#💥┃post-processing

1 messages · Page 11 of 1

cobalt wing
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I dunno if they did something silly on the games themselves tho that made DLSS look like it went through some sharpen filter 😄

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the effect reminds me of old mpeg 2 compression artifacts and then some sharpen on top of it

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or jpeg too I guess

fervent kite
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You'll get more details from DLSS (missing thin lines in the distance etc because it's trained against a supersampled source which has these details compared to TAA with only knows about what's on the screen at the current res). The problem is that so far, the only great example we've seen is from the Port Royal demo... which runs on a rail. So ML training becomes a breeze. Doing proper training for an actual game where the player can move everywhere is much, much more involved. I'm not sure it's actually practical, you'd have to train each game separately for an undefined amount of time in specific conditions...

cobalt wing
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what I wonder the most about DLSS is the amount of data they need to ship on each driver release, like do they stream the game specific data on demand or will this just bloat the drivers the more games implement this thing?

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the final trained ML data must still be relatively small so no idea if that's ever going to matter in reality

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still having to have driver support for thing like this specific to your games sounds really silly

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it just means it'll not be used on more than some AAA games eventually

fervent kite
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Don't look at the current nvidia driver size... Soon it won't fit on a single cdrom (and it's compressed)

broken birch
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any chance of a performant GI-ish post process @fervent kite? :D

cobalt wing
cobalt wing
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they also use the naughty dog solution chm mentioned yesterday

cobalt wing
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//Complex anti-ghosting is based on stencil tagging, pixel depth, and pixel motion. This greatly mitigates ghosting from both camera rotation and fast camera motion. Key objects (such as character models) are tagged in their material and get marked in the stencil buffer. If the current and history stencils differ, then reject the history as the pixel is newly uncovered. If the pixel is not marked (meaning it is typically environment such as roads or terrain) and the pixel has moved above a threshold, perform depth-based anti-ghosting to mitigate ghosting near the camera where it is most egregious. This motion threshold should be kept relatively low, as if it is too high, you will notice the TAA history blend pop out from behind the car as the camera speeds up or slows down.

cobalt wing
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not really sure about the depth check thing in game like that because they mostly have large motion vectors only near the camera anyway, makes one wonder why they needed to take that into account at all

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you can see the manually set depth there on the sides especially which they combine with pixels motion threshold

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oh I think I got it, they can use smaller threshold for the motion this way

broken birch
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the ND solution is very high perf too

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surprisingly

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(PS4 is a bit old now)

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but

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but nothing! It seems pretty effective :P

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This issue effects FPS weapons and stuff too

cobalt wing
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I tried to implement the part that's on that GIF above but I get a lot of flicker from the motion vector check

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depth check is rock solid, it's the motion vector that doesn't give consistent result

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is there some reason why the motion vectors wouldn't be present for each frame?

broken birch
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@Olento I figure rendering the object without motion vectors in a totally separate pass, using the up coming render pipeline stuff should actually just clear it up, I think?

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seems really overkill what they did

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or maybe just factor in motion vectors actually

cobalt wing
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I don't really get what you are saying

broken birch
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work with them

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well

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you get the trail from TAA

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because it doesn't factor in fast motion

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but we have motion vectors so we should use that data somehow

cobalt wing
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yeah, but I try to implement this specific solution and motion vectors don't work the way I'd expect them to

broken birch
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is that jittered too?

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(the motion vectors)

cobalt wing
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it's only motion vectors that flicker for me

broken birch
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weird

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VR?

cobalt wing
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no VR here

broken birch
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above my experience level at this point, I can understand it but it's beyond what I've done myself so I'd be guessing

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where's ben golus when you need him :P

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or chm :P

cobalt wing
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I tried disabling all possible HDRP options but the ones I need for this to work, toggled every remaining setting in different position, issue remains 😄

broken birch
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I agree though, TAA and motion blur actually, are 2 things in unity that just don't seem very nice, I hope they're very performant though because that's the only salvation for them

cobalt wing
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@broken birch oh you meant earlier to render the vehicles in separate pass?

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yeah, that's a total overkill 😃

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would have to render the terrain and road in other pass and everything else on top

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I'm not that stubborn to get the TAA ghosting solved, just want to try this approach to see the results

cobalt wing
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            Clear                           = 0,    // 0x0
            LightingMask                    = 3,    // 0x7  - 2 bit - Lifetime: GBuffer/Forward - SSSSS
            // Free slot 4
            // Note: If required, the usage Decals / DecalsForwardOutputNormalBuffer could be fit at same location as LightingMask as they have a non overlapped lifetime
            Decals                          = 8,    // 0x8  - 1 bit - Lifetime: DBuffer - Patch normal buffer   (This bit is cleared to 0 after Patch normal buffer)
            DecalsForwardOutputNormalBuffer = 16,   // 0x10 - 1 bit - Lifetime: DBuffer - Patch normal buffer   (This bit is cleared to 0 after Patch normal buffer)
            DoesntReceiveSSR                = 32,   // 0x20 - 1 bit - Lifetime: DethPrepass - SSR
            DistortionVectors               = 64,   // 0x40 - 1 bit - Lifetime: Accumulate distortion - Apply distortion (This bit is cleared to 0 after Apply distortion pass)
            SMAA                            = 64,   // 0x40 - 1 bit - Lifetime: SMAA EdgeDetection - SMAA BlendWeight.
            ObjectMotionVectors             = 128,  // 0x80 - 1 bit - Lifetime: Object motion vector pass - Camera motion vector (This bit is cleared to 0 after Camera motion vector pass)
            All = 255 // 0xFF - 8 bit```
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tempted to start with the SSR one as it is already setup to write individually selected materials into stencil ( I know I should use SMAA one as it's not in use when TAA is enabled )

cobalt wing
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oh snap, figured out why the motion vectors go totally off

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it's the vehicle tools sample itself, there's no interpolation and camera follow updates by default on fixedupdate 🤔

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so there literally isn't movement on some frames, hence no motion vectors

broken birch
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unity's demos usually have the most crap cameras known to humankind despite having a fully features cinemachine. Check out the grass vfx sample for a lesson on how to completely ruin a camera

cobalt wing
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yeah, I've noticed, just forgot 😄

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got that SSR stencil read now and used as filter, remaining parts now are the blur filter and the history stencil mask (so I can check the previous and current masks difference)

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I need to figure out how to store that history buffer somewhere, it would be just total waste of stencil buffer to store it there 😄

broken birch
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nice, so this is an actual solution for your project? wonder why Unity doesn't have this option considering it's probably common now

cobalt wing
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well, it would let me at least expose TAA as an option

broken birch
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uncharted 4 basically said here's TAA, here's how to fix it and make it all run fast

cobalt wing
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I still got some flicker from motion vectors (just not full on / off like before)

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I think the current flicker comes from the old interpolation/not real deltatime issue

broken birch
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make sure the car's rigidbody is set to interpolate

cobalt wing
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it's somewhat in the right ballpark for that

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it is

broken birch
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maybe unity's motion vectors are buggy then

cobalt wing
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actually I think the motion vectors work fine

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it's just the deltatime not matching rendering thing again

broken birch
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the doomsday stutter

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when all black holes align

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so about that frame timing issue, is unity doing anything in that respect?

cobalt wing
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well, they closed the ticket 😄

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so, probably not

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but I'll try something on this when I get to implement my own physics interpolation on Unity Physics

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therefore not really bothered too much of the motion flicker right now as it could just solve itself then

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hmmm, should probably put some frame timing tool to this, it would confirm my suspicions if it's the deltatime issue

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in that debug mask, red is the area that gets no TAA, black is the area that gets faded to TAA, rest has it already

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motion vectors fade distance is tad too big but it's tweakable value

broken birch
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it's impressive you've got this far

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didn't take long?

cobalt wing
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well, you see my progression here 😄 used the channel for a lot of rubber ducking apparently. Anyway will continue on that tomorrow, still have to figure out how to save the stencil history. It's been all fairly straight forward so far because I can just search with SRP repo for their conventions for specific things + there's practically few second compile time to verify the changes (no need to restart the editor either for most changes).

