of ignoring the Blur Background layer as specified in the culling mask
i guess one other piece of info is that im also using cinemachine but im not entirely sure how that would interfere with camera stacking
Did you set up the camera stack correctly?
as well as the Environment volume layer filtering?
if you can show all of the camera inspector info with a screen recording (sharex or windows snipping tool can do this)
- Main camera
- Sharp Camera
- Blur Camera
- Blur Background Post-processing Volume
- Background sprite
- Cinemachine Virtual Camera
What about in the Environment sections?
here's the environment tab in main camera too. the video doesnt mention using this but it does have a "volume mask" whch...sounds relevant
Erm no the video did mention using that
so correct those and hopefully it works now
oh god really? oops
i was working on this at 3am hehe. im gonna be so mad if i missed that
ohhhh you're so right
damnit ok
ok its almost working. if i tick blur background in the sharp camera, it applies the blur background volume. that means the volume is working but i actually want it to apply to the blur camera. if i untick it in the sharp camera, the volume stops being applied.
if i tick blur background in the blur camera...it doesn't apply the volume
ah! ok, followed the tutorial from the start again and its working now
thanks for the help :]
Might be a silly question, but in HDRP, is there no way to output emissive from a custom fullscreen pass? I've had a look around but can't seem to find anything. I have an outline pass that looks very bland currently.
What's even "emissive" in this context? Emissive only makes sense in the context of lit materials, as it's basically just means "ignore any shadow and lighting calculations and just render an unlit color here". So unless you're doing some lighting/shadow calculations in your pass, "emissive" doesn't make sense here.
Sorry, I should've been more specific with wording, I am trying to make it contribute to bloom
Then just output a color above the bloom threshold.
Also, it needs to render before bloom is applied, so confirm that in the frame debugger.
I thought I tried this last night, but I was tired, so chances are I messed up. Thank you for the suggestion, I'll try this again when I get home today
Thank you, that's perfect!
Hello, I have a problem, my build fails every time without error. The only warning I have is: "Shader warning in 'Universal Render Pipeline/Autodesk Interactive/AutodeskInteractive': 'UnityMetaVertexPosition': implicit truncation of vector type at", does anyone know what this means? Thanks in advance.
That's not related to post processing
Unlikely a Rendering topic either since I've not heard of a shader error failing a build, at most not appearing in build
Not that it's an error anyway but just a warning
Sorry, I didn't know where to put it because I don't even know what the problem is.
and if it's not a shader error, unity would just refuse to do the compilation (while it was still doing it a few games ago)
Platform specific channel if there's one that fits, otherwise just #💻┃unity-talk
Build logs could reveal why it failed, and that's what'll be needed to help anyway
thx
Hi, I have a question
I want to invert the colors of camera vision.
I’m too much of a noob, so I tried to find a video or an article that explains how to do it throughout the day, but I could only find old ones.
so, if you don’t mind, could someone teach me how to invert it?
(im a Japanese speaker, so my English might be unnatural 😵)
Simplest way may be the Color Curve override, with an inverted curve
Ahhhh it finally worked...
After playing around with the color curve for a while, I finally got it to invert.
Thank you so much
no problem
does this Post processing package work in URP?
No
I'm not sure if that's the correct channel(or even server) for such content.
<@&502884371011731486> just in case this needs to be handled somehow.
@tribal wind Don't spam channels with off-topic. There are many scams on Discord, report to support.
Hi guys, does anyone have an idea of how to remove the jagged shadows?
What kind of shadows they are
This is a #1390346776804069396 topic
Soft shadows from a spotlight
Spot light relative shadow resolution drops exponentially with spot angle above 90° because of perspective distortion
So drop it below or at least close to that before increasing shadow resolution
If you need a very wide shadowcasting spot light, it's better to use a point light with 3d light cookie instead
Hi! What can I do to remove or tune down that blueish tint everywhere? Its supposed to be signal red
This color comes from environment light ( skybox )
thank you!! It was the fog in those settings
😉
what kind of post processing is used to acchieve this kind of dreamy magical genshin impact forest look?
i tried to replicate it but as you can see, mine looks like crap
the difference in asset quality aside, hhow can i improve the post processing?
this is what i got rn, im in URP
Well, more than 50% is assets.
Other than that I can see some c
Volumetric fog, color grading, GI(or at least real is ic AO). Lens flares.
Probably custom shaders too.
grahhh ok
There's a lot of specularity in your screenshot. In the samples, the lighting is lighter and smoother.
but ik post processing can make a huge difference, from a flat world to a very stylised one
i feel like im missing something
idk what
i tried fiddling with everything but i cant find a satisfying result
It depends on what effect you're going for, but PP is usually one small part of it.
Material shaders are one of the biggest contributors.
hmm alright
anything i can do to fill up the empty sky a bit?
my garden doesnt feel like a garden
A stylized sky box. Do you expect the player to see the sky often?
Vegetation often uses a transparent material, sometimes subsurface scattering or something to simulate it. Definitely not just an opaque specular material.
wdym can u elaborate a bit pls, im kinda new to this stuff
🙏
What part of it?
opaque specular material
r u referring to the low poly trees or
the low poly ones are place holders, im planning to replace them slowly with a stylised shader version
No. Your material is using an opaque shader. And the specular value is too high for vegetation/leaves.
Ah, OK. Yes I was referring to the low poly assets.
those r for blocking out the entire map
any post processing stuff i could do to make it look like this? im still deciding on the style
I see. Get the actual assets in the scene first before judging visuals.
alright
This is like real life photo. You'd need hdrp with all its features and global illumination(ray traced) for a similar picture.
so using urp and trying to achieve that is a pretty bad idea?
Not that big
😔
Your post processing could be rather close to the references, and lighting may be as well, but it's hard to tell mainly because of the materials
Scene window screenshot being aliased as hell doesn't help either
mb my computer is already half dead from running unity
i can barely take a screenshot without freezing
As mentioned smoothness is too high, which exaggerates the visual contrast
The material base colors in my opinion are too dark and saturated, and have perhaps too much variance
The meshes in the references use a lot of manually authored smooth normals to make the objects look softer than they are, while yours are pure flat shading
Ambient occlusion is one thing your PP is missing though
how do i achieve those "manually authored smooth normals"? just get better assets in general?
ohh right thanks ill add that
https://blog.yarsalabs.com/normal-transfer-in-blender/
Example image of the effect lower down the page
oh wow thats amazing, ill def look into it man 🙏
sorry dumb question but, why isnt my ao working, i already enabled it in the URP renderer asset
When you decide on object colors I'd recommed starting from colors that have the same visual brightness value, and then tweak them gradually away from that level to create the visual contrast
Rather than start with colors that are drastically different
Can't see a reason from here
To test you can make intensity very high, like 20, and then increase radius to see if anything appears
i cranked it up to unholy numbers and still nothing happened ;-;
You should check that the URP asset that uses this Renderer is also currently active in Quality settings
ye it is i checked
I think it looks less like your references
But if you like it that's what really matters
More like 2005 syle of graphics when everything was fuzzy and colorful (like Oblivion on release)
true, guess it still needs tweaks
i just felt that my before version felt too flat
The references are embracing the flatness
The level base colors, high roughness, manually smoothed normals and flat HDR tonemapping are all characteristic of the modern low poly nature style
ill prolly tackle the smooth normals later
And also textures in the references fit the bill
nvm bro im dumb i mixed up the settings i got it working now 🙏
Functionally there only to mix adjacent colors or material types, and to add soft noisy feel
this gon require more studying and testing ig 😔 thanks a lot for the advice man ::)
It's a whole field of art
its fun but so complicated at the same time
😔
my brain hurts
Same as training a muscle
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Can't we increase render scale more than 2.0?:
why do you need it with more than 2
Because textures are blurrey after some distance:
you need texture mip maps, not the render scale
Where I can find this?
in the texture import settings
Ok, I will check
This?:
I said "texture"
click on your texture in the Project window
under the Advanced tab there is a "Generate mip maps" checkbox
Textures are still blurrey for road even after checking Generate mipmap?:
Mip mapping makes them blurry (which is correct and preferable, because the alternative is a noisy mess)
But you need to swap from bilinear to trilinear filtering and/or increase Aniso level
Or just have a higher resolution ground texture
Thx, now its fine after increasing aniso level
<@&502884371011731486> theyre everywhere!
hi can someone tell me why texture in unity looks like shit
in blender looks so much better
i tried changing max size to 4k
and compression qualitty to high
but texture weight 21.3mb
ambient occlusion looks weird at darker places, why? I tried both using gradient and blue noise for method, but both looks just as bad
The values are too extreme, and it's not being applied equally to a lot of the meshes
sorry im legit lost, im not sure where to ask this, but my HDRP project is really damaged, i cant see anything, and im not well versed in unity 6. Ive messed with the graphics and hdrp project settings, lights, cameras and more wont show up
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Hi everyone, quick question
I'm working on a project, where i'm trying to use worldspace UI, alongside post processing (i'm using worldspace UI, since i have some fullscreen pass shaders going, that i need to affect both the UI and the game)
Issue is, some of the post processing effects, mainly the depth of field, mess with how the UI looks; would it be a possibility to somehow exclude the UI from the post processing? (already tried rendering with a different camera, and overlaying it, but it doubled up the fullscreen passes, and some of my passes require depth data, so when i only put them on the overlay camera, things broke)
Also i'm on unity6, and i'm using urp
Not sure if this is the right place for this, but I'm looking for a basic URP Deferred Rendering shader example that respects lights/shadows from point lights and spot lights.
