#💥┃post-processing

1 messages · Page 8 of 1

silent furnace
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my best try for trying to recreate the fernel effect for 2D objects

steel pivot
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Whats causing this weird black shadow on my gameobjects

mighty gazelle
#

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.

steel pivot
plush pumice
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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

wise crown
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(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

wise crown
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nvm nvidia fucked me over

wise crown
#

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

sacred talon
#

how can i tamper with polygons render order?

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cuz i want to make whats called "artist alghoritm"

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its a cheap alternative to Z-Buffer, that basically render tris in strict order

dusky sail
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Guys, how can I make the URP fog look more realistic?

native timber
brittle heart
dusky sail
mighty stump
#

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

dusky sail
dusky sail
#

I'm trying to create something minimally beautiful and at the same time well optimized

mighty stump
brittle heart
#

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.

mighty stump
#

Tinting the fog by sky color (or a mip map level of the sky) can help distant objects blend more naturally

brittle heart
#

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.

mighty stump
dusky sail
#

I'll do some particle testing, if necessary I'll try to create a shader. Thanks for the recommendations.

mighty stump
dusky sail
#

Thx

frail sun
#

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?

plush root
# frail sun Facing issue in bloom (post processing) when testing on an android build 2D game...

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

frail sun
hushed grove
frail sun
latent coyote
#

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

mighty gazelle
vapid ore
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what thing can cause this to happen? (i am using 2 custom post processing shaders, one is a shader graph)

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what am i doing wrong

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😭

#
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
hushed grove
vapid ore
#

i fixed it by setting blend modes to off off and in the last pass to src alpha somehing

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and by changing what line an rthandle is

frail sun
proven gyro
#

Im trying to convert a post processing effect from unity 2021 to unity 6

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the 2021 one you just put the script on the camera object

hushed grove
proven gyro
hushed grove
proven gyro
frail storm
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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?

severe slate
mighty stump
frail storm
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I have some chromatic abberation, kinda notched it up, but also screen space lens flare seems to be better, not sure why exactly tho

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what is it about camcoders that give them that look?

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More saturation?

mighty stump
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Professional vs amateur devices, and the type of lens used

frail storm
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idk I think the desaturated low contrast looks better, hides imperfections.

mighty stump
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I think desaturation occurs with cheap film, old digital sensor or IR imaging

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But I don't know if you are shooting for authenticity or realism

frail storm
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trying to make it look more realistic by basically lowering expectation

hushed grove
hushed grove
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Same for the walls behind the light in the middle

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Basically, improve the lighting and it should look pretty realistic IMHO.

frail storm
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how do you do global illumination?

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ngl the normal map cooked kinda.

hushed grove
# frail storm how do you do global illumination?

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.

final drum
mighty stump
# final drum

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

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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

final drum
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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

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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

fresh glacier
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Did you set up the camera stack correctly?

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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)

final drum
fresh glacier
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What about in the Environment sections?

final drum
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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

fresh glacier
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Erm no the video did mention using that

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so correct those and hopefully it works now

final drum
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i was working on this at 3am hehe. im gonna be so mad if i missed that

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ohhhh you're so right

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damnit ok

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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

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ah! ok, followed the tutorial from the start again and its working now

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thanks for the help :]

reef forge
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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.

hushed grove
reef forge
hushed grove
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Also, it needs to render before bloom is applied, so confirm that in the frame debugger.

reef forge
reef forge
velvet hornet
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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.

mighty stump
velvet hornet
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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)

mighty stump
quiet plume
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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 😵)

mighty stump
quiet plume
thorn owl
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does this Post processing package work in URP?

hushed grove
#

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.

bronze mural
#

@tribal wind Don't spam channels with off-topic. There are many scams on Discord, report to support.

dawn gorge
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Hi guys, does anyone have an idea of how to remove the jagged shadows?

mighty stump
dawn gorge
#

Soft shadows from a spotlight

mighty stump
# dawn gorge 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

dawn hornet
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Hi! What can I do to remove or tune down that blueish tint everywhere? Its supposed to be signal red

buoyant ferry
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This color comes from environment light ( skybox )

dawn hornet
buoyant ferry
#

😉

swift nimbus
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what kind of post processing is used to acchieve this kind of dreamy magical genshin impact forest look?