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I really dig the iteration times on Unity. I've done custom PP stuff on Unreal and one line change can take up to half hour to compile there

cobalt wing
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well, I got motion vectors little better by fixing the physics update, it still jitters but it's way smaller now, will see if I can somehow avg it

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but I have another issue now, Unity's TAA darkens and sometimes lightens the image

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FXAA doesn't do this for example

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I put FXAA pass for the pixels that got faded out from TAA but it's not the same luminance value, same happened on the blurred nonAA version

cobalt wing
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matched the intensity by measuring luminance for both TAA and FXAA color and corrected accordingly and it's almost good now, it's still just tad darker if the road is all bright but that's not a typical scenario (this could also bring some of the artifacts back as the luminance is now matched with TAA that has them but it seems fine on my tests, probably because it doesn't propagate as easily), this is so hacky now :D

cobalt wing
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while at it, I made stencil opt out for motion blur too.. it was destroying the vehicles so I just use the same stencil tag as I have for TAA now and can tell motion blur to not apply the effect on specific objects

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it still blurs a bit on the border occasionally, will see if the additional stencil history will fix it when I get to it

broken birch
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At this point it's looking like "good enough-ship" sort of thing

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Now why doesn't unity have an option for this per object like uncharted 4 does? :P

cobalt wing
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that part I could PR if I get it clean enough

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I took a break from this now, got sidetracked with other things

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it's mainly tying one extra resource and I still don't know how I should properly make it (copy existing stencil to history buffer)

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actual stencil usage is fine for the naughty dog thing because SMAA stencil bit isn't used when TAA is in use, so it just sits there and doesn't take away free slot (and you can't really reuse PP stencil for anything but other PP anyway

cobalt wing
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That changes the TAA setup.. It would have made everything simpler for me tho as I had to learn how to get stencil to Taa compute but now the new shader has it already :)

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There is no explanation why TAA got moved from compute to regular shader. Hope it is still as fast... (edit, according to Unity profiler it's twice faster now, got ~0.2ms on gpu profiler)

cobalt wing
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what's stupid is that I actually knew about that PR beforehand, just forgot it existed =/

broken birch
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welcome to my addled world.

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so hey, this means that, some objects can be higher quality antialiasing than others, right?

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generally the weapon or player

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just this is for particles so I'm not really sure how it can be effectively used

foggy arch
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is there a timetable on LWRP PPv3 I missed somewhere?

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someone at work asked about it

cobalt wing
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@broken birch that PR is only for excluding things from TAA, basically you mark something and it gets no AA whatsoever

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but this long targets tend to move

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so never count it's going to be in 2019.3 unless you've seen the WIP version and it starts to look likely

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I'm also re-thinkin this TAA-FXAA mix thing more now, I could totally have use for stencil that tags out of TAA (and uses FXAA etc for those instead)

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in my case, I know my driving surfaces will be always noisy, but not have much aliasing issues, so I could just slap FXAA on all of those by design, and let the TAA handle the rest

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this would eliminate the most common ghosting in my game

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the tricky part then would be how to blend between them, as there could be hard edges on things that should blend

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could be a nonissue tho, will try this later

foggy arch
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got it thanks @cobalt wing

broken birch
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I'm not naming variables with an 0 first.

remote marlin
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Hi, I am trying to do post-processing on my Mac and I get this error.

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Shader error in 'Hidden/PostProcessing/Lut2DBaker': failed to open source file: '../ACES.hlsl' at line 10 (on metal)

Compiling Vertex program
Platform defines: UNITY_NO_DXT5nm UNITY_ENABLE_REFLECTION_BUFFERS UNITY_NO_CUBEMAP_ARRAY UNITY_NO_SCREENSPACE_SHADOWS UNITY_PBS_USE_BRDF2 SHADER_API_DESKTOP UNITY_HARDWARE_TIER3 UNITY_LIGHTMAP_DLDR_ENCODING

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Does that mean post-processing in LWRP not working on metal?7

chilly chasm
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@remote marlin If you just installed/updated any rendering or post packages, restart your Unity, and if the problem persists, try deleting the Post Stack folder in the PackageCache folder.

remote marlin
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@chilly chasm Can you tell me where the cache is located?

chilly chasm
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Sure, it is usually in the Library folder of your project.

Library\PackageCache

remote marlin
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Ahh I though you mean the cache from unity itself

chilly chasm
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so delete the postprocessing folder and if you are using any SPR that folder too. Unity will recreate it when you open your project again.

remote marlin
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okay, thanks. I will try it.

chilly chasm
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When I started using Unity, I quickly came to find out that deleting the entire Library folder may resolve many issues. 😄

remote marlin
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But could take ages to re-created. 😦

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If did it but when I adding bloom to the post processing profile and set the intensity to 1 I get this errors.

cobalt wing
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could be API compatibility issue or bug

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afaik, 2.1.6 is latest version

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could try upgrading it

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@remote marlin

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postprocessing package that is

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5.7.2 is tad old LWRP version as well

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so could try updating that too

remote marlin
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I read that the LWRP package brings post processing as a dependency.

cobalt wing
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yes

remote marlin
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But I can anyway add the package by myself without conflicts?

cobalt wing
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unless they've changed that recently

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you can, but it's still probably better to try just newer LWRP itself

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basically what happens when you install it manually on package manager is that it overrides the versions set in the dependencies

chilly chasm
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There is no issue, I am using like that all the time.

cobalt wing
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so if you update to newer LWRP that requires newer PP that you have installed, it can't do that automatically

chilly chasm
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Only issue you have is that you are on a mac 😛

cobalt wing
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so it's something you have to be aware of if you do that (that you need to keep everything involved manually up-to-date then )

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it's totally possible that bloom is just broken on metal

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also stuff like that tend to get fixed on newer versions

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but it can take time, especially if nobody reported the issue...

chilly chasm
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I have reported such issues but because many of them get fixed either by a newer version or by deleting the library, I think they are lower in the priority queue...

zenith adder
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Heyo, I'm using 2019.1 LWRP and can't seem to get the PP debug overlays to work. They work fine in the Default unity 3D project setup but not with the LWRP and HDRP setups. Am I missing something? or is this still a wip thing? Sorry if this has been already covered I was unable to find anything on google about it.