I can't find anything online. If anyone can share an example or help point me in the right direction, I'd appreciate it!
Why does Scene Color look blurry? Are fullscreen shader effects drawn at a lower resolution?
Scene Color samples the camera Opaque Texture (snapshot before rendering transparent objects). There's a setting on the URP asset to adjust the amount of down-sampling.
If this is for a Fullscreen graph, you should instead use the URP Sample Buffer node (set to Blit Source)
Yep that seems to work great. Thanks!
You might have opaque texture down sampling enabled
I'm trying to render the character "hands" above walls using Render Objects in the unity, I can't seem to get them working while removed from the cameras culling mask, if I leave it there there's weird overlap artifacts.
How can I fix this?
https://www.intetic.com/blogs/unity-hdrp-render-object-on-top-of-everything/ (basically what i'm trying to do)
i think this probably only works in hdrp and i'm using urp
this is about Unreal but many of the techniques apply to Unity just the same. It gives you an overview of the engine-agnositc options+tradeoffs, particularly in the first half before it gets UE specific. Your shadow/SSAO/DepthMask problem is among them https://www.youtube.com/watch?v=11sLIyw0pWQ&t=732s
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Are you simply trying to render the hands on top of everything?
tossing this in my watch later seems like a very good talk
Why not set the ZTest to Always?
Is this good lighting?
good lighting is lighting you are happy with and the player isnt either blinded or stumbling in the dark. Are you happy with its result?
Ok. Sure.
#1390346776804069396 is for lighting
"Good" is hard to determine when everyone has a different idea about it, and doesn't know what the intended goal is
You have ambient light from the sky indoors even if it has no practical way to reach there, which is not "correct" but might not be a bother and it does allow the player to see something
The scaling and squashing methods described are by far the easiest, and don't even require any matrix math if you do it by scaling transform parents
An example of both, together with obstacle awerness
It only has technicaly challenges if you want accurate shadows onto the world from the viewmodel
The more you can keep the viewmodel in world space proportions and physically move it out of the way of obstacles, the more issues you avoid
That kind of detection requires its own effort but may be preferable if you don't want the viewmodel to appear disconnected from the world
When I drag the skybox material onto the scene (unlit urp shader graph) where does it go?
Also why can't I make colors as bright as I can make them when using a fullscreen shader graph with a full screen render pass?
That bright blue color is the same one you see in the fog effect
Yet it is much darker
Window>Lighting>Environment
I don't see lighting anywhere
Sorry
Window>Rendering>Lighting
What am I supposed to be looking at?
I tried changing them. It doesn't seem to make anything brighter
oh wait
You mean that's where the material is
Thanks
Yes
A fullscreen pass could produce different color values than a scene material if the fullscreen pass is applied after post processing
What I mean is that it can achieve higher brightness colors
It seems like the skybox has some sort of filter on it
If it has, and mesh renderers in the scene have it too when you assign the material to them, then it's likely either post processing or something in your shader specifically
No I'm pretty sure it's only the skybox
Pretty sure?
Objects using materials using a urp shader graph shader don't have the brightness limitation
and fullscreen shaders don't either
If you try setting your camera to a solid color, no shader involved, you still can't get pure white
Do you have hdr color enabled (I think it's a setting in the render pipeline asset)?
I am going through and trying to understand with unity post processing components. There is the volume and then there is the post-process Volume I understand that one is the legacy pipeline. While the other is made with hdpr and urp in mind. My question is with the volume component is it like unity's old input system as a solution. It seems to have less features?
Also please @ me with a response.
You're probably referring to the post processing package volume..? If so, then it doesn't have any effect in SRPs, and might even cause issues. In SRPs post processing is built in the render pipelines and not a separate package.
<@&502884371011731486> multiple channel promo spam
is it possible to code custom post process effects
why my post processing doesnt work
thats my setup on camera, camera on layer PostProcess
I made a new urp asset and renderer in the files, in the scene I made them in they both actually change the scene, but when i go to other scenes, nothing changes. In the graphics tab in project settings, the pipeline asset file is set as the default, and i have the same volume profile. Does anyone know how to make the urp asset/renderer affect all scenes?
URP assets and renderers fundamentally are not per scene, and cannot be
Volume components however can override volume profiles per scene
Post processing and renderers can be changed per camera though
disable receive fog in the material settings if it's SG shader
Ohhh tyy
can i ask where is the setting?
Check "Allow Material Override"
the "Receive fog" option should upper under the Surface Options in the material
do you have it unchecked?
im using urp unity 6
weird, let me see
thanks
;-;

I think the only way is modify the shader file itself
damn
exactly, how do you use that node if the fog is applied by default

i love unity
That node would only be used in an Unlit Graph
I think you can use a custom function, though haven't tested in new versions
https://www.cyanilux.com/faq/#sg-lit-fog
oooh thanks
I'm trying to color this grass animation I made but not so sure why it isn't working. Can some help me out why it isn't showing?
here is the picture
im making a multiplayer game and want to add a drunk effect to player cameras. i messed with the default URP volume stuff but didnt really get anything useful out of it. is this something ill want to use cinemachine for?
Is this like, animated with nodes in Blender? Like procedural or based on a moving seamless noise?
it's animated on nodes
Be prepared that a lot of things you can do in Blender, do not translate.
Good question
I actually almost never do my materials in Blender, since Unity doesn't accept a Roughness map by default
Is this blender?
yos
There's another link a comment, that basically says TLDR; No.
Ah
That's so unfortunate
May I recommend, bend the vertices in Unity itself? There's videos on it.
"Wind Shader"
What do you use then?
I just realize I'm in a Unity server not a Blender server
So it's unity?
No the screenshots were from Blender.
Yes to create martials
If you want to do like texture painting, UV editing ,all that. Sure
Ooh okay lmao I was about to ask what version are you using
lol ur good
I just meant, the "final result" of what it looks like, and the "making cool Node graphs in Blender to affect how it looks" typically gets lost when you import to Unity
I've noticed Godot is actually pretty solid with .blend files though
also I am in the wrong server to askl this sorta thing
I think in Unity you can achieve reliable .blend importing, it just requires some efforts. It's not hard to make Unity understand common PBR - the main difference is the Roughness Smoothness thing
But what does this mean for flaqoro does he have to recreate it in unity shaders
If he wants the grass to be animated when its in Unity, yeah.
Blender is great at making illusions - most of the Node graph is just that. Illusions, unless you bake out / export out
Man that sucks i haven't crested animated grass in blender before I didn't know this
All was only looking for how to change the color
Not to transfer anything
Isn’t it in the A channel of the smoothness map?
This took soo long to get right but i finally managed to pull this off
this is how it started btw
i fricking hate baking textures-
but i did learn some valuable lessons
don't rely on raw emissions to light your scenes...
niceee, is this with post processing too?
Yup yup
this was done without URP
mainly used whatever VR chat limits i had
this was done with the vr chat companion tool thing
You mean, the Smoothness Map is in the Metallic Map A channel. Yes
(for URP Lit Shader at least - optionally it can come from albedo map alpha instead)
Unity allows you to swizzle in the import settings - but you can just use a Texture Channel Packer tool or handle it yourself in Gimp/Krita.
how can i disable fog for a specific shader / object?
using shader graph in unity 6 urp
Use an unlit shader graph. Fog is part of the lighting calculation AFAIK.
Not related to post processing BTW.
Oh where should i ask
Any idea how to fix this bleeding? the top image is the first floor and the second is the secon floor, i'm using area baked lighting, i've noticed with that in particular it seems to act like sand, where it gets everywhere-
here are some settings if this helps
okay well the area light was def one of the main culprits but there still lies some resedue-
okay maybe the overlapping UV's in blender might be the culprit-
and that didn't fix sht i just need to crank the padding and res
After so long i cooked!
Nice!
I've been so locked in on this project 😭
looks good
hi guys
Hello here 👋
hi
Hi I am experimenting with planar reflections. I have added a simple "cyclorama" kind of wall, and just a few objects, within a "planar reflection probe". As you can see it creates a discontinuity between the area of the probe and that outside it. The blend distance doesn't seem to do anything.
Is there any way to address this?
hy guys I have question about Render Graph API if anyone can answer ;d https://discussions.unity.com/t/why-am-i-not-rendering-to-texture-render-graph-api/1688976
does the AO from "Post-Processing Stack v2" (MSVO) only works in forward ?
is it silently not reading depth or some other isoteric unity specific stuff
Forward? Are you using the PP package with urp?
BIRP
BIRP... Well, it should work in deferred too. I don't know if frame debugger works with BIRP, but if it does, you should investigate with it.
i decided its not worth my time tbh
i want to migrate to other pipelines, but the fact that i cannot type shaders is a deal breaker
You can write shaders in urp/hdrp too. It's just not the recommended workflow.