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i tried to replicate it but as you can see, mine looks like crap

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the difference in asset quality aside, hhow can i improve the post processing?

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this is what i got rn, im in URP

hushed grove
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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.

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Probably custom shaders too.

swift nimbus
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grahhh ok

hushed grove
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There's a lot of specularity in your screenshot. In the samples, the lighting is lighter and smoother.

swift nimbus
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but ik post processing can make a huge difference, from a flat world to a very stylised one

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i feel like im missing something

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idk what

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i tried fiddling with everything but i cant find a satisfying result

hushed grove
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It depends on what effect you're going for, but PP is usually one small part of it.

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Material shaders are one of the biggest contributors.

swift nimbus
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hmm alright

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anything i can do to fill up the empty sky a bit?

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my garden doesnt feel like a garden

hushed grove
swift nimbus
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certain parts of the map

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like near the pond

hushed grove
swift nimbus
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🙏

hushed grove
swift nimbus
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opaque specular material

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r u referring to the low poly trees or

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the low poly ones are place holders, im planning to replace them slowly with a stylised shader version

hushed grove
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No. Your material is using an opaque shader. And the specular value is too high for vegetation/leaves.

hushed grove
swift nimbus
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those r for blocking out the entire map

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any post processing stuff i could do to make it look like this? im still deciding on the style

hushed grove
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I see. Get the actual assets in the scene first before judging visuals.

swift nimbus
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alright

hushed grove
swift nimbus
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so using urp and trying to achieve that is a pretty bad idea?

swift nimbus
mighty stump
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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

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Scene window screenshot being aliased as hell doesn't help either

swift nimbus
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mb my computer is already half dead from running unity

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i can barely take a screenshot without freezing

mighty stump
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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

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Ambient occlusion is one thing your PP is missing though

swift nimbus
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how do i achieve those "manually authored smooth normals"? just get better assets in general?

swift nimbus
swift nimbus
swift nimbus
mighty stump
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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

swift nimbus
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so far, after vs before

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i think it looks better now

mighty stump
swift nimbus
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i cranked it up to unholy numbers and still nothing happened ;-;

mighty stump
swift nimbus
#

ye it is i checked

mighty stump
# swift nimbus so far, after vs before

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)

swift nimbus
#

i just felt that my before version felt too flat

mighty stump
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The references are embracing the flatness

swift nimbus
#

ye

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still cant wrap my head around it

mighty stump
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The level base colors, high roughness, manually smoothed normals and flat HDR tonemapping are all characteristic of the modern low poly nature style

swift nimbus
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ill prolly tackle the smooth normals later

mighty stump
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And also textures in the references fit the bill

swift nimbus
mighty stump
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Functionally there only to mix adjacent colors or material types, and to add soft noisy feel

swift nimbus
swift nimbus
#

😔

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my brain hurts

mighty stump
cedar forum
#

Nobody will do that for you. This is a learning discord, so we can only help answer questions

mighty stump
azure arrowBOT
hexed chasm
#

Can't we increase render scale more than 2.0?:

reef grove
hexed chasm
reef grove
hexed chasm
reef grove
hexed chasm
hexed chasm
reef grove
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click on your texture in the Project window

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under the Advanced tab there is a "Generate mip maps" checkbox

hexed chasm
mighty stump
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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

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Or just have a higher resolution ground texture

hexed chasm
hushed grove
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<@&502884371011731486> theyre everywhere!

signal shuttle
#

hi can someone tell me why texture in unity looks like shit

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in blender looks so much better

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i tried changing max size to 4k

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and compression qualitty to high

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but texture weight 21.3mb

swift nimbus
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ambient occlusion looks weird at darker places, why? I tried both using gradient and blue noise for method, but both looks just as bad

mighty stump
limpid loom
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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

cloud musk
#

Hello everyone,
I’m looking to hire a Unity developer for a small WebGL prototype similar to this example: https://www.youtube.com/watch?v=62CW5pOoPaU
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But the best is if anyone can recommend me to a unity developer
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mighty stump
lean wadi
#

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

drifting canopy
#

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!

severe slate
#

Why does Scene Color look blurry? Are fullscreen shader effects drawn at a lower resolution?

gritty folio
severe slate
mighty gazelle
stray ice
stray ice
#

i think this probably only works in hdrp and i'm using urp

idle swan
# stray ice I'm trying to render the character "hands" above walls using Render Objects in t...