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The monitors also seem to be sampling half the screen space

cobalt wing
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@zenith adder 2019.1 HDRP doesn't support the postprocessing package to begin with

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you have to use it's own PP

zenith adder
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Any idea about LWRP?

cobalt wing
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no idea, does the PP itself work?

zenith adder
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Yea in the standard setup

cobalt wing
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I mean, does PP in general work with the LWRP for you?

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PP itself definitely works with LWRP

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so if you don't see any PP in LWRP, it's some configuration issue on your project

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I'm asking because it's not clear if you have issues with the PP on whole or just with some debug mode on it

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@zenith adder

zenith adder
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ah

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its just the debug overlays

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everything else seems to work fine

cobalt wing
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ah ok, no idea on those :/ I don't even use LWRP myself so it's not something I'd use

zenith adder
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Too easy, probs just one of those things that'll be fixed over time

worthy rapids
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what is the proper way to add post-processing with cinemachine and pixel art?

oblique zenith
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hey channel! i'm attempting to get some depth of field working in our game via the pp stack, but it's applying a flat focus to everything in the scene - just doesn't really account for any depth at all. our game is in 3d space, but mostly 2d assets. any 3d meshes (like the terrain) are currently using unlit materials. after a bunch of fiddling, i at least got the 3d bits to work, by changing them to some lit material. but still nothing for the 2d stuff

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happy to provide more details, but thought i'd start there in case this issue rings any bells for anyone!

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the 2d assets are (currently) a mix of sprite renderers, tk2d, and spine animations

keen skiff
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Hello everyone! I got a question;
So I'm working on this little map thingy but for some reason map doesnt cast shadows and AO doesnt work on hills/mountains (it works on environment). I feel like it's just a checkbox or something somewhere but can't find it ><
The environment is from vfx samples. it's a hdrp project. I feel shadow&ao is all light map based in the scene so it doesnt work on my procedurally generated map but I couldn't find anything regarding that really.
anyone has any ideas? Thanks in advance! 🙏

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map has a custom shader built with shader graph but I couldnt get it to work with a hdrp lit material either

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oh and asking here because I got to this point with ambient occlusion problem 😃

tight glade
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AO should work if thats just a regular mesh with a shader. Depending on which version of HDRP you are using. AO will be in different locations

keen skiff
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map shader is transparent at the moment, do you think that would cause problems? or do you have any suggestions what should I check?

keen skiff
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my bad with previous statement that it doesnt work with default material either. it all works with defaulthdmaterial so it's definitely a shader issue

keen skiff
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so it really was the transparency but I realized I dont need transparency for alpha cutout so changed shader to opaque and it's all working now! thanks again

cold olive
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Hello,
I am in deep trouble after migrating project to 2019.1 Looks like almost all assets involved in postprocessing are now incompatible with postprocessing stack. They either make screen black, or work incorrectly. I ask for any help possible regarding this issue
I have updated PPv2 to latest, and reimported it after

cobalt wing
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@cold olive if you use HDRP, it doesnt use PPv2 anymore on 2019.1

cold olive
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@cobalt wing I am using "legacy" non-srp rendering

cobalt wing
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ah, that should still work

cold olive
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indeed it should, but something has definitely changed

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even simple effect working with fullscreen buffer is broken. Will research, but maybe there is known breaking change

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Found it! It was this new dude here, ON by default, which is breaking

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It is new optimization which breaks OnRenderImage based effects

snow drift
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Makes sense.

next reef
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i think the post processing stack resets the camera projection matrix by default?
is there any way to prevent that?

marsh frigate
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It was the case a while back that it didn't support the physical camera settings because of this, though that was a long time ago

next reef
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looks like using physical camera settings (lens shift) with the latest post processing stack works.
so i'll just move away from manually editing the projection matrix

gaunt trout
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Post proccess is working with Lwrp in 2019.1 There is something wrong When I use it I see black screen. :/

gaunt trout
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Ok reimport is solved problem 😃

next reef
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When there are multiple image filters attached to the camera, they process image sequentially, by passing first filter's destination as the source to the next filter.

Does this still apply to PostProcessing Stack V2 on 2019.1?
I have another script (MKGlow) that uses Camera.OnRenderImage and it is no longer applied correctly before/after the postprocesslayer effects.

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looked into the code and seems like there's new stuff relating to commandbuffers added recently

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hmm.. need to learn how to properly blit into the results of the stack

fresh canopy
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ok so... how in the world do you get Depth of Field to work?

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no matter what I do it just blurs eveyrhting

olive shadow
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Ok... I installed Post Processing to use FXAA

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but I have missing files

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There is no AA in the post processing profiles

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There is no Post-Processing Behavior script

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Figured it out

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You go on camera and do Post Process Layer

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Got it, had to add Render Camera to Canvas

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That actually fixed the MSAA in Project settings but not the FXAA

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Fixed FXAA by checking "keep alpha"

echo topaz
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I'm having an issue where on a new project (2019.1.0f2) and the latest LWRP and PP packages, if I add a Post Processing Layer to the camera, I get two shader errors (Hidden/PostProcessing/Uber and Hidden/PostProcessing/Copy" fail to open source files.

The camera also displays a black screen with a pink triangle in the center.

I've tried deleting the cache folders and restarting. I've re-added all the latest packages. Anyone else seen this before?

cobalt wing
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@echo topaz which LWRP and PP versions?

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"latest" doesn't really tell much

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as Package Manager can initially install really old ones too

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also make sure you have matching package versions if you installed core and shader graph manually (you don't need to install them separately)

echo topaz
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Apologies. I meant literally the latest available packages. It turned out to seem to be an issue with installing the LWRP (which installs a dependency for PP) as well as installing the PP stack. Removing PP from package manager and reimporting seemed to fix it, as the folders remained after removing since the dependency was installed i guess. @cobalt wing

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Like you mentioned. Thank you!

cobalt wing
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ah, nice

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you can still install newer PP package in some cases, it's just the Core, LWRP and SG versions that need to match

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if you install some package manually, it overrides the version that would be installed as dependency

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so if you have newer PP installed manually, the dependency that would install older version will then not do anything

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hope that makes sense 😃

echo topaz
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Its just strange because, unless I'm mistaken, the dependency PP and the manual installation are the same version number.

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Right now at least

broken birch
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hehe unity + version numbers are a strange meta-universe unto themselves

mystic vector
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Hey guys, when making a custom PP effect using LWRP. Is it best to go for a custom shader with the PostProcessing Stack v2 or to make an extra pass in the pipeline?

iron estuary
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Questions, does the ambient occlusion of default Post Processing Stack v2 already support LWRP ?

severe field
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Yes

broken birch
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On top of LWRP's own built in post effects?

cobalt wing
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I thought PPv2 AO was disabled on LWRP

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they allow it now for reals?

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@severe field I can't find changelog entry for that either on either LWRP or PP package, can you tell when was that added?

severe field
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Wait... My mistake.

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I checked it.... AO doesn't work for LWRP

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I just thought that because it said it on the list of effects you could add.