Hi everyone, Im working on a project. I am trying to recreate this lighting, style/look, I cant figure out how the creator of this got the Emission to make the entire room have the ambient light of the emission colour. Is it more Indirect Samples? or more Bounces? everything controbutes to Global Illumination, SECOND picture is what i have so far
could there be an area light by the emissive light?
More bounces and maybe stronger intensity color.
But yeah, an area light source might be a better option.
@hushed grove @rigid thistle @sweet bobcat @neat kindle @wicked belfry @reef grove @grim ledge @wide tendon @fading lynx @slate smelt @gritty folio @mighty gazelle @tidal juniper @dense pilot @swift nimbus @upbeat yoke @blazing moat @quaint wagon @reef jay
⚠️ WARNING: NUCLEAR STRIKE INBOUND ⚠️
?!??!
Wut?
Oh okay cool man 👌
thanks for warning
i just started my nuker
I'll probably make the mistake again
@333.333_333 banned
Reason: Spam
Duration: Permanent
?!!
Still yet to see the reason why thi warning exists
Did he get banned?
Yes, I left the message so people who got pinged have some idea why.
that's wild
Really need some help with lighting issue :3 Please check out my thread if u can help 😄
First time doing post prosessing. I have a 2D game and I want to apply post-processing render feature to some of the objects and canvases (camera-space) but not all of them. How should I handle this?
Should I create camera stack, base camera without PP and overlay camera with PP? Or how usually this is done?
Would that cause problem to my 2D lights?
Any help would be appreciated.
Render features allow filtering by layers, so you could set the objects you want to be affected to a specific layer.
any1 got a quick tip for better shadows?
Enable soft shadows, increase shadow filtering quality, use #1390346776804069396 for rendering questions
ok thanks sorry
Post processing is always applied per whole image rendered by the camera, which includes images rendered by prior cameras*
So typically you apply post processing to one camera, then render something on top of it without post processing using an overlay camera
Or if you use post processing on overlay cameras, select overrides that you want to affect all layers up to that level
*Except if using alpha processing
Problem with camera stacking is that I have a 2D game. Overlay camera is always drawn infront of the base camera (with PP).
The only difference between 2D and 3D in this context I believe is that you don't have z buffer to mask higher layers by depth
But on the other hand you do have sprite masking
What kind of post processing is it? There's a lot of "post processing" you can do in the object shaders themselves
@prisma spindle If you want to hire someone, use an appropriate website, this isn't it.
Can I dm you?
I'm using render feature and want that it effects some of the layers but not all of them.
Which render feature is it? We can try to help (no cost!) but you have to give specific details
Thank you for your help!
What do you want to exclude from particular post processing in your scene? If it's something that can be drawn on top of a particular post processing effect, then it should be doable
Otherwise way harder
There should be sprites that get the effect and some sprites that don't. The problem is that if I draw them after post prosessing then lights won't work anymore to them.
That doesn't specify how those sprites might overlap in practice
Lets say I have 4 sprites in scene. 2 of them will get the effect but 2 won't. All of them has to work with light.
Will they overlap
yes.
Which one on top, or must they both be able to overlap arbitrarily?
They can overlap but the effect does not have to transfer.
What I'm getting at is that if specifically the post processed sprites can be on a layer under the non-post processed layer, then you should be able to use camera stacking with no issue
Then I expect you have to render the sprites to a whole different buffer, probably stencil out the overlapping non-PP sprites using sprite masks or similar, then composit with the help of alpha processing
No clue if 2D lighting can be made to work with that at all without modifying it
I just need PP in one UI canvas (otherwise stack works), I solved the problem by just adding new base camera and activate it when showing the Canvas. Rest can work with stacking cameras.
Might not be the best solution to this problem but it works.
How do I get my light to wrap around the torch it's attached to?
You can make an emissive material and assign it to a mesh representing the glowing bits and stick a point light inside that ignores the torch mesh.
I'm kinda new to Unity, can you elaborate?
thought those were pictures from irl from a sec 💀
post processing works on desktop/web builds but not for android, why is that?
below u can see two pics in the right is desktop preview and in the left is android (i even built the unity project and tested on my phone but it doesnt work):
im using built-in pipeline with post processing stack, the post processing effect here is bloom.
@mr.naruto.uzumaki muted
Reason: Multiple channels spam.
Duration: 29 minutes and 52 seconds
i'm getting an issue where post processing is affecting my scene view & game view but i have no post processing profiles, i deleted all of them but the effects are staying & nothing i do is making them disappear. does anyone know what to do?
okay i think i've fixed it but it was definitely bugged. i had to create a new volume, add the two effects that were showing up (vignette & chromatic aberration) and then turn them on then lower their intensity to 0. after i did that they stopped, but weirdly once i then turned them off again, the effects came back. so i turned them on, intensity 0, saved & quit unity, loaded back up & now i can turn them off without the effects returning
nice one unity 👍
It could've been a bug for sure, but also you can't have no profile, as the render pipeline needs a default one it'll use when there are no volumes
You can edit the default profile, or what you might also do is override effects to be inactive
Not having an override means it will neither set it to active or inactive
Ah okay, that's helpful to know thank you. I do think there was a bug purely because when I did create a new profile & ensured that was the one being referenced i was still getting the effects even when they were all off, then when turning them on but setting intensity down, it fixed it but then turning them off again reintroduced the effects, really weird. restarting unity seemed to fix
thanks for telling me about the default though :)
anyone know what is going on here? this weird, terrible kinda grain effect in my editor. it's pretty much a fresh project in unity 6.0
nvm it looks like it was related to the normal map being messed up in my material
@inland sonnet Looks like the same issue you have
Indicates it could be mesh or material normals after all, not due to SSAO settings
Anyone know why this white band appears? It happens to far away textures. Ive messed with every fog setting and messed with the material and texture atlas.
Fix: Turn off Generate Mipmap in texture settings. It generates the mipmap based on the whole texture which is an atlas so gets averaged to white.
So, you are using a texture atlas?
Yes
fixed it now
idk how ill fix the new problem of pixelation at a distance now without mipmaping
You don't really
I'd suggest enabling mip maps and using the atlas as a texture array
I could seperate common textures like stone grass and dirt to a seperate texture and have only unique looking blocks using an atlas
That seems like a half measure
yeah
How do you mean texture array?
https://docs.unity3d.com/6000.2/Documentation/Manual/class-Texture2DArray.html
What it says on the tin
Functionally it's the same as working with separate textures
But internally it's the texture atlas that's being sampled, by index rather than by texture reference
Oh I see what you mean
So best of both worlds really
That sounds good, before I was just setting the UVs of each face to only occupy the part of the atlas that I wanted
That step is different with an array, as it's not necessary to do
Do I need shader graphs for this?
Ive never worked with shaders before
Yes
Needs a texture array sampler instead of typical texture2D sampler
alrighty ill get to learning about that, thanks for your help.
the lens flare occlusions are still bugged in 6000.42? i'm building for webgl. even the editor occlusions are inconsistent
https://discussions.unity.com/t/lens-flares-srp-occlusion-work-in-reversed-order-in-builds/903180
they show up behind opaque walls only on the webgl build
i've tried removing all my postprocessing/renderfeatures.
or even adding the decal feature stated on the thread
Theres a vertical plane with fog material, of which's properties can be viewed at the right side of the screen. The idea is when an object passes the fog plane it slowly fades, which is how it exactly works right now. The tree enters that plane and started to fade out, but the leaves are not doing that. How do i fix that? Let me know if you want any more context. Help appreciated
Okay, i fixed it. The leaves material has to be opaque.
The problem was that transparent shaders don't write to the depth buffer
I suppose it could also be that the leaves were rendering after the fog
given that the fog is just a particle system, it sounds like the latter
The former would be relevant if the fog was done in a post-processing step
opaque objects draw before transparent ones, so making the laeves opaque makes sure they render before the fog
does anyone know how to get screen texture in scriptable render pipeline ? I am trying to create a simple feature that tints the screen color
my materials appear pink after I create a buildable
Fix (single-line but critical)
Tags
{
"RenderPipeline"="UniversalRenderPipeline"
"Queue"="Geometry"
"RenderType"="Opaque"
}
to:
Tags
{
"RenderPipeline"="UniversalPipeline"
"Queue"="Geometry"
"RenderType"="Opaque"
}```
Shader error in 'ParticleFun': redefinition of 'float' at kernel CSParticle at ParticleFun.compute(10) (on d3d11)
Shader error in 'Custom/ParticleFun': syntax error: unexpected token 'StructuredBuffer' at Assets/Particles/ParticleFun.shader(23) (on d3d11)
ParticleFun.compute(10)
Is 10 the line number of the error?
Because I don't see deltaTime defined anywhere there again
What's the problem with StucturedBuffer?
Shader "Custom/ParticleFun"
{
Properties
{
_PointSize("Point Size", Float) = 5.0
}
SubShader
{
Tags { "RenderType"="Opaque" "RenderPipeline" = "UniversalPipeline" }
Pass{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
struct Particle{
float3 position;
float3 velocity;
float life;
}
StructuredBuffer<Particle> particleBuffer;
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
...