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

Watch this session recorded at Unreal Fest Orlando 2025 to discover best practices for setting up first-person views, now more robust and easier to implement in Unreal Engine 5.6.

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mighty gazelle
stray ice
mighty gazelle
#

Why not set the ZTest to Always?

turbid badger
#

Is this good lighting?

dusk raven
mighty stump
# turbid badger Is this good lighting?

#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

mighty stump
# stray ice tossing this in my watch later seems like a very good talk

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

severe slate
#

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?

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That bright blue color is the same one you see in the fog effect

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Yet it is much darker

severe slate
mighty stump
#

Sorry
Window>Rendering>Lighting

severe slate
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What am I supposed to be looking at?

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I tried changing them. It doesn't seem to make anything brighter

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oh wait

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You mean that's where the material is

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Thanks

mighty stump
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A fullscreen pass could produce different color values than a scene material if the fullscreen pass is applied after post processing

severe slate
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What I mean is that it can achieve higher brightness colors

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It seems like the skybox has some sort of filter on it

mighty stump
severe slate
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No I'm pretty sure it's only the skybox

mighty stump
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Pretty sure?

severe slate
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Objects using materials using a urp shader graph shader don't have the brightness limitation

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and fullscreen shaders don't either

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If you try setting your camera to a solid color, no shader involved, you still can't get pure white

hushed grove
spice bough
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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?

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Also please @ me with a response.

hushed grove
mighty stump
#

<@&502884371011731486> multiple channel promo spam

sacred talon
#

is it possible to code custom post process effects

sacred talon
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why my post processing doesnt work

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thats my setup on camera, camera on layer PostProcess

teal leaf
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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?

swift nimbus
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How can i disable fog for a specific object with shaders?

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in URP unity 6

mighty stump
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Post processing and renderers can be changed per camera though

reef grove
swift nimbus
reef grove
swift nimbus
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i dont think it worked

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fog still applies to the object with the shader

reef grove
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the "Receive fog" option should upper under the Surface Options in the material

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do you have it unchecked?

swift nimbus
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i dont see it

reef grove
#

what

swift nimbus
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im using urp unity 6

reef grove
#

weird, let me see

swift nimbus
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thanks

reef grove
#

yeah, it's not there

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weird

swift nimbus
#

;-;

reef grove
swift nimbus
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theres a fog node in shader graph but other than that idk

reef grove
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I think the only way is modify the shader file itself

swift nimbus
#

damn

reef grove
swift nimbus
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no idea

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shader graphs confuse the hell out of me

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;-;

reef grove
swift nimbus
#

i love unity

gritty folio
#

That node would only be used in an Unlit Graph

swift nimbus
#

any solutions for a lit graph

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for uhh disabling fog

gritty folio
swift nimbus
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oooh thanks

neat kindle
#

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?

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here is the picture

fading lynx
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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?

sweet bobcat
sweet bobcat
#

Be prepared that a lot of things you can do in Blender, do not translate.

sweet bobcat
#

I actually almost never do my materials in Blender, since Unity doesn't accept a Roughness map by default

reef jay
neat kindle
sweet bobcat
#

There's another link a comment, that basically says TLDR; No.

neat kindle
#

Ah

reef jay
sweet bobcat
# neat kindle Ah

May I recommend, bend the vertices in Unity itself? There's videos on it.