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Not I would use it for what I'm doing back in the lab... All of it's baked.

grave arch
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I'm kinda new to hdrp post processing. any idea why the screen goes completely white when i disable the exposure on the default volume?
edit: I have the default procedural sky so the environment shouldn't be the reason

cobalt wing
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@grave arch HDRP uses more realistic lighting values now, so if you use disable the exposure, you have dial down the intensity from your light sources as well (and remove the exposure from procedural sky)

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old directional light default used to be around 3.14 I think

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I think new directional lights have intensity of 100k

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so that's quite huge difference

grave arch
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@cobalt wing good to know. do you think the exposure is affecting bloom at all? I've been trying to get it to work with vfx graph but have had no luck. I just recently tried making a default cube and adding an emissive material as a test and even that didn't work. It just got blurry

cobalt wing
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@grave arch blur is from the new bloom filter on HDRP

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believe it or not but it's by design that way

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they say it's more physically accurate that way

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so, basically you only ever use intensity of 0.1-0.3

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I personally can't stand even 0.2 as it clearly softens the image already

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0.1 intensity and 0.4 in scattering seem to work for me without fully degrading the visuals

iron estuary
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any ways to fake Lens Flares with the LWRP render pipelines ?

fringe sierra
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hi guys, i just wanted to ask how can i import a video sequence from my unity project

smoky grail
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Anyone know why post processing would cause my game screen to go black and my scene to go grey?

cobalt wing
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@smoky grail can you give more details

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like, what renderer (built-in, LWRP, HDPR), what PP in use, what engine etc? versions for all

smoky grail
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LWRP, PP v2, Unity V 2019.1f

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Unity version may be wrong number but it’s the one right before b

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Of 2019

cobalt wing
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you've installed PP package separetely?

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asking because LWRP installs right version automatically

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there could be some mismatch if you installed it manually

smoky grail
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I installed both through the package manager

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Not sure which one I installed first though

cobalt wing
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either way, I'd start by removing the PP package, let LWRP deal with it

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and update LWRP to latest

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which is probably 5.13 or newer by now

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oh

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I know what causes the gray thing

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you upgraded your project from earlier engine version, right?

smoky grail
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I think so

cobalt wing
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LWRP 5.7 (or 5.6, either one) and newer use different shader property name for base color

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this causes all old material to lose the base color texture maps and color values

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it resets them to default gray color

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it has nothing to do with postprocessing

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as for game view being black, that could be some PP setting, check that you don't have exposure etc set there to something that could cause that to happen

smoky grail
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Well, does it make any difference if I replaced all my materials after I installing LWRP?

cobalt wing
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you have to manually fix the color properties on the materials

smoky grail
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As the timeline went, we upgraded to 2019, installed LWRP then everything was pink, I replaced all materials then tried PP

cobalt wing
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it's only the base color that's changed, if you had like normal maps or other channels set there, they still are like they should be

smoky grail
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We didn’t have any normals or anything yet, we just had some placeholder materials as we had just started

cobalt wing
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well, you probably upgraded to older LWRP version first

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it's the move to 5.7+ that messes up the colors

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they changed that little before 2019.1 was released

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like month or two before

smoky grail
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Oh I see

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I’ll try updating LWRP after uninstalling PP v2

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Another question though, do you have any knowledge of Camera opaque texture use in shader graph?

cobalt wing
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what you mean by camera opaque texture?

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like some postprocessing style thing?

smoky grail
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No, it’s not related to post processing. It’s a means of creating water refraction in LWRP. I’m having an issue with it where the object is still rendering behind the refraction

#

And can’t seem to find anyone who knows about it haha

cobalt wing
#

my knowledge on LWRP is quite limited (I just bumped into that gray material issue while testing something else)

smoky grail
#

I did, but unfortunately just got skipped over with no response. I’ve also tried multiple discord’s trying to find an answer and can’t get anyone to help. A little frustrating but I can understand that it is fairly new so many don’t know much.

#

The only thing I can think of is that my LWRP is messed up in some way. As there is an option called RequiresColorTexure that is supposed to be included in the additional camera data script that you can put on your camera, but the script has no drop down menu to change variables

open totem
#

@smoky grail disable "Directly Render to Camera", it's a brainfart some Unity developer left in that's causing all these issues.

#

Or ignore this, Discord didn't update the thread and I was still reading the old messages

#

Speaking of post-processing: I'm on Unity 2019.1.3, Legacy Render Pipeline, Post-Process Stack v2.1.6, working on an Oculus Go project; the last update screwed some things up with screen buffer sizes and rendering causing the PPFX to be shown twice at half the size

#

Has anyone managed to solve this?

smoky grail
#

@open totem where would this "Directly Render to Camera" be located at?

open totem
#

On the Post-Process Layer component, the last checkbox

smoky grail
#

@open totem Maybe I have a different version? This is all I see in the PP layer

open totem
#

@smoky grail Weird, which version of PPStack v2 are you on?

smoky grail
#

If this was to fix the grey and black issue, then I solved the solution by uninstalling PPv2 from the package manager and just using LWRP Post Processing that comes with it.

#

I think they were conflicting

#

However I'm still having issue with the shadow cascades when using a refraction shader lol

#

Im able to mask it through PP depth of field when underwater though

next reef
#

i'm trying to do two post-process volumes for our game
1st - In-game scene/geometry
2nd - UI

i can't figure out how to have the UI-only process layer.
i have the canvas setup as camera-space to where the postprocess layer is

next reef
wet ember
#

could someone point me in the right direction as far as compositing multiple cameras together along with postprocessing stack v2 effects?

#

what I imagined would happen is, I have my depth 0 camera that draws all the main game geometry, and applies postprocessing

#

then I have my depth 1 camera that doesn't clear any buffers and only draws UI elements on top with no post-processing

#

unfortunately it seems like the order is camera 0 -> camera 1 -> post processing effects, rather than camera 0 -> postprocessing effects -> camera 1

#

any way to force the latter behavior?

#

I was able to do it by adding the following script to my main game camera:

    [SerializeField] private Camera _otherCamera;

    private void OnRenderImage(RenderTexture source, RenderTexture destination) {
        _otherCamera.Render();
    }
}```
#

works like a charm

quaint rune
#

strange, adding the PostProcessLayer component to the depth 0 camera should make it render postpro before camera 1, as the component hooks command buffers to the camera it attaches to

gleaming sail
#

I'll make sure to save that, I remember having issues with post processing and the multiple camera setup before

ripe tree
#

Hi, is HDRP 5.16.1 not working with 3d luts?

cobalt wing
#

are you missing the option or it's just not working?

#

@ripe tree

ripe tree
#

@cobalt wing It's there just, no difference at all. exported 32 log .cube luts from nuke

cobalt wing
#

and same luts work on LWRP / old PP?

#

I've never used those 3D luts tho

ripe tree
#

Haven't tried on LWRP or PPstack2, I could try and see if they are working there

ripe tree
#

@cobalt wing Works with LWRP not with HDRP

cobalt wing
#

could be a bug

#

or maybe there's some combination that isn't allowed

ripe tree
#

probably a placeholder in HDRP, seeing as the tooltip for the input texture on Color Lookup refers to bloom dirt texture

cobalt wing
#

I didn't see doc page for that setting either

#

github doesn't find anything that refs to that ColorLookup class

#

there's validation for the texture tho

#

but I could have missed something

ripe tree
#

thanks, so I suspect that on hold for the moment

broken birch
#

How are you applying the LUTs?