I'm trying to follow this tutorial:
https://learn.unity.com/tutorial/urp-recipe-compute-shaders?version=6.0
Free tutorials, courses, and guided pathways for mastering real-time 3D development skills to make video games, VR, AR, and more.
Is that supoosed to be a compute shader? Because they don't use shaderlab.
And don't have vertex and fragment stages.
I see a lot of code that is not in the tutorial.
No it's not
I may have misled you with the screenshot. I have two files. One called ParticleFun.compute and another called ParticleFun.shader
I don't think I've written anything that wasn't in
It just had some things in a weird order
Ah, okay I see.
The compute shader has a syntax error. Note that in the tutorial there is a semicolon after struct declaration:
// Particle's data
struct Particle
{
float3 position;
float3 velocity;
float life;
};
I suggest installing the hlsl extension to have that syntax highlighted in your ide.
Seems like the same issue in the normal shader.
Is there any way to get the sprite's alpha value in a shader script?
I've found I can get its color value with the following:
SubShader
{
Tags { "Queue"="Transparent" "RenderType"="Tranparent" "IgnoreProjector"="True"}
LOD 200
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
Stencil{
Ref 1
Comp NotEqual
}
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR; //this is from the spriterenderer, it turns out
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
fixed4 color : COLOR;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.color = v.color;
return o;
}
fixed4 frag (v2f i) : SV_Target
{
// sample the texture
fixed4 c = fixed4(1, 1, 1, 0.99);//tex2D(_MainTex, IN.texcoord);
c.rgb = i.color;
return c;
}
ENDCG
}
}
the relevant part being the color in
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR; //this is from the spriterenderer, it turns out
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
fixed4 color : COLOR;
float4 vertex : SV_POSITION;
};
But COLOR seems to be a defined name, is there a similar one for alpha?
Nevermind, COLOR already contains an alpha value 🤦♂️ All I had to do was change c.rgb to c.rgba
anyone that knows how to clear multiple render textures let me know
static void ExecutePass(PassData data, RasterGraphContext context)
{
// ----- MRT setup for your SVO pass -----
var cmd = context.cmd;
Color[] colors_to_clear = new Color[3]
{
new Color(0, 0, 0, 0), // 0 Alpha means no voxel hit
new Color(0,0,0,0), // No normal
new Color(0,0,0,1) // Reverse-Z depth initialized to 1
};
cmd.SetViewport(new Rect(0, 0, 1920, 1080));
context.cmd.ClearRenderTarget(RTClearFlags.Color | RTClearFlags.Color0 | RTClearFlags.Color1|RTClearFlags.Color2, colors_to_clear,1.0f,0);
context.cmd.ClearRenderTarget(true, true, Color.clear);
// Draw renderers
var renderers = SVOBlobPerMaterial.Registry;
for (int k = 0; k < renderers.Count; ++k)
{
var r = renderers[k];
if (!r || !r.enabled) continue;
cmd.DrawRenderer(r, r.sharedMaterial, 0, 0);
}
}
Can't clear 3 render targets at the same time in SRP
it's really annoying, it only clears the first rendertarget, it seems like there is API to clear all of them but I can't fit it right
Urgh, really annoying I can't clear these render targets, I had been trying all combinations of clear calls, single,multiple, many lines, one line and so on
I just hacked it by writing a shader that just overwrites the three render targets pixels
hi, how do i make worldspace ui not affected by post processing. I tried using overlay camera but that makes the ui rendered on top of all 3D objects in world space. Can post process volume select which layers to include to or any other solution?
Graphics.DrawProceduralNow(MeshTopology.Points, 1);```
Is this function broken? What causes this?
I'm trying to draw one point to the screen.
rp = new RenderParams(particleMaterial);
rp.worldBounds = new Bounds(Vector3.zero, 10000 * Vector3.one);
Graphics.RenderPrimitives(rp, MeshTopology.Points, 1, particleCount);
Why does this function work?
What's the difference between the two?
Never used DrawProceduralNow but that error usually means there's something stalling the GPU execution (like endless loop in a shader or such). Have you tried whether the material works outside that call (like attatched to a random object)? What unity version are you on? I cannot find an overload on the documentation that only takes 2 arguments.
The material is using the same compute buffer as the compute shader so I don't think it would work on a random object
I'm using Unity 6000.0.60f1
You can use more arguments, but they are optional
InstanceCount is not marked as optional in the documentation, weird. I would be most concerned about the shader now. If you don't mind, you could share the shader as well just to make sure there's no infinite loops or anything like that there
Buffer access in shaders is also usually guarded against out of range index access. Might be up to the GPU drivers what happens in such violation
I changed it since and it works with the bottom command
Graphics.RenderPrimitives(rp, MeshTopology.Points, 1, particleCount);
But I think I still get the same error if I use DrawProceduralNow
one second
Shader "Custom/ParticleShader"
{
SubShader
{
Tags { "RenderType"="Opaque" "RenderPipeline"="UniversalPipeline" }
Pass{
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
struct Particle{
float3 position;
};
StructuredBuffer<Particle> particleBuffer;
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
struct Attributes{
float4 positionOS: POSITION;
uint instanceID : SV_InstanceID;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct Varyings{
float4 positionHCS : SV_POSITION;
};
Varyings vert (Attributes IN)
{
Varyings OUT;
Particle particle = particleBuffer[IN.instanceID];
OUT.positionHCS = TransformWorldToHClip(particle.position);
return OUT;
}
half4 frag (Varyings IN) : SV_TARGET
{
return half4(1.0, 0.0, 0.0, 1.0);
}
ENDHLSL
}
}
}
Here's the shader as it is now
I have multiple particles now. Is each point 1 vertex?
Graphics.DrawProceduralNow(MeshTopology.Points, particleCount);
Well yeah still get the same error
Maybe try to output whether IN.instanceID is outside of bounds (>= size of the buffer). That's my best guess seeing the shader
I'm not sure whether SV_InstanceID guarantees to be within some bound, it might be somewhat random integer too in which case your buffer is probably not big enough
I don't think IN.instanceID has anything to do with it
I had this problem even when my buffer was 1 long
And I would just do particleBuffer[0]
I would still try to output whether the index is within bounds. Without seeing the other code it's impossible to tell, but it could also be that the buffer is set up incorrectly
How would I even do that?
Change the color?
make it blue if the index is within bounds?
I'm sorry I'm still new to hlsl shaders and it's my first time using a compute shader
I don't even know why I'm investigating this. I was just curious as to why one function worked and the other didn't because I don't really know what's going on
oh yeah sorry, If the other function works, then it's probably nothing to do with the shader
I said that twice
mb
yeah np thanks for trying to help
I mean the instanceID could work different there but I don't really know
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
That's the C# code
#pragma kernel CSParticle
struct Particle{
float3 position;
};
RWStructuredBuffer<Particle> particleBuffer;
int particleCount;
int loops;
[numthreads(256,1,1)]
void CSParticle (uint3 id : SV_DispatchThreadID)
{
Particle particle = particleBuffer[id.x];
float angle = (float) id.x / particleCount * 6.2831853 * (float)loops;
float y = floor((float)id.x / particleCount * (float)loops) + 1;
particle.position.x = cos(angle) * y;
particle.position.y = sin(angle) * y;
particleBuffer[id.x] = particle;
}
And the compute shader
With DrawProceduralNow you are likely expected to use Graphics.SetRenderTarget and material.SetPass before. The idea behind the "Now" functions is they render immediately so if resources aren't bound that might be why it breaks, not sure.
(If rendering to camera targets, IDK when rendering would occur compared to regular queues when called in Update. Might be certain functions where you should call it in, i.e. OnRenderImage, OnRenderObject - but those probably assume BiRP)
DrawProcedural would be the safer option (queues up the rendering command for later). But most DrawX functions (except the Now variants) are obsolete in 2022+, replaced by RenderX instead. In this case, RenderPrimitives is the equivalent.
Cool. I just won't use the DrawNow stuff for now. Thanks
Hey guys, is there any way to render transparent materials as if they were opaque, in the normals buffer OR the scene depth buffer? Image1 is what i what i have right now, and image2 is what I want (the mesh right now has a transparent material, I want to keep that)
For context, I am making a outline postprocess shader, using a fullscreen shader graph. but I don't like that it detects edges through the transparent material.
I added these to an empty object an camera respectively but nothing is showing. Does anyone know why? (eyes is the name of the camera)
Confirm that your project is meant to use that type of post processing
Post Processing stack v2 is for built-in render pipeline, not universal render pipeline or HDRP
Instructions for each render pipeline in pinned messages
How do i confirm this?
That is the way, you can see a URP asset as the default render pipeline
https://docs.unity3d.com/6000.0/Documentation/Manual/PostProcessingOverview.html
This is the updated link
Or more specifically this
https://docs.unity3d.com/6000.0/Documentation/Manual/urp/integration-with-post-processing.html
Since you are using URP
ty
Does someone has any idea why the added renderer is not appearing in the camera drop down? 🫠
It's a renderer of "High Fidelity URP", which may not be the same one your project is set to use in project quality settings
OMG you just made my day. I just figured out several issues through your hint, since I'm working for mobile and somehow the renderers weren't aligned as they should. tysm
Can one advertise here
Do you see ads anywhere? Also you've been linked proper place already once. #📖┃code-of-conduct
Heya, I'm making a small item mod for REPO for Minecraft levels, but I've run into an issue. Some props utilise thin face textures. This is fine, except they have no back faces and utilise transparency.