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"Wind Shader"

sweet bobcat
#

See materials?

neat kindle
sweet bobcat
#

No the screenshots were from Blender.

neat kindle
#

blender

reef jay
sweet bobcat
#

If you want to do like texture painting, UV editing ,all that. Sure

reef jay
sweet bobcat
#

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

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I've noticed Godot is actually pretty solid with .blend files though

neat kindle
#

also I am in the wrong server to askl this sorta thing

sweet bobcat
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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

reef jay
sweet bobcat
#

Blender is great at making illusions - most of the Node graph is just that. Illusions, unless you bake out / export out

reef jay
neat kindle
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Not to transfer anything

mighty gazelle
grim ledge
#

This took soo long to get right but i finally managed to pull this off

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this is how it started btw

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i fricking hate baking textures-

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but i did learn some valuable lessons

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don't rely on raw emissions to light your scenes...

mighty gazelle
grim ledge
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this was done without URP

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mainly used whatever VR chat limits i had

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this was done with the vr chat companion tool thing

sweet bobcat
#

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.

swift nimbus
#

how can i disable fog for a specific shader / object?

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using shader graph in unity 6 urp

hushed grove
swift nimbus
#

Oh where should i ask

grim ledge
#

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-

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here are some settings if this helps

grim ledge
#

okay well the area light was def one of the main culprits but there still lies some resedue-

grim ledge
#

okay maybe the overlapping UV's in blender might be the culprit-

grim ledge
#

and that didn't fix sht i just need to crank the padding and res

grim ledge
#

it was the reflection probes-

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and i turned down the area for the bake

grim ledge
#

After so long i cooked!

mighty gazelle
#

Nice!

grim ledge
slate smelt
wide tendon
#

hi guys

dense pilot
#

Hello here 👋

upbeat yoke
#

hi

tidal juniper
#

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?

blazing moat
rigid thistle
#

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

hushed grove
rigid thistle
hushed grove
#

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.

rigid thistle
#

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

hushed grove
#

You can write shaders in urp/hdrp too. It's just not the recommended workflow.

wicked belfry
#

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?

hushed grove
quaint wagon
#

Tried to replicate Dark Fantasy artstyle, like those old VHS movies

random surge
#

@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 ⚠️
?!??!

slate smelt
#

Wut?

blazing moat
#

thanks for warning

random surge
#

i just started my nuker

wicked belfry
#

I'll probably make the mistake again

bronze mural
#

right, didn't see this one

#

!ban 1375699915744874548 Spam

azure arrowBOT
slate smelt
#

?!!

wicked belfry
#

Still yet to see the reason why thi warning exists

slate smelt
#

Did he get banned?

bronze mural
grim ledge
#

that's wild

plain ether
#

Really need some help with lighting issue :3 Please check out my thread if u can help 😄

prisma spindle
#

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.

hushed grove
naive escarp
#

any1 got a quick tip for better shadows?

mighty stump
naive escarp
#

ok thanks sorry

mighty stump
# prisma spindle First time doing post prosessing. I have a 2D game and I want to apply post-proc...

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

prisma spindle
mighty stump
#

What kind of post processing is it? There's a lot of "post processing" you can do in the object shaders themselves

bronze mural
#

@prisma spindle If you want to hire someone, use an appropriate website, this isn't it.

prisma spindle
#

I'm using render feature and want that it effects some of the layers but not all of them.

mighty stump
prisma spindle
#

I tried this but then the lights won't work to sprites anymore

mighty stump
prisma spindle
#

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.

mighty stump
prisma spindle
prisma spindle
#

yes.

mighty stump
#

Which one on top, or must they both be able to overlap arbitrarily?

prisma spindle
mighty stump
prisma spindle
#

PP processed can be over also.

#

That's why camera stacking won't work

mighty stump
#

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

prisma spindle
#

Might not be the best solution to this problem but it works.

strange crystal
#

How do I get my light to wrap around the torch it's attached to?

idle swan
strange crystal
woeful narwhal
lusty granite
#

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.

azure arrowBOT
#

success @mr.naruto.uzumaki muted

Reason: Multiple channels spam.
Duration: 29 minutes and 52 seconds

trail storm
#

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 👍

mighty stump
trail storm
# mighty stump It could've been a bug for sure, but also you can't have no profile, as the rend...