#

Do you have a valid global volume?

keen sluice
#

Uh.. why got my message removed?

deep monolith
#

@keen sluice
It is normal for messages to be deleted here. Use the forum if you want have a good solution.

keen sluice
#

Usually not. Tried to say what i did in Unity, what Unity Version i use, what Render Pipeline and such.

deep monolith
#

And you message was delete? I have the same probleme here that my message was always delete. Use the Forum... Funny thing is, the same people that delete your message will answer in the forum 😄

keen sluice
#

Well, would be nice if ANYWHERE on the docs there would be the info that Post Processing Stack v2 is incompatible with HDRP. Like it only has been said in the changelogs

cobalt wing
#

it's fairly recent change and only for 2019.x

#

or well, 2019.x and onward

broken birch
#

it's experimental, so expect noce things in 2019.3

cobalt wing
#

that's a good point

#

proper docs are usually expected only once the thing has been released

#

on the bright side, Unity is still sticking to the HDRP release target on 2019.3 this fall/winter (they just promoted this again at AMD's E3 stream)

#

following the development closely, I've been quite skeptical on this target in particular as there are still quite big changes under way and they haven't even fully gotten to the polish and optimization passes yet afaik

#

when they get everything under the new render graph is the biggest question mark here

languid briar
#

@keen sluice - Good catch :) We've recently updated the Manual docs with an overview of which render pipeline supports what post-processing. It should be out with the next publish. HDRP 19.x+ has its own post-processing. The docs for that will be in the HDRP docs.

elder juniper
#

I am having an issue with ambient occlusion in the post processing stack 2 in Linux, editor and build, tested in both 2018.3/4 - whenever the camera moves, I get massive artifacts on the screen. AO looks good/correct when the camera isn't moving.

#

I can reproduce the issue in a fresh project [3D w/ extras]

cobalt wing
#

2019.1 HDRP Templates readme used to have link to old PP package as well

#

I dunno if that's still there or if it got fixed

#

but if it's still there, that can cause a lot of confusion as it's a thing that literally pops up when you open the HDRP template

languid briar
#

Thanks @cobalt wing :) I’ll ping the hdrp team and ask :)

cobalt wing
#

well, I can check it on my end too

#

gimme a minute

#

@languid briar ```md
This Project Template uses the following features:

#

oh, those links didn't survive my paste 😄

#

anyway the point is, the current template (com.unity.template.hd-2.11.1-preview) which ships with 2019.1.6f1 still links you to old PP wiki

#

this is from README.md that shows on the inspector when you open the HD template

languid briar
#

Thanks for checking that!

#

I’ll forward to them ^^

cobalt wing
#

np

unreal sapphire
#

I am working on porting my custom post process effect to the PostProcessingV2 stack, and I noticed that the PostProcessVolume.weight value is not respected by my custom shader (it does not fade in or out depending on the value). I was wondering how this value gets passed into the shaders so that I can make my custom post process effect respect it as well

hardy jungle
#

Does anyone know how I can activate/deactivate a override of my volume profile via script? How do I reference such an override component?
For example I have a Channel Mixer override on my Volume Settings and would only like to turn it on in a certain area of my game.
I'm using HDRP and Unity 2019.1

cobalt wing
#

should work somewhat same way as overriding postprocessing volumes on earlier versions

hardy jungle
#

Nvm, thought of a workaround. Just created two Scene Settings holding different Volume Profiles and activated/deactivated the whole GameObject

#

Follow-up question: I want different layers to be affected by different volume profiles. AKA How do I create a layer mask for my volume profile?

split oak
#

i put my HUD canvas on "screen-space camera" render mode so it gets post processing applied to it. I mainly did it for the bloom, but it's also getting motion blurring despite not moving, I wanna stop the motion blur, but I don't see a way to disable motion vectors on canvas renderers

#

any ideas?

#

oh I just unexpectedly solved it. I made a second cam just for the HUD, background type: none, culling mask: only ui, depth: above zero
It's removed the motion blur but it's still receiving bloom, which is exactly what I want, but i'm not sure why it works. I expected it to lose both motion blur and bloom and for me to have to set up a second graphics volume that had bloom but not motion blur

lunar kelp
#

is the any free post processing thing?

#

for ambient occlusion

marsh frigate
#

The post processing stack has ambient occlusion

#

just get it from the package manager

#
lunar kelp
#

where is the download?

marsh frigate
#

look at the documentation I just posted

lunar kelp
#

im sorry but this is overwealming

#

;/

#

;-;

marsh frigate
#

What part? The second link in the sidebar is Installation
Then you go to the third link Quick-start and it leads you through it step by step

lunar kelp
#

the thing is

#

i need help with ambient occlusion with the graphics card i have

#

cus it doesnt work the one u recommended me

#

@marsh frigate .-.

#

soz for ping

cobalt wing
#

@lunar kelp on Unity 2018+, open package manager and install postprocessing package

lunar kelp
#

again

cobalt wing
#

on Unity 2017 and older, install from asset store

lunar kelp
#

that one doesnt work it wasnt made for my graphics card

cobalt wing
#

that's DX10 one?

lunar kelp
#

im using 2018.3.12f1

#

as unity

#

and

cobalt wing
#

are you using LWRP?

#

or built-in renderer?

lunar kelp
#

let me msg u the screenshot

#

so olento?

cobalt wing
#

you didn't answer to my question

#

are you using built-in renderer

#

or LWRP

lunar kelp
#

how do i check

cobalt wing
#

well, if you haven't installed LWRP, it's the old built-in renderer

lunar kelp
#

link?

cobalt wing
#

lets just focus on the actual issue

lunar kelp
#

ok

#

x3

cobalt wing
#

you probably haven't used postprocessing stack v2 before?

lunar kelp
#

i had

#

used it

#

still no hope

#

.-.

#

;-;

cobalt wing
#

make sure you have the volume working, I suspect you don't have any effects working there right now

#

not just AO

#

that quick start describes the necessary steps to set it up

lunar kelp
#

Erm

#

im not good at following insturctions but have u saw the reqires parT?

#

would you like a call and you can help me with the step by step thing you see i aint good with those ikea instructions i mean unity instructions xD

cobalt wing
#

there are plenty of tutorials for this purpose around

lunar kelp
#

dont u dare show me brakeys

#

he does not help

#

i tried his method

cobalt wing
#

there really isn't much to it, you install PP package from package manager, you slap PP layer to camera, set camera and PP layer to use same layer (make one for postprocessing if there's no such thing)

#

then put PP volume in some gameobject, mark it global and make PP asset for it, assign it to this PP volume and mark this layer to that same layer you put your camera into

#

then just add AO effect to the PP asset and it's done

lunar kelp
#

ok wait there

#

im doing it

cobalt wing
#

(it might have AO setup by default, can't remember anymore)

lunar kelp
#

is it pp2 or pp1?

cobalt wing
#

pp2, the one on package manager

#

there's very little reason to use ppv1 today

lunar kelp
#

hmm

#

same reason

marsh frigate
#

can you screenshot this issue?

lunar kelp
#

.-.

cobalt wing
#

you don't have DX11 compute on your DX10 GPU

#

did you try the other option?