I believe a shader can fix this, but contrary to claims, such shaders are hard to find. Can anyone help me find a shader that works?
This is my specific issue:
I saw there was a legacy shader that did work, a soft edge cutout one. However, it only rendered it fullbright.
I basically am looking for a shader that does that, but, is affected by light. Any ideas?
1 This is a channel for post processing, not for asset creation or for shaders
2 This not a server for modding and we don't know nor care to find out what shaders the game uses or what limitations there are that would prevent implementing our suggestions
3 Duplicate the geometry in your DCC tool and flip the normals so it's two sided without having to care about shaders
ah, I see. I saw shaders mentioned in onboarding, and clicked it - I presumed this was for it, as there is no shader room I can see. I also didn't think modding was an issue, it's all unity in the end. As for duplicating it, unsure precisely how. I am kinda laymaning my way through all of this. I'll see if I can find out how I can do that, and if it is a viable solution
like, I can duplicate the cube, but, unsure about flipping the normal. I guess I'll look into it 🙂
#1390346776804069396 is for shaders
If you are working on a pre-existing game in any capacity it almost always becomes a problem becuase the workflows game developers use are usually inaccessible to you, and things like shaders require to be made in a very specific way that the game expects to work
DCC tool means your modeling software, Unity alone can't do those kinds of edits
hi,hi, I have an issue with my volumes in unity 6, my Global Volumes don't work, I think the problem either comes from the graphics settings or some settings in the Camera's Camera component even if I doubt it, do you know what might cause it/ what's the issue? Thank you !
Hi I am currently working on lighting in my 2D game project, is there a reason why my light wont show up on the intended sorting layer, but only works when my desired layer and the "default" layer are both checked?
i hope i'm at the right place but I have trouble with my ui Panel i created. It should be pîtch black yet nothing shows on the screen;
nvm fixed it
#📲┃ui-ux is for UI, next time
can someone DM me and help with adapting a GI script to VR? the onyl problem is renderTextures not beign set up right and me being dumb
been trying to fix this for 7hrs now
Hi guys! I've got an odd issue of the lens distortion override in a volume not seeming to update properly. I've got a lerp effect that causes it to "zoom in", and it works great the first time I run it, but subsequent times all the code seems to run fine, and the inspector says the lens distortion values are correct, but the actual effect doesn't seem to change.
How are you changing it precisely?
Here's the function:
{
myLensDistortion.scale = new ClampedFloatParameter(Mathf.Lerp(maxLensScale, minLensScale, VolEffectsEase(progress)), 0, 5, false);
ClampedFloatParameter intensity = new ClampedFloatParameter(Mathf.Lerp(maxLensIntensity, minLensIntensity, VolEffectsEase(progress)), -1, 1, false);
myLensDistortion.intensity = intensity;
myLensDistortion.xMultiplier = intensity;
myLensDistortion.yMultiplier = intensity;
}```
Here's how I'm getting my ref
{
VolumeProfile volumeProfile = volume.profile;
volumeProfile.TryGet(out UnityEngine.Rendering.Universal.LensDistortion distortion);
myLensDistortion = distortion;
}```
Volume is being grabbed with GetComponent<Volume()
I don't recall the process precisely but the confusing part with modifying volumes was that you can modify a volume profile asset and a temporary instance of the asset separately
And that instantiation might happen automatically a bit like with methods that modify material properties
Okay, yeah that sounds about right.
So my hunch is that when you modify the volume, it creates an instance and starts using that, and the next time it grabs the original volume rather than the active instance to modify
I'll try setting my ref before I run the effect instead of at start
Hmm. That didn't work, but I'm sure you're right. I'll have a look around for documentation.
Thanks for putting me on the right lines!
Okay, I've done a bunch of digging and I still can't get it to work.
I tried using .sharedProfile. I tried forcing the cache to reset by using OnVolumeProfileChanged, and I even tried removing the lens distortion override and adding it again.
It seems like whatever I do, after the camera's object is disabled and enabled again, I can't make changes to the lens distortion.
😢 Okay so it wasn't Unity or URP being silly it was me. I was editing the value in another place.
Whoops.
Anybody knows?
How can I replicate the Hello Neighbor Alpha look that NeighborNerd did in their video? (I'm only reuploading it here because the original has something that wouldn't be allowed here that I removed)
I have tried multiple times with them all coming out weird looking. Any help is appreciated.
The glowing objects are too small in screen space
If you specifically want glowing "spots" you might consider particle/billboard sprites instead
"Look" would encompass everything including models, animations, textures, materials, shaders, lighting method, post processing and environment design
Do you have something specific to point to?
uhhhhh I just wanna do the lighting method and post processing
Hello! I'm working on a project and curious if anyone could hop on a call with me to help me fix some of my lighting issues! I'm a beginner and this is for my multimedia class.
We don't have voice channels here + I don't think we would want to commit to solving your problem before even seeing it. You would be better off just explaining your problem here in detail with some screenshots, so somebody might answer you in text form. That way a lot of people will see your problem and somebody that is able to help will. Make sure to include any relevant details such as the render pipeline you are using. If it is about general lighting issues, #1390346776804069396 would be more appropriate, if the post processing system specifically, then here
what color space do you guys think looks the best
2nd
dont know if this fits here but why the hell am i getting this error when i only have 1 light total in my scene
Doesn't fit really, lights are for #1390346776804069396, post processing is for post processing
Anyway I think that was a bug in some older editor versions
Maybe it's back in new ones too
Hi all, how would I get some form of bloom to affect lights from a world space UI document? I am attempting to create the halation effect caused by astigmatism when viewing bright lights in low ambient light environments.
Hello
I'm newbie in shader programming
How to do as on submarine render
I think there are next stages:
- before opaque
pass1 - Render silhouette of vehicle
pass2 - Render background with add layer mixing - default
pass1 - Render hull (using depth buffer) render area not overlapped with flipped faces
But its quite complex
Is there any way to make this easier?
is it normal to need intensity values of like 2000 for a spot light to have a noticeable impact in realtime? (in this case a spinning alarm light). that seems excessive but any less and its barely visible
It might be
Light intensity is relative to scale
#1390346776804069396 is for lighting
i didn't see a reason to create a whole thread for such a small question
oh theres a general
nvm
Stencil buffers are probably as simple as it'll get
Or I guess overlay cameras could be simpler, but with less control over the occlusion
Also, #1390346776804069396 is for shaders and rendering that isn't related to post processing
Anyone has good idea how to get rid of randomn light comming through walls?
Probably more #1390346776804069396 related. Make sure to provide screenshots of the issue, otherwise it's really hard to grasp any graphics related issues
Okie dokie, but for screenshots I would need to get my pc running at home
I'm very close to completing a posterizing lut limiter using HLSL, but I'm encountering far too many errors. If somebody wants to take a look, ping me here. I'll explain the whole thing.
Don't ask to ask.
Share the details and errors right away.
Ideally open a thread in #1390346776804069396
am i correct in assuming AO PP is not workin for orthographic cameras or am I missing something
Looks like it works
ok not for me ?
Well, very little I can do about it
You can do more tests with the assumption that it should work, like in another project or in another editor version
Mine's 6.0.60f1 in this case
- should be discussed in #1391720450752516147 or #1390346776804069396 , GI is not a post process 🙂
- As weird as it could sound, did you bake realtime GI ?
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Hi, i wanna add cell shading to my game so i followed a tutorial to do it, but i though instead of just doing it normally i'm gonna put it on a full screen shader so i don't have to put the material on everything, and currently it just makes my screen less bright if i put the blend mode in multiply can anyone help?
this is the tutorial i followed btw
https://www.youtube.com/watch?v=WQ0Gf1Ncjuw
In this video, I show how to create a simple Cel Shader in Unity with the Universal Render Pipeline.
Project files:
https://github.com/michaelsgamelab/Cel-Shading/tree/main
#unity3d #gamedev #tutorial
That's what multiply does so you probably don't want to do that then
Full screen shaders don't necessarily need blending at all
it looks weird without it
it just makes my screen blury when i don't put a blending
but for cell shading i have to make an unlit shader graph
so maybe i can't do it with full screen shader?
You can but it isn't made the same way
how?
A typical cel shader applies a stepped ramp (or "posterizes") the incoming light, then optionally tints it and overlays with the texture
yep
A full screen shader has no "incoming light" or any textures to "overlay" on
In that context you'd take the rendered image and just apply the stepped ramp to it
(Or "posterize")
Typically you're replacing the image with the modified one entirely, so blending is either unnecessary or optional
i see
So really you'd test it first without any blending
And use a posterization full screen effect as a reference, not a cel shader
Or just do it in a Color LUT post processing override, doesn't necessarily need a custom shader
i'll google what a color lut is and try that out after I'm done making food and eating
thx
i want the vfx in my game to have higher bloom intensity, i tried creating a 2nd volume and assigned it to a VFXPost layer. i created a 2nd camera that shows only the VFX layer and has the volume mask set to VFXPost, the 2nd camera is set to overlay. when i make changes to the VFXPost volume im seeing it affect objects that arent on the VFX layer. the main camera is not showing the vfx layer and its volume mask is default only. where am i going wrong, is there a better way to go about doing what im trying to do?