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 :)

granite basalt
#

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

wide anvil
mighty stump
delicate blaze
#

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.

mighty stump
delicate blaze
#

Yes

#

fixed it now

#

idk how ill fix the new problem of pixelation at a distance now without mipmaping

mighty stump
#

You don't really

#

I'd suggest enabling mip maps and using the atlas as a texture array

delicate blaze
#

I could seperate common textures like stone grass and dirt to a seperate texture and have only unique looking blocks using an atlas

mighty stump
#

That seems like a half measure

delicate blaze
#

yeah

delicate blaze
mighty stump
#

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

delicate blaze
#

Oh I see what you mean

mighty stump
#

So best of both worlds really

delicate blaze
#

That sounds good, before I was just setting the UVs of each face to only occupy the part of the atlas that I wanted

mighty stump
delicate blaze
#

Ive never worked with shaders before

mighty stump
delicate blaze
#

alrighty ill get to learning about that, thanks for your help.

next reef
#

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

magic trail
#

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.

trail granite
#

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

trail granite
blazing sundial
#

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

blazing sundial
#

my materials appear pink after I create a buildable

blazing sundial
#

Fix (single-line but critical)

Tags
{
    "RenderPipeline"="UniversalRenderPipeline"
    "Queue"="Geometry"
    "RenderType"="Opaque"
}

to:

Tags
{
    "RenderPipeline"="UniversalPipeline"
    "Queue"="Geometry"
    "RenderType"="Opaque"
}```
severe slate
#
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

Unity Learn

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

hushed grove
#

And don't have vertex and fragment stages.

#

I see a lot of code that is not in the tutorial.

severe slate
#

I may have misled you with the screenshot. I have two files. One called ParticleFun.compute and another called ParticleFun.shader

severe slate
#

It just had some things in a weird order

hushed grove
#

I suggest installing the hlsl extension to have that syntax highlighted in your ide.

severe slate
#

ohh

#

Such a classic

hushed grove
#

Seems like the same issue in the normal shader.

wanton cloak
#

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

blazing sundial
#

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

blazing sundial
#

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

pulsar wedge
#

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?

severe slate
#
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?

odd drift
severe slate
#

I'm using Unity 6000.0.60f1

#

You can use more arguments, but they are optional

odd drift
#

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

severe slate
#

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

odd drift
#

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

severe slate
#

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]

odd drift
#

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

severe slate
#

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

odd drift
#

Cyan to the rescue 🙌

severe slate
#

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

odd drift
#

oh yeah sorry, If the other function works, then it's probably nothing to do with the shader

severe slate
#

I said that twice

odd drift
#

mb

severe slate
#

yeah np thanks for trying to help

odd drift
#

I mean the instanceID could work different there but I don't really know

severe slate
#

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

gritty folio
# severe slate I have multiple particles now. Is each point 1 vertex? ```charp Graphics.DrawPro...

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.

severe slate
#

Cool. I just won't use the DrawNow stuff for now. Thanks

static spire
#

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.

delicate tusk
#

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)

mighty stump
delicate tusk
#

the link for urp does not work

#

this is what im using

mighty stump
#

This is the updated link

#

Since you are using URP

delicate tusk
#

ty

thorn tide
#

Does someone has any idea why the added renderer is not appearing in the camera drop down? 🫠

mighty stump
thorn tide
leaden echo
#

Can one advertise here

bronze mural
keen dawn
#

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?

mighty stump
keen dawn
#

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 🙂

mighty stump
granite sail
#

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 !

fringe patrol
#

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?

delicate tusk
#

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

bleak goblet
#

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

last wagon
#

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.

mighty stump
last wagon
#

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()

mighty stump
#

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

last wagon
#

Okay, yeah that sounds about right.

mighty stump
#

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

last wagon
#

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.

last wagon
last wagon
#

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.

last wagon
#

😢 Okay so it wasn't Unity or URP being silly it was me. I was editing the value in another place.

#

Whoops.

ionic tide
#

Why is it that bloom objects disappear if i view them from the wrong angle/distance?

ionic tide
#

Anybody knows?

opaque pelican
#

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.

mighty stump
mighty stump
opaque pelican
#

uhhhhh I just wanna do the lighting method and post processing

cedar stump
#

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.

odd drift
# cedar stump Hello! I'm working on a project and curious if anyone could hop on a call with m...