#

but it's possible you'll get the same

lunar kelp
#

Could u call me?

cobalt wing
#

no

lunar kelp
#

ill be on mute... but i dont see why u dont wanna but ok

#

its fine

cobalt wing
#

anyway, lack of compute basically just means you have to find implementation that doesn't need it

#

but it'll be slow

#

especially on that GPU

#

you could try Unity's old cinematic effects from asset store

#

but it could have same limitation

#

all in all, it's pretty pointless to try to get SSAO on that gpu

#

even if you can find on that runs, it'll be slow

lunar kelp
#

link?

#

so i can download it

cobalt wing
#

open asset store

#

type "cinematic effects"

lunar kelp
#

Unity's old cinematic effects?

cobalt wing
#

you should find an asset from Unity

#

yes

#

if that fails for the same reason, then you gotta go digging github or some paid PP package that works on noncompute

#

or just... get better gpu

lunar kelp
#

but i want this game for people with avarage gpus

#

so anyone can play it

cobalt wing
#

that's not avg gpu by any standards

#

that's not even been min spec for most PC games in half decade

#

that being said, I think it's good for weak gpu's being able to run your game

#

but you wouldn't have SSAO enabled on such

lunar kelp
#

i installed it but i dont see it in my unity

#

and imported *

#

where do they place the folder?

cobalt wing
#

Unity itself supports DX10 gpus still, but you'll not get all graphical feats with it

#

well, if you imported the asset, it literally showed you dialog with all the files when you hit "ok"

#

it's somewhere in the Assets folder

lunar kelp
#

its not

#

;/

marsh frigate
#

well then import it again and look at the dialog

lunar kelp
#

i dont see it

#

dialog

#

?

marsh frigate
#

It's importing into Standard Assets/Effects

#

you can see it there

#

and also you can see it on the asset store if you click Package Preview

lunar kelp
#

ok got it

#

now what do i do with it?

marsh frigate
#

Add the ambient occlusion script to your camera

lunar kelp
#

now?

#

-eh

#

gasps

#

:0

#

it works

#

now how to customize it

#

ok thx

#

@marsh frigate and @cobalt wing ROYAL THANKS!!!! X3 ur both awesome

#

owo

silk mason
#

Working on post processing.

trail flare
#

wow

#

very beautiful

silk mason
#

Thanks!

merry arch
#

Hello, has anybody noticed a difference in bloom when working with linear colour space?

#

my issue does not happen in gamma

#

(pp v2)

gilded dirge
#

Can you draw anything around an object using edge detection + layering to only include the character? I'm wondering how I could go about making a cute fur shader. (Doesn't need physics, and isn't really detailed.)
This is the effect I'm going for: https://i.imgur.com/Xp7eej1.png

mellow onyx
#

I'm no expert but I think of Option 1: compute shaders, but is a complex topic even for me a programmer. Option 2: Parallax shader to mimic fur. Option 3: Use particles maybe. Option 4: Tesselate the mesh a lot and bump it (probably what the image is doing). Cant think of anything else.

iron minnow
#

hey folks. any idea how to turn off ambient occlusion in the PP stack v2 properly?

#

If you toggle it off it stops rendering the effect, but it will still build the depth texture (which is where most of the performance is spent)

next reef
#

hmm.. i have two cameras with each having a post-processing Layer+Volume.
the layer is working on the second camera, since it's applying deferred fog.
but the second camera doesn't get the effects from the volume (color grading, bloom, etc.)

open totem
#

@next reef damn, is that Garrison Archangel 😍 ?

#

back on topic, have you tried toggling "Directly to camera" off? The "Unity 2019 + PPv2 2.1.7" combo broke a lot of stuff, and that toggle is the first culript

next reef
#

yes it is. and that was exactly the cause. i had it turned off for both cameras

severe slate
narrow halo
#

Hi everyone, small question is it known that the Post Process Debug component isn't working as it should ?
For example I tried debugging DoF and nothing was showing as debug view (histogram and other are working but the debug aren't showing). The DoF itself is working but I saw videos showing red debug views fading out depending on the strength of the DoF

#

Anyway, if anyone saw something related to that ping me please

exotic loom
#

Hey all - my team is looking for someone to come audit and address some graphical performance issues our game is experiencing. Does anyone know any contractors that would be up for this?

#

If anyone is interested please DM me 😃

mystic vector
#

@next reef Is... is that an Exteel kind of game?

next reef
#

it;s a mech action game. currently on steam early access

mystic vector
#

You rock man! Well done.

#

Gonna try it out soon 😉

next reef
#

i'm the gameplay and sometimes graphics dev.
team handles the models and animations.

runic ibex
#

@silk mason Did you use the MK Glow plugin ?

silk mason
#

@runic ibex No, just bloom.

#

And glowing in the texture

frail vale
#

Curious what I should be looking up to test/try an effect or if this would even be accomplished with post processing.

#

interesting effect that happens when recorded with my gif maker

#

I would be curious to see if the gif makers style of my world could some how be used as a real time style?

sweet tulip
#

@silk mason how did you made that neon like effects?

next reef
#

@frail vale the gif maker is limiting the colors down to reduce its file size. basically, a simple Posterize image effect would do that.

frail vale
#

Ah got it, thank you for that info

#

Did you play project entropia by chance their flying vehicles are called sleipnirs

echo lava
#

Hey

#

I'm looking for ideas how to fix UI blurrness with HDRP

#

i set up motion blur and depth of field on HDRP, and wanted to use RawTexture on UI with my custom shader

#

but to make the shader visible, i had to change canvas settings to World Space - Camera

#

thus, everything in UI is now blurred

trail moth
#

What exactly is post processing ?

marsh frigate
#

An easily searchable term

clever plinth
#

I need a sanity check, post processing stack custom effects do not play well with VR since 2019.1. Even in multi-pass rendering.

#

The UNITY_SINGLE_PASS_STEREO doesn't seem to be set anymore, making VR-specific shader code not run 😕

clever plinth
#

Found the culprit, since 2019.1 VR post processing no longer works using the legacy render pipeline 🙃

cobalt wing
#

that's a weird regression

#

considering that later on with 2019.3, PP stack v2 is ONLY used for legacy render pipeline 😄

open totem
#

Don't tell me, I'm raging at Unity for breaking the PP stack on VR

#

Also, can't use LWRP because it does the weird "One grey eye" bug, making it unusable

severe slate
#

for some reason none of the post processing stuff is working, even if i turn their settings up all the way,

#

and no, its not because the vignette is set to off, i was flickering that hoping it would do something, turned on it still doesnt work

arctic root
#

@severe slate maybe set it to isglobal? Im not sure if your camera is actually using the postprocessingvolume, cause it all looks good to me

severe slate
#

is global does nothing aswell

lethal musk
#

this is the furthest it'll go if the intensity is set to 1.0 (max)

lethal musk
#

nevermind just ended up making my own vignette shader

wraith fox
wraith fox
coral shoal
#

very cool

mellow summit
#

ummm.. Can someone please tell me why Screen Space Reflections in Post Processing v1 look way better than v2 ones? (first picture is v2 with Overkill quality ,second picture is v1 with default quality.) Also i dont know why v2 has like black artifacts

cobalt wing
#

@mellow summit ppv2 ssr is useless

#

They tried to optimize it too much... I never got v2 one working without crazy artifacts