Hey all. I am using Unity 6 and want to make a custom light/shadow rendering so that lighting is quantized. right now my point light producing smooth transition between light and shadow and I want it to be more pixelated. The thing is - I need it to work on objects and on terrain. Any ideas or tutorials? Thanks in advance
Im not an expert at all but what if you just multiply the light value to the terrains's pixel value you already have?
The question was more of a technical one. How to implement custom lighting - should I rewrite terrain shader and shader for objects? Or should I make some kind of post-process which can alter shadow-map before applying it to albedo? How should I approach this?
Hello everyone, i was just completed building my unity project but mistaakenly i deleted few files which contained the Materials files which are supposed to give colors to the object, can someone please help fixing it
This is not related to post processing
Post only to one relevant channel please
How can i make unity render a little bit more above and under the screen?
Increase the camera size(orthographic size or field of view)🤔
How is that related to post processing though?
i mean not that
i need for camera to render, but not show on the screen
because if i add for example, 0.25 to Y of UV in my effect, some part of the screen will become black
What does it mean that you need it to render, but not show on the screen? What's the purpose of it? If it's not gonna be used in any way, why render it?
If you really wanted to, you just need to sample a smaller range of the scene color texture in you post processing effect.
it will
my uv shader will take pieces of it
Blender calls this "overscan"
It improves all post processing effects which depend on surrounding data, like SSR and SSAO most notably, but also bloom, DoF, distortions and more
BiRP seemed to have it as "gate fit" of the physical camera but not sure about other render pipelines
You mean something like this, where the light is more quantized?
Exactly. I've achieved something like this with rewriting terrain lighting by converting light color to hsv, quantizing v and converting back to rgb. But it still looks bad. But I am on the right path, I guess
There is a more easier option. Just Quantise the whole screen with a screen-space shader. You can implement it as a render feature and inject it after all other post processing is performed.
The screen is quantized already. but when the light has small difference in intensity between middle and border - it looks too smooth. If I quantize the screen enough so that light looks good enough - the rest of the world becomes painful to watch mess. So I need to do both
Typically quantizing the whole screen would lead to a less smooth final result
If each light is quantized separately, their sum together with textures and other contributing factors would not be quantized
Maybe, you can try limiting colors by gradients. Like you can define two colors being endpoints and all the colors in between would be the one present in the screen. In this way you can define multiple gradients and also get a smooth result
But if each light or the whole shader needs to be significantly more quantized than the rest of the screen, it's a valid strategy
Custom lighting and custom terrain shaders are two different problems to solve though
Custom terrain shaders are technically unsupported before Unity 6.3
There is this Graded Color palette filter that could help. I tried this few weeks back, and I had smooth results.
Although they only work with BRP
But if you like the results, wont be harder to implement it in URP.
How can I create a better horror atmoshpere?
textures, textures...
skybox
Changing the setting doesnt help, the sprite up-close should be in focus
this is how it looks without the DOF enabled
Responding to this #💻┃code-beginner message
Yea, it's not perfect, but if it doesn't support it, the only other way is to make your own shader simulating it. Still, you can achieve anything you want with just that as well. If you have characters transitioning through one zone to another you can animate post processing effect focusing/defocusing.
I guess i'll use that if i dont find any other solution
I have a gut feeling like there should be a better way]
but anyway, thanks for the idea!
AHA! i fixed it!
In the shader graph, the "depth write" setting should be set to force enabled
i was looking for soemthing like that, i just didnt expect to find it in shader graph settings
After moving to Unity 6.3 LTS my fullscreen shader (as a shader pass) is no longer working on iOS, it is force included in the project settings. Were there any related breaking changes?
Moved from what?
If from a version before Resident Drawer then you may need to enable Compatibility Mode
From 6.2
Using Render graph blit
Moved back to 6.2 and everything was fine again. Its as if the shader got stripped from the build in 6.3
I would try making a quick new test project with just that effect
That would confirm if the project is losing it somehow, or if the effect has become incompatible itself
This feels a bit dark anybody know what to do?
Do you not have a directional light in the scene?
You can't just expect to get proper lighting without a main directional light. Unless it's an indoors scene.
I want the lighting to be skybox based
Well, this is not really how compute graphics work. And neither real life too. You have sun that is a main source of direct lighting. The skybox represents just the ambient light.
Isn't that kind of a
scenario?
A HDRi should suffice as a light source alone, giving out however much light it has according to its brightness
Especially if it includes a sun, but in that case the sun's brightness isn't separately controllable and it won't cast any shadows
There's some tools for automatically matching a directional light with the HDRi's brightest spot to help with that, but in that case there will be too much light unless the HDRi is darkened at that spot in turn
I guess it depends on what visuals they're going for. If it's realistic style, I don't think a lack of a directional light is correct.
looking at the ovr tool on a build on my VR app and trying to optimize its fps since its really low at 35 on the headset (consistent 120 on unity) right at the start running it, just spawning in essentially. I found this App GPU Time (APP T) section explaining it since mine was red at 200k+, meanwhile some example stats (https://developers.meta.com/horizon/documentation/unity/ts-ovrstats/) show theirs at less than 5k, so im sure this is the primary issue for the low fps. Ive been messing around with different project settings, lighting, occlusion, etc, but there's been barely any noticable difference between builds on the headset. There's no continuous scripts running in the background, the most extensive thing would be a deform plane script that does add a lot of vertices and triangles, but the funny part is even when activating this deformation the fps drops down to ~25 instead of ~35. Anyone care to share any insight at suggestions for looking into fixing this? Is there a way to check the number of triangles a mesh has ? Or if there's some unity tool that can pinpoint specific "problem" materials/meshes (like order them from msot to least triangles), or even some way of being able to use the headset's hardware in the editor instead of my PC (since again the editor currently shows a consistent 120) so I dont have build every test ?
Yes. The tool you're looking for is the profiler. You should attach it to your build, capture a few frames and analyze them.
Btw, the difference between 35 and 25 fps is 11.5ms which is huge.
why does my scenes look so dull???
im trying to make a forest like garden
but i cant seem to recreate a forest atmosphere
I'd say assets are to blame. I think we had that convo a while ago.
If it's just "dull" in terms of color pallet that is the problem, maybe adding some color grading/tonemapping could help.
😔 alr
are you going for a cloudy or sunny look?
i would brighten up the directional light by a lot, try some different directional light colors , use ACES tonemapping, mess with color grading.
I tried using aces and it just made everything super dark
Yes, brighten up the sunlight lol!
I want smth like this
Kinda like a misty mythical vibe idk
Thats from genshin
Alr ill try tha lol
Compared to this there are 2 main differences:
- your env/ambient light is too strong. The shadows are too bright.
- assets.
Maybe also lacking a skybox and it's infuelnce on the scene
As well as some color grading to improve contrast.
Also, a major difference is your terrain is completely flat and uses just one ground texture
This looks much better with road, rock textures and verticality
And yours seems to be a lot lower poly so you can't really "recreate" this anyway
does this look better?
im gonna change the floors soon
to actual rock
but i replaced some assets and tweaked the pp a lot
if your going for the reference Pic you posted I'd sugest desaturating the sky, adding bloom, and changing tone mapping to be a little more grey, but I mean this still looks good
Hello there, I'm trying to convert a BiRP project to URP and I can't make sens of
effects.
When they also provide a PPV2 to URP converter : https://docs.unity.cn/Packages/com.unity.render-pipelines.universal@17.0/manual/features/rp-converter.html
Removing PPV2 obviously breaks compilation.
Well, I followed my intuition and just kept PPV2 and the converter seems to detect things.
hi there, i'm trying to get a look from blender into unity, is there anyone who could direct me to some learning resources as to how to achieve that?
If you are talking about the Cycles rendering engine, you most likely can't achieve exactly that with realtime performance (like it isn't realtime in Blender either). Often the best you can do is to bake the lighting or use other baked global illumination solutions like APV. HDRP also supports realtime ray tracing but Blender like realism is most likely too much to ask on most hardware. You should be more specific as to what you want to achieve if you need more specific help. Any screenshots for example would help to narrow down the options you have. Many games don't require fancy lighting solutions to achieve good graphics, it depends a lot on the style of the game.
thanks for the reply. i want the look of something like this picture. i have very little knowledge of computer graphics but i assume because blender and unity have very different render pipelines, its hard to get the exact same look from blender in unity? should i just rely on shaders to achieve a specific look? post processing as well? i do want to dive into the artistic side of shaders and be able to experiment with different game looks, so im looking for advice on that as well!
The render pipelines are indeed different. Especially Cycles is path traced renderer not meant for realtime rendering. Good graphics are combination of lighting solutions (global illumination etc.), shaders and post processing. This kind of soft evenly lit lighting may be easiest to achieve with custom shaders with quite high ambient lighting. Ambient Occlusion might also be useful in darkening the many parts where light might have hard time reaching
I honestly dont know where to put this so Ill just put it here
Is this what is crashing my unity?