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

glass fox
#

what color space do you guys think looks the best

hollow siren
#

2nd

hard marsh
#

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

mighty stump
pallid edge
#

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.

drowsy night
#

Hello
I'm newbie in shader programming
How to do as on submarine render

I think there are next stages:

  1. before opaque
    pass1 - Render silhouette of vehicle
    pass2 - Render background with add layer mixing
  2. 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?

buoyant axle
#

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

mighty stump
buoyant axle
#

i didn't see a reason to create a whole thread for such a small question

#

oh theres a general

#

nvm

mighty stump
karmic cliff
#

Anyone has good idea how to get rid of randomn light comming through walls?

odd drift
karmic cliff
#

Okie dokie, but for screenshots I would need to get my pc running at home

limpid sedge
#

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.

hushed grove
hidden cipher
#

am i correct in assuming AO PP is not workin for orthographic cameras or am I missing something

hidden cipher
#

ok not for me ?

mighty stump
# hidden cipher 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

fluid fern
soft spruce
#

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?

soft spruce
mighty stump
#

Full screen shaders don't necessarily need blending at all

soft spruce
soft spruce
#

but for cell shading i have to make an unlit shader graph

#

so maybe i can't do it with full screen shader?

mighty stump
soft spruce
mighty stump
#

A typical cel shader applies a stepped ramp (or "posterizes") the incoming light, then optionally tints it and overlays with the texture

soft spruce
#

yep

mighty stump
#

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

soft spruce
#

i see

mighty stump
#

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

soft spruce
#

i'll google what a color lut is and try that out after I'm done making food and eating

#

thx

devout bronze
#

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?

ocean python
#

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

pallid burrow
ocean python
cerulean chasm
#

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

mighty stump
sacred talon
#

How can i make unity render a little bit more above and under the screen?

hushed grove
#

How is that related to post processing though?

sacred talon
#

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

hushed grove
#

If you really wanted to, you just need to sample a smaller range of the scene color texture in you post processing effect.

sacred talon
#

my uv shader will take pieces of it

mighty stump
#

BiRP seemed to have it as "gate fit" of the physical camera but not sure about other render pipelines

limpid sedge
ocean python
limpid sedge
ocean python
mighty stump
#

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

limpid sedge
#

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

https://github.com/oxysoft/RetroSuite3D

mighty stump
#

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

limpid sedge
#

Although they only work with BRP

#

But if you like the results, wont be harder to implement it in URP.

slim spoke
#

How can I create a better horror atmoshpere?

rigid pewter
mighty gazelle
#

skybox

lucid scroll
#

Changing the setting doesnt help, the sprite up-close should be in focus

#

this is how it looks without the DOF enabled

bronze mural
#

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.

lucid scroll
#

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

lean orbit
#

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?

mighty stump
#

If from a version before Resident Drawer then you may need to enable Compatibility Mode

lean orbit
#

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

mighty stump
#

That would confirm if the project is losing it somehow, or if the effect has become incompatible itself

upper copper
#

This feels a bit dark anybody know what to do?

hushed grove
#

You can't just expect to get proper lighting without a main directional light. Unless it's an indoors scene.

upper copper
hushed grove
mighty stump
#

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

hushed grove
#

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.

steel plank
#

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 ?

hushed grove
#

Btw, the difference between 35 and 25 fps is 11.5ms which is huge.

steel plank
#

fook

#

thx

swift nimbus
#

why does my scenes look so dull???

#

im trying to make a forest like garden

#

but i cant seem to recreate a forest atmosphere

hushed grove
#

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.

mighty gazelle
#

i would brighten up the directional light by a lot, try some different directional light colors , use ACES tonemapping, mess with color grading.

swift nimbus
mighty gazelle
#

Yes, brighten up the sunlight lol!

swift nimbus
#

I want smth like this

#

Kinda like a misty mythical vibe idk

#

Thats from genshin

swift nimbus
hushed grove
# swift nimbus

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.

swift nimbus
#

Oook thanks

#

Ill work on it

cedar forum
#

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

swift nimbus
#

im gonna change the floors soon

#

to actual rock

#

but i replaced some assets and tweaked the pp a lot

solar vortex
# swift nimbus does this look better?