#

PPv1 or cinematic effects ssr is way better

#

There is also stochastic ssr from community which is nice for the old renderer

#

HDRP has nice SSR built-in as well

fringe valley
#

Hi guys, I'm searching for a way to achieve a sharpening effect with an HDRP pipeline (VR enabled). There are some assets in the store for LWRP and PPv2 that are not compatible. Any idea? I don't know much about programming yet. Thank you

mellow summit
#

@cobalt wing yea i tried stochastic too. all screen space reflection systems work flawlessly except for ppv2

#

also Cinematic Effects is just PPv1 but the difference is that the pp stack is ordered correctly and is more organized.

cobalt wing
#

yeah, I know 🙂

#

just mentioned both in case

alpine swallow
#

Wondering if they would implement support for rough reflections in ssr. I missed this

cobalt wing
#

I always thought it was just an optimization right now as it's fairly heavy operation

severe slate
#

does exists an practical method to AO on LWRP?

spring crescent
#

Someone know why my emissive material didn't work anymore after i installed lightweight RP ? I've already updated all my materials, applied post process volume/layer on my camera and same for the layer post process + i've created a post process profile with bloom effect to make the glow pop out more but nothing happend
If someone have an idea pls msg me (sorry for my bad english, hope it's understandable)

bright mirage
#

Question, why does PostProcessing affect my lighting when the light isnt in the layer that the PP affects? -.-

vapid citrus
#

O p t i m i z a t i o n

rigid echo
#

Hello everybody,

i am quite new to unity. I tried to find out how to setup lightweight RP and then using Post processing. Unfortunately I can't find any helpful tutorials in the web. My problem is, when the tutorials say: Add LWRP asset. But I just find the universal renderer. I am using Unity 2019.3.0a12. Can anyone help me to setup?

languid briar
rigid echo
#

Ah okay that was the information I didn't had thank you very much!

languid briar
#

Very welcome!

#

Docs on the native post-processing in Universal are incoming! Soon™

rigid echo
#

Do you have any recommendations where i can find some information about post processing with this pipline?

languid briar
#

Eh. I wish I could just link you to the docs, but they're running a little behind. I'm working with the dev on them and hope to have them out soon.

#

What I CAN tell you is that it uses the same Volume system as HDRP, so you could read the HDRP volume documentation for how-to-use.

#

And then only use whichever properties show up in the UI for Universal.

#

It's hacky. But it's a place to start :)

#

(And I promise the actual docs will be out soon. :))

rigid echo
#

Okay then i try to find out something about this 🙂

languid briar
#

Hope that works out!

rigid echo
#

I think i slowly understand after watching the manuals and the test projects

languid briar
#

Nice! Can’t wait to see what you produce!

rigid echo
#

@languid briar I found out with the new build in post processing volume there is no need of a render Pipline. I didn't found out to use it with render pipline but it works without it

golden hound
#

Thank you @languid briar those HDRP docs really helped me out setting up the Universal RP! 😄 I just had a question on if you would happen to know how to get it to work with the new experimental 2D lighting that's being implemented because I can't seem to get it to work with that, but post processing does work if I disable the experimental 2D lighting and just use the forward renderer in the pipeline asset

bleak horizon
#

When the ambient occlusion will be available for URP?!

languid briar
#

@golden hound - the Universal RP docs have an entire section for 2D. Have you looked there? You can find them via the first link I sent yesterday. See the table of content in the left-hand side, towards the bottom is 2D.

golden hound
#

I've checked the docs to get the 2D experimental lighting and post processing to work separately, but I can't get them to work together. I figure it's cause the Forward Render Data has a Post Process Data variable while the 2D Render Data doesn't seem to have that variable even if I look at the inspector in debug mode.

languid briar
#

@golden hound - I've just asked my devs, and PP and 2D don't work together right now. But they will soon™ :)

cobalt wing
#

so probably included on next URP (2019.3) release

#

@golden hound

#

if you don't mind experimenting, you could just grab the current SRP master from github and try it

golden hound
#

@languid briar Thank you for that! I'm glad that Unity includes all these cool features out of the box and I can't wait to see what the future holds! 🙇 @cobalt wing Oh snap! I downloaded the current SRP and tried using their own URP demo project and it worked like a charm! 2D and post processing working in tandem! UnityChanCheer Thank you two for all the help! Also also thanks 0lento for all your help on the ECS channel as well, I tend to mostly lurk over there but you and a bunch of other people have been a great help!

languid briar
#

Yay! So glad you’ve had this success!!

errant rivet
#

Anyone else had this problem?

#

I'm not using any volumes or layers, but enabling the post process layer component makes my game preview blurry. I'm using VR.

#

2019.1.1f1

#

oh I see, enabling the post process layer component adds 4 command buffers to my camera, and removing these manually removes the blur

#

specifically the command buffer called "BeforeImageEffects: Post-processing"

#

If not, shall I write it up for the issue tracker?

ivory barn
#

Hey I'm using first time post processing stack in 2019.3.05a version unity and then ( Assets/PostProcessing/Editor/PropertyDrawers/MinDrawer.cs(6,34): error CS0104: 'MinAttribute' is an ambiguous reference between 'UnityEngine.PostProcessing.MinAttribute' and 'UnityEngine.MinAttribute' )

#

Can anyone solve this issue

ivory barn
#

@harsh summit

#

@placid quarry

sterile cosmos
#

I just tried to deploy the ne pipeline to Oculus Go and post-processing still doesn't work. Going to test without Oculus and see if it works on Android.

#

Yeah. It works on Android when I deploy it there.

inner kelp
#

So upgraded my Project to 2019.3b1 & switched from LWRP to Universal. Everything is fine just the PP-effects dont show in 2019.3b1 although the stuff is set up the same way. I only noticed those new settings in the camera itself. Does anyone know how I can get the PP-effects to show again in 2019.3?

cobalt wing
#

@inner kelp URP doesn't support old postprocessing package anymore

#

it comes with it's own PP, like HDRP does

#

basically you just add regular (non PP) volume to the scene and add overrides to it

#

also make so to remove PP layer and PP volumes from your project now

inner kelp
#

Overrides? damn... I better wait for the documentation then. Thanks for the fast answer!

cobalt wing
#

I think there are some docs for this somewhere

#

but if you can't find them, you can always look at how HDRP docs describe volumes

#

should be pretty similar deal now

#

it's not all that different setup from old PP volume

#

you mainly don't have to set the layers and the PP layer component

#

and volume is using different component

vapid citrus
#

New pp is super intuitive. I believe in you!

ivory barn
#

How can i use pp in unity 2019.2.3f1 version

#

Can anyone help me

#

@cobalt wing

bronze mural
#

@ivory barn There's documentation in the pinned messages

#

It has a quick start guide

#

@ivory barn Also stop pinging people out of conversation to your issues.

ivory barn
#

Sorry for that

#

Ohk can i use pp in only 3d project ?

bronze mural
#

it's a camera effect, it works on anything.

ivory barn
#

Yeah ik

#

But lwrp is necessary ?