#1390346776804069396 and no, not crashing
It's not an error or even a warning
Yeah I figured out why i was crashing which was, pretty dumb of me lmao
Anyone know what could be causing the weird screen space reflections effect underneath my ship,it almost looks like an unwanted artifact? https://cdn.discordapp.com/attachments/1393533819100991519/1449092117505904651/Screen_Recording_2025-12-12_193233.mp4?ex=693da3b3&is=693c5233&hm=6e3998e1b881be7c3ec95a96c869c9f54bce2300df5f6c150e53e9582d02d90f&
that's how ssr works
Hey, why Is my itensity so high although it is set to 0 when I bake it?
what are your bloom settings like?
not high
are there any other lights there?
no, only this one light source
Hi, I am trying to add a full pass render feature to a 2d URP game in 6.3. When I added it to the renderer the default feature shows up in Scene view but not in Game view.
I have verified that the default and quality levels both use the same render pipeline asset which uses the renderer asset which I assigned the feature to, and that the camera is not overriding the renderer.
Any ideas why it would show up in scene view but not in game?
Typically that happens if Camera doesn't have post processing enabled
Thanks, I have post processing enabled and it seems to not work though. These are my camera settings:
I have also seen advice about changing the injection point to see if it makes a difference, but nothing changed.
I'd double check with the frame debugger to make sure the pass is not there.
I've had a look but I'm not too familiar with the frame debugger but as I understnad it I should see it in the hierarchy at the end:
Okay, it doesn't seem to appear here.
In this case I'd check the render graph window to see if your pass is there.
I am even less familiar with the render graph view, but I think it's not there in the pass list too:
As a comparison, this is game view (the one that looks normal) and scene view (the one with the InvertColors pass).
Okay. Now try comparing that to the scene view data in render graph/frame debugger.
As I understand it there should be another pass after the UI which is the full screen pass
Seems so. What are we comparing here? On the right is a frame debugger of the game view, but what's on the left?
The render graph viewer
Is it possible to view the frame debugger or render graph viewer for the scene window? That would be helpful
Well, maybe not that useful. It's pretty clear that it's just missing that pass.
I don't remember for sure. I think if only scene view is open, it should be showing in the render graph/ frame debugger.
Gave it a try, neither will display anything without game view unfortunately
How to separate Post-Processing volumes on virtual cams in Cinemachine?
I have different cams: Main and UI and I want to apply some post-processing only to UI and some only to Main. Is it even possible?
Yes, post processing is generally on per camera base, unless you're using the render results of one camera in the rendering of the other.
I can't figure out why PP on UI cam (which is Overlay) affects whole scene even if it renders only UI and when I enable PP on main cam (which is Base) they're adding to each other
UI cam's PP shouldn't affect the whole scene, I assume
It probably uses the render result of the other cam and renders on top.
what should I even do to make them work properly?
I think you can make PP affect only specific layers.
I made that. There's PP affecting the Default layer and UI layer, and they're adding to each other
How are they adding to each other. Does the ui PP add up to pixels where there is no ui at all?
There's comparison between disabled PP and enabled PP on UI cam.
Lens Distortion should affect only UI
Also I found out that something other affecting PP on cameras that is not even in scene or in Project settings
PP is always per camera
The overlay camera includes the image rendered by the base (and any previous overlay cameras) so its PP will affect everything prior
An alternative is alpha processing to not include the render result of previous cameras before post processing
Though I don't think there are any examples of how to use it
hello im really struggling to get highlights on the edges, nothing ive tried has worked can anyone pls help me
im a beginner im not sure if i should use the shader graph or write my own shader code
Do you have any reference images of such highlights?
yes
im trying to recreate a style like the t3ssel8r effect
Take a look at this: https://github.com/federicocasares/cavifree/. Bet you can get something quite similar by modifying this reference implementation
"Cavity shader" is probably the term you want to research
Regardless of the method used, you essentially want to do edge detection based on change in normal directions. You can either use shader graph or shader code but you likely need at least a Custom Function Node to process the kernel pixel by pixel
THANK YOUUUUUUUUU
I had some more time to investigate and it seems Unity 6.3 erroneously strips shader variants(?). Even trying to force it with a shader variant collections does not help. The one workaround I found to work is to use #pragma multi_compile _ X instead of #pragma shader_feature X. None of this is an issue in 6.2.
it worked thank you so much!!!
Great. The only part where I noticed some artefacts are where the outlines and the highlights meet. If those are of concern, I would consider handling both cases in same post processing shader so you would have full control over their blending and that would also help make both effects look very similar. If those effects are separate, you can maybe also change the order in which they are applied (though if the outline is not post processing based, that might not be an option)
fixed it just had to mess around with the settings
I don't think it is possible with using cinemachine cams
Cinemachine is not related to that, as it's a system for moving and changing properties of real cameras
You need to change the camera buffer color format, in render pipeline or renderer asset iirc
I can't find it anywhere, nor in Unity itself, nor in docs
Did you check the renderer asset?
Yes.
I tried to search it and it brought me into Player settings, though there's still nothing related to it...
nvm, disabling HDR removes the warning..
Which editor version is this exactly?
I have this setting that also makes the same warning go away
I have a memory of swapping explicitly between RGBA8 and RGBA16F instead of "32 bits" and "64 bits" but that may have been in 2023.2., this is in 6.0.
I'm not sure why you would not be seeing any field there
But I suspect it could be related to versions
6.0, planning to upgrade to recommended lts version
maybe they fixed it in 6.3?
Is there a way to access the full screen pass renderer feature's material from a script and change the material's parameters?
Right now, I can toggle a camera with the render data that has that rendering feature on and off to create the effect, but I'd like to change the assigned pass material's parameters from a script during runtime as well
If the video is choppy to you, please let me know
If you assign the material asset to a monobehaviour script, you should be able to change its parameters.
Changing the material's parameters in the script didn't do anything to me during runtime. Believe me, I tried
https://paste.ofcode.org/8iqVDUc88Bx2Awy7brMz53
Here's the material in question just in case
Hum, maybe the render feature makes a copy of the material in play mode without really making it obvious 🤔
I'm not sure if it's possible to get the renderer feature from script (need to dig out).
However, a workaround could be to use global shader variables 🤷♂️
They are not exposed as public properties, but you can access renderer features using reflection : https://discussions.unity.com/t/how-to-get-access-to-renderer-features-at-runtime/861114/8
I'd double check that these are the actual property names.
Can you show them in shader graph?
Click one of the properties and expand its is info
The settings???
Yes
Of the property...
But anyways, it's probably unrelated. I was thinking that the display name could be different from the one you use in C# to set property values.
I think that's the one
Yeah, I guess that's the correct property name.
The only other thing I'd confirm is that your code that modifies the properties actually runs as you expect.
If there's no problem there, then it's likely what Remy suggested.
The ImpactFrame coroutine runs as expected because the assigned camera component toggled on and off during it (active on coroutine start and inactive on coroutine end)
It's just the material that is unaffected for some reason
I can even get the value from the material's property and display it as a log in the console
Does it work if you modify the material manually at runtime?
It does when I change the parameters in the inspector (at runtime ofc)
Do the same params change in the inspector when you change them via code?
No
That would imply that you're not referencing the same material.
Just to be sure, can you try modifying the properties reliably in update for test? For example add delta time to it and then get the modulus of 1 so that it loops between 0 and 1.
I have FXAA enabled, can edges of mesh get more clean and less jagged, Not shawdow, mesh
Your game window is stretching the rendered image because your zoom is 1.5x
If you want to see the pixels like they truly are, change game window resolution to something typical like 1920x1080 and then change zoom slider to 1x
I'll get back to you in a bit
@hushed grove Update: The parameter values DO change on testing (the alpha), but the post-processing effect remained unchanged
Is this your current code still? The strings used in SetFloat/etc should be the "Reference" field in shadergraph, not the Name, so "_Cutoff"/etc
I forgor that it's case sensitive
@gritty folio @hushed grove The impact frame effect is working now! Thank you for your help guys!
[Photosensitivity Warning]
oops wrong recording codec again
was this inspired by Luftrausers? I remember playing that back in 2014
Yes, and Jet Lancer too aesthetics-wise
Hey all I'm having some trouble with my post processing and depth effects not appearing in my online webgl build on unity play...
Sorry if this isn't the right place for this kind of thing - if anyone knows any likely suspects or obvious causes in my set up - would be immensely appreciated! Or any reading material - haven't found the answers anywhere yet
graphics settings...
can someone help me with URP shader that is making a blur?
Pretty sure you're using the mobile quality setting in your webgl build according to these settings.
It's basically a shader that averages several pixels into one, rendering into a smaller RT. Run several iterations, then upscale the smallest RT up to full res.
repeatedly shrinking and expanding the texture is dramatically faster than doing a large-radius blur on the original texture
i want to add motion blur when the player is super dashing
If it is only for the player, you could probably just make a directional blur shader for it. You could also use the good old trick of rendering the same sprite multiple times along the blur with varying alpha values (more opaque closer to current position). The problem with fullscreen post processing motion blur is that transparent objects cannot really contribute to the motion vectors (because you may have multiple semi transparent objects visible on one pixel but the motion vectors can only store one value per pixel). I don't know if there's a way to make sprites render in the motion vector pass if you make them opaque/alpha cutout (assuming you don't need semi transparent parts on it)
Hello! is anyone available for post-processing/shader help rn?