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

rotund grove
#

Well, I followed my intuition and just kept PPV2 and the converter seems to detect things.

grand edge
#

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?

odd drift
# grand edge hi there, i'm trying to get a look from blender into unity, is there anyone who ...

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.

grand edge
# odd drift If you are talking about the Cycles rendering engine, you most likely can't achi...

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!

odd drift
# grand edge thanks for the reply. i want the look of something like this picture. i have ver...

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

fringe plank
#

I honestly dont know where to put this so Ill just put it here

#

Is this what is crashing my unity?

mighty stump
fringe plank
severe sigil
flat beacon
#

Hey, why Is my itensity so high although it is set to 0 when I bake it?

hard marsh
#

what are your bloom settings like?

flat beacon
hard marsh
#

are there any other lights there?

flat beacon
#

no, only this one light source

uncut bluff
#

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?

mighty stump
uncut bluff
#

I have also seen advice about changing the injection point to see if it makes a difference, but nothing changed.

hushed grove
uncut bluff
hushed grove
uncut bluff
#

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).

hushed grove
uncut bluff
#

As I understand it there should be another pass after the UI which is the full screen pass

hushed grove
uncut bluff
#

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.

hushed grove
uncut bluff
#

Gave it a try, neither will display anything without game view unfortunately

acoustic stump
#

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?

hushed grove
acoustic stump
#

UI cam's PP shouldn't affect the whole scene, I assume

hushed grove
acoustic stump
#

what should I even do to make them work properly?

hushed grove
acoustic stump
#

I made that. There's PP affecting the Default layer and UI layer, and they're adding to each other

hushed grove
#

How are they adding to each other. Does the ui PP add up to pixels where there is no ui at all?

acoustic stump
#

There's comparison between disabled PP and enabled PP on UI cam.
Lens Distortion should affect only UI

acoustic stump
mighty stump
#

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

crystal badge
#

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

odd drift
crystal badge
#

im trying to recreate a style like the t3ssel8r effect

odd drift
#

"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

crystal badge
#

THANK YOUUUUUUUUU

lean orbit
crystal badge
odd drift
# crystal badge 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)

crystal badge
acoustic stump
mighty stump
#

You need to change the camera buffer color format, in render pipeline or renderer asset iirc

acoustic stump
mighty stump
acoustic stump
#

nvm, disabling HDR removes the warning..

mighty stump
#

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

acoustic stump
#

maybe they fixed it in 6.3?

fair wagon
#

Is there a way to access the full screen pass renderer feature's material from a script and change the material's parameters?

fair wagon
#

If the video is choppy to you, please let me know

fluid fern
fair wagon
#

Here's the material in question just in case

fluid fern
#

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 🤷‍♂️

hushed grove
#

I'd double check that these are the actual property names.

hushed grove
hushed grove
# fair wagon

Click one of the properties and expand its is info

fair wagon
#

The settings???

hushed grove
#

Yes

fair wagon
hushed grove
#

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.

hushed grove
#

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.

fair wagon
#

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

hushed grove
fair wagon
hushed grove
#

Do the same params change in the inspector when you change them via code?

fair wagon
#

No

hushed grove
#

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.

wary crow
#

I have FXAA enabled, can edges of mesh get more clean and less jagged, Not shawdow, mesh

mighty stump
#

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

fair wagon
#

@hushed grove Update: The parameter values DO change on testing (the alpha), but the post-processing effect remained unchanged

gritty folio
fair wagon
fair wagon
fair wagon
#

oops wrong recording codec again

trail granite
fair wagon
#

Yes, and Jet Lancer too aesthetics-wise

old musk
#

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...

primal hemlock
#

can someone help me with URP shader that is making a blur?

hushed grove
hushed grove
trail granite
#

repeatedly shrinking and expanding the texture is dramatically faster than doing a large-radius blur on the original texture

trail sky
odd drift
# trail sky 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)

little elk
#

Hello! is anyone available for post-processing/shader help rn?

#

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?

wanton surge
#

I have HDR enabled everywhere, but the bloom glow effect on particles only shows up in my PC and not on android

#

Android

#

Android with opengl

#

Also thank you for warning me before kicking me

wanton surge
#

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?

hushed grove
wicked gazelle
#

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?

azure arrowBOT
#

success @beast_dog muted

Reason: Too many messages with links sent.
Duration: 29 minutes and 42 seconds

wanton surge
hushed grove
wanton surge
hushed grove
wanton surge
#

But I can physically change it in game

#

so i change it in game

hushed grove
#

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

wanton surge
#

ok

#

one sec

#

I set it to medium and then play

#

and I still see the glowing on my pc

hushed grove
#

Great. Okay.
Then next thing to do is check the frame debugger on mobile and compare to the editor

wanton surge
#

lemme check how to do that as idk (first time doin this 🙂 ) so one sec

hushed grove
# wanton surge 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.

wanton surge
#

oh well I checked the mobile one first

#

but lemme compare

hushed grove
wanton surge
#

Android

#

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

hushed grove
#

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.

wanton surge
#

Alright

wanton surge
hushed grove
wanton surge
#

yea

#

🙂

hushed grove
#

If the shader is not referenced by anything, it might be excluded from a build, so yeah. That's probably what was happening.

wanton surge
#

I'm not even fully sure what I'm doing anymore but this makes sense

#

thanks

#

XD

#

@hushed grove again thank you very much

dawn shadow
#

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?

mighty stump
azure arrowBOT
#

success @puple95870 muted

Reason: Too many messages with links sent.
Duration: 29 minutes and 41 seconds

half fractal
#

Hello anyone knows why my objects appear to get darker as i move my camera closer to them. I am using a spot light.

mighty stump
half fractal
#

honestly its not really an issue anymore i just added another light source and it gets bright enough

mighty stump
# half fractal

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

half fractal
#

alr thanks for answer

grand lichen
#

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.

fervent remnant
#

is there a way to make grass textures in URP cast shadows on terrain?

narrow pine
#

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

toxic jackal
#

did you check Render pp on your cam

narrow pine
#

yes

toxic jackal
#

which pippeline are you using

narrow pine
#

urp

toxic jackal
#

the pp is alreay included i hope you did not follow some old tut where you had to set it all up

narrow pine
#

no i just added the tings mentioned

#

can i show u

toxic jackal
#

but iirc you dont have to do any of these steps in urp

#

yeah go ahead

narrow pine
#

what steps do u do

toxic jackal
#

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

narrow pine
#

no it doesnt , it's missing things i really need like motion blur

toxic jackal
#

what i am saying is, the effects are on the Global Volume

narrow pine
#

oh ok

toxic jackal
#

the componeent is called Volume

narrow pine
#

how to access motion blur in unity code

#

also thx

mighty stump
# narrow pine

Urp doesn't use the PPsv2 package at all
Best remove it from your project, and follow instructions for urp PP only

cedar verge
#

post proccesing is so fun

azure arrowBOT
#

success @puple95870 muted

Reason: Too many messages with links sent.
Duration: 29 minutes and 41 seconds

shrewd horizon
#

I assume it is producing pixels brighter than your bloom threshold

#

Why do you have negative emission intensity values there?

trail sky
#

can some one help me making 3ds shader

empty lark
#

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

empty lark
#

hey if anyone have an idea on how to do that please feel free to ping me it would help a lot

fluid fern
empty lark
#

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

empty lark
fluid fern
empty lark
#

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

fluid fern
fluid fern
empty lark
#

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

empty lark
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also sorry for the ping

marble spoke
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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

fluid fern
# empty lark any idea how i could do that?

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.

empty lark
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can't i do so anything between those vertex would be filled with black or the material texture?

fluid fern
fluid fern
empty lark
marble spoke
fluid fern
empty lark
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how could i do that

fluid fern
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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