Zelda: Tears of the Kingdom uses a different set of rune abilities than Breath of the Wild. The replacement for Stasis is the Recall rune, which sends your selected object back in time. In this video, I recreate the amazing visual effect for this rune using post process shaders in URP!
For time rewind mechanics, watch this: https://www.youtube....
Im trying to recreate the recall visual effect from totk, mainly the screen wipe effect, and this video does that. But A: it doesn't work in Unity 6 properly, and B: I can't get it to work as is. Would anyone be able to assist?
I have HDR enabled everywhere, but the bloom glow effect on particles only shows up in my PC and not on android
PC
Android
Android with opengl
Also thank you for warning me before kicking me
Verified on device (via debug UI):
HDR Camera: True
URP HDR: True
Bloom Active: True
Bloom Threshold: 0.3
API: OpenGLES3
I’m experiencing an issue where bloom post-processing works perfectly on particles in the Unity Editor, but doesn’t work on Android builds.
Setup:
Unity 6.3 LTS (6000.3.1f1)
URP 2D Renderer
Android build with OpenGL ES 3.0 (also tested Vulkan - same issue)
HDR enabled in URP Asset
Post-processing enabled on camera
Global Volume with Bloom (Threshold: 0.3, Intensity: 2)
What works:
Light2D components trigger bloom correctly on Android ✅
Bloom works on all objects using Light2D ✅
Particles bloom correctly in Editor ✅
What doesn’t work:
Particles using
Universal Render Pipeline/Particles/Unlit
shader with HDR colors (e.g.,
Color(4f, 4f, 4f, 1f)
and emission do NOT bloom on Android ❌
Particle Material Setup (via code):
Shader shader = Shader.Find("Universal Render Pipeline/Particles/Unlit");
Material mat = new Material(shader);
mat.SetFloat("_Surface", 1); // Transparent
mat.SetFloat("_Blend", 1); // Additive
mat.SetInt("_SrcBlend", (int)BlendMode.One);
mat.SetInt("_DstBlend", (int)BlendMode.One);
mat.SetColor("_BaseColor", new Color(4f, 4f, 4f, 1f));
mat.EnableKeyword("_EMISSION");
mat.SetColor("_EmissionColor", new Color(3f, 3f, 3f, 1f));
Questions:
Is this a known limitation of URP 2D particles on mobile?
Is there a workaround to get particle bloom working on Android?
Should I use a custom shader, and if so, what would it need to output HDR correctly?
First, can you confirm that you're using the same quality setting on android as in the editor?
Greetings experts of the post-processing world. I am attempting to make a scene that sits in-between dreamcore and old 2000s style camcorder footage. Can I get some feedback on this?
@beast_dog muted
Reason: Too many messages with links sent.
Duration: 29 minutes and 42 seconds
yes as you can see in the screenshot, the debuh window clearly shows it
Can you take a screenshot of project settings - quality just to be sure?
is this fine?
Yes. It seems like oyu're using the ultra settings on the PC and Medium on Android
Okay. But can you test with the same by default?
Set medium as the default in the editor and see if the issue occurs in it as well
ok
one sec
I set it to medium and then play
and I still see the glowing on my pc
Great. Okay.
Then next thing to do is check the frame debugger on mobile and compare to the editor
lemme check how to do that as idk (first time doin this 🙂 ) so one sec
so what am I looking for?
You should expand the urp renderer category and look at the draw calls. Start from the last draw call(expand the output on the right side), and go up. Look for post processing(or bloom) passes.
Though, probably should look at the editor capture first to see where bloom is applied.
You want to see what draw calls there are in the bloom pass, as well as check their details and note the parameters/properties values(to compare with the pc version).
PC
Android
wait a sec
Sorry for the ping @hushed grove but does Shader.Find() returns null for the URP Particles shader on android?
Shader shader = Shader.Find("Universal Render Pipeline/Particles/Unlit");
if (shader == null) shader = Shader.Find("Sprites/Default");
like this
If it's a reference type, then I assume so.
So, you think the issue is a missing shader?
I wonder if it's related though...
From the look at the last 2 screenshots, before the bloom pass, the render target looks similar on both platforms.
I'd start by looking at the bloom draw calls to understand where the difference appears.
Alright
@hushed grove thank you very much it was indeed this bs that was happening
Oh, you mean you had that code in the project?
If the shader is not referenced by anything, it might be excluded from a build, so yeah. That's probably what was happening.
I'm not even fully sure what I'm doing anymore but this makes sense
thanks
XD
@hushed grove again thank you very much
Hey, I'm running into this annoying grain/noise effect anywhere there's any bit of shadow. Is there a way to turn it off?
SSAO settings in renderer asset
It's supposed to show up on geometry crevices, but it looks like it's rather avoiding them and showing up on the surfaces instead
That may indicate your mesh could have a normals issue
Or maybe just that the SSAO radius is too high
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Hello anyone knows why my objects appear to get darker as i move my camera closer to them. I am using a spot light.
Could refer to many things
Can you demonstrate with a video clip or a series of pictures
honestly its not really an issue anymore i just added another light source and it gets bright enough
It looks to be because of automatic exposure
The void of the background is relatively dark, so it causes exposure to be boosted when taking up a large portion of the screen
You could tweak exposure override settings, or tweak the brightness of the background visual environment
Or place objects to cover up the void
alr thanks for answer
I had this too and I just changed ssao settings from blue noise to the other one and it fixed it
Does anyone know if there's a way to make a material where the object is more affected by light? Like it'll become brighter than other objects from the same amount of light? I tried just using a rendering layer with an extra light but I want the shadows to be darker too, not just the sprite to be lighter.
is there a way to make grass textures in URP cast shadows on terrain?
are there any other steps when using post processing except from adding a post processing profile, volume and layer because even after i add all of those it doesnt work why
did you check Render pp on your cam
yes
which pippeline are you using
urp
the pp is alreay included i hope you did not follow some old tut where you had to set it all up
choose Global Volume there is everything you need and get rid o the other gameobject
no idea how you managed to add that in urp
no it doesnt , it's missing things i really need like motion blur
what i am saying is, the effects are on the Global Volume
oh ok
the componeent is called Volume
Urp doesn't use the PPsv2 package at all
Best remove it from your project, and follow instructions for urp PP only
post proccesing is so fun
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I assume it is producing pixels brighter than your bloom threshold
Why do you have negative emission intensity values there?
can some one help me making 3ds shader
Hey was wondering how can i make so that if my camera clip through a model instead of it being transparent it can render the texture inside or just a black void
hey if anyone have an idea on how to do that please feel free to ping me it would help a lot
You need double sided rendering.
Oh wait bad wording i don't mean like so it's rendered inside i mean like if i would have a flat texture instead of were it's clip
i'm gonna take a screen shot to show what i mean
What i would like is that the part i drew would just be the texture of my model
So you don't actually want to fill the void space, but display the intersecting edge, am I right ?
no i do want to fill the void space sorry just with double sided rendering it's not a flat texture, and it doesn't really work TwT
just everything between the the black line i wish it would be the texture of the model
Yes, simply enabling double side is not enough, you'd either need a dedicated shader to display the back faces in an other way (unshaded screen aligned texture), or a dedicated pass (URP Render Objects renderer feature) to re-render the back faces with a dedicated shader.
If you want it to be the texture of the model, simple double side should be enough ... or I don't really get what you want.
the thing is my camera is too small it couldn't even reach the backface
I'm trying to do a project about a 2D guy in a 3D world, so i want the camera to render only the part between the far and near clipping plane.
a good exemple would be that
the picture is from a video that mashpoe did about minecraft in 4D
any idea how i could do that?
also sorry for the ping
How do I get rid of these distorted pixels? I want it to just be black around the the edges of the lens distortion, just have a black screen overlay
You need to have some information to fill the gaps, and other than extending the far plane of the camera to catch some of the other objects and fill those holes, I don't really see a way to do it.
can't i do so anything between those vertex would be filled with black or the material texture?
That's caused by the wrap mode of the screen buffer. The lens distortion effect doesn't have a setting to define what happens when you start to display pixels "outside" of the screen.
You can compensate the loss of informations at the edges by using the scale setting of the effect.
With some post process effect it would be possible, but for example in your screenshot, how do you define where to fill the top hole on the terrain ?
And other silly easy solution would be to just use a background quad that fill the screen up to the horizon with the color/texture you want.
Well it's still a basic cube, even tho you can't really see the line i can still do that anything under the normal or vertex of that cube be just rendered as the texture
So there's no way for me to add a crt screen overlay thats just those black edges? to the lens distortion?
I was really talking of a quad mesh, a flat 4 vertex quad placed just sligtly in front of the far plane, for fill the pixels not rendered by the terrain.
how could i do that
I don't see how I could be more explicit here XD
3D object > quad
child of camera
no rotation
position z = far plane - 0.0001