#

Ldrp*

#

Or HDRP

bronze mural
#

I'm not up-to-date on that one. I think HDRP has it's own and LWRP doesn't support everything.

ivory barn
#

Kk

#

I just imported pp from accets.. and i was making a script "postprocessprofile" but it didn't work

#

It shows only script

bronze mural
#

Documentation has a detailed guide how to set it up.

ivory barn
#

Where can i get it ?

bronze mural
#

The pinned messages

ivory barn
#

Ohh ty

languid briar
#

The documentation in the pinned message is only for the Post Processing V2 package.

#

If you're using URP or HDRP, they both have their own built-in post-processing solution, that relies on their own Volumes framework.

#

They are incompatible with the PPv2 package.

#

Docs for URP post-processing = incoming.

wet rivet
#

any recommendations on getting good PPS results in a low poly setting?

#

i feel like the way im setting it up contrasts too much

#

idk if PPS can do a flatter lighting to fit better something more cartoony

dry folio
#

@wet rivet do you have photo with camera view + stat?

wet rivet
#

will provide when i get home

#

had to go to work

#

doesnt differ much from game mode

#

but as you can see the shading is too uhh soft id say

#

too excessively detailed

dry folio
#

And you have problems with FPS on that simple scene?

wet rivet
#

not really fps problems but i wanted a better aesthetic to it

#

flatter shadows, and less smoothing

#

but i think at this point the issue is more of my settings

#

i meant pps as the post processing stack

cyan seal
#

Question: How should Auto Exposure be configured in the Post Processing Stack?

#

I've noticed that by looking down at the ground, said ground becomes extremely bright.

#

Not something I really want.

#

For a bit of context here, I'm attempting to re-create the lighting, post processing and color grading used in Shadow of the Colossus (the PS2 version) for a project I'm working on. I think I've got the basics ironed down, but this has bugged me for a while and I can't figure out how to solve it without ruining the overall effect.

cyan seal
#

Still need help with this issue.

wet rivet
#

he shows too exactly the problem you ran into

#

its a p neat video

cyan seal
#

So I guess it's impossible to get rid of that effect completely?

#

That's kind of what I tried as well.

cobalt wing
#

@cyan seal what do you need the auto exposure for then?

#

that's how the effect works by design

cyan seal
#

Recreating SOTC's eye adjustment effect

cobalt wing
#

you can clamp the range I think tho

#

but if you have like specific places where you want to apply the effect, you could just apply the autoexposure to local volumes where you want it to work

#

and just use fixed or more restricted values on the open areas

tribal mist
#

Hey guys I want to ask if anyone has managed to get the pp stack working on a oculus quest or android VR in general

open totem
#

@tribal mist I was just about to ask if Unity has ever bothered to fix it, guess I was wrong

tranquil cloud
#

Quick Q on creating a PostProcessVolume dynamically using QuickVolume(). Previously we had it working where I'd create a dynamic volume and apply some overrides for user driven video setting changes. However, it doesn't seem to be working the same way anymore (the overrides are not affecting the end result). Since I need more info to debug, I was hoping I could look at the PostProcessVolume I instantiated via script in the editor, though I don't see any new game objects created... Where is this new component actually being instantiated??

#

Nm, it's getting a HideAndDontSave flag set on it which is making it invisible in the hierarchy. I'll just disable that for now. 😉

coral shoal
#

Does anyone know how I could achieve a cavity rendering post processing filter? Maybe its just 6am and its something easy i havint thought of, but i really love what the cavity filter as a viewport shader does in blender 2.8,
Possible in unity?

#

My first thought was using depth, clamping to a mesh like an outline shader would so it wouldint be everything in the scene just whats camera visible

#

And then ehh.. Yeah im terrible at this stuff anyone willing to throw me a line would be much appreciated

wet knoll
#

First-person swimming in water post-processing advice needed

obtuse seal
#

Does anyone know if it is posible to render some things after AA? for example text?

#

i have some text mesh pro intagration into my enviroment, for example text in monitors on walls, and my AA is really messing it up, is there any way to render the text after the AA pass?

rocky onyx
#

How to access Bloom, Exposure etc in Volume in script? This is HDRP

#

I'm guessing UnityEngine.Rendering.PostProcessing is not HDRP

Volume volume = GetComponent<Volume>();
Bloom bloom;        volume.profile.TryGetSubclassOf(typeof(Bloom), out bloom);```
Doesnt work..
#

Sorry. Got it
using UnityEngine.Experimental.Rendering.HDPipeline;

ashen edge
#

I'm trying to get the Post-Processing stack Ambient Occlusion to work with an orthographic camera, is this possible?

dapper relic
#

Is there a way to exclude some layers from post processing without using extra cameras? For example i want to use Canvas with "Screen Space - Camera" render mode instead of default "Screen Space - Overlay", but with this mode canvas is affected by post processing

sick kiln
#

afaik in PPv2 is not possible

barren shale
#

Hey, quick question, using the unity classic render pipeline (not SRP), the PostProcessing volume makes my camera projection matrix uneditable. Is there a way to get around this?

Edit: Hack, not for production, but setting the projection matrix to a variable and then assigning it during the OnPreRender message does the trick for me. Might break advanced effects like TAA.

copper snow
#

Hey, I'm looking for some help on post-processing settings. Got two screenshots of the same scene, with what looks like almost the same settings. First screenshot is Unity 2018.1 with Post-Processing Stack from the Asset Store.

Second screenshot is 2018.3 with the Post-Processing package v2.1.7 from the Package Manager.

So my problem is that all my effects just look less vibrant than before and I was wondering if anyone had the same issue and found a good solution?
I heard something about another post-processing stack on GitHub, but I'm not sure what's the go-to solution lately.

knotty night
#

Hmm it seems to me that the seconds Post Processing Stacks differs a bit from the first one, so it's expected that there would be some changes. Are you sure your graphics settings haven't changed somehow? e.g. linear / gamma color space, HDR rendering

copper snow
#

Nope, haven't changed any graphics settings. I checked, and both are default and Gamma. I'm not sure where to check HDR settings (if it's the one on the Camera, it's enabled)

#

Might just have to try and replicate the colors to look more similar to the old post processing

knotty night
#

Yeah, Post Processing Stack has changed so the only thing that's left is to try to replicate the settings

#

But the logo in the first picture looks good indeed 👍

idle citrus
#

1 camera active, multiple games, 3 different versions of unity, 2 times now my main camera refuses to display anything but black (does not say no cams rendering) on display 1 but display 2 is fine. Is this a postprocess ing issue?

coral shoal
#

Yeah it's weird i have a couple cameras in my scene that broke when updating to x2019

#

try disabling the proc layer on the camera in your case, if it changes from black that answers your question

#

@idle citrus

dire valve
#

hello, does anybody know how to disable the post processing on the UI layer without using 2 cameras ( our project is built in the LWRP and it does not support 2 cameras)

broken girder
#

how do you rendering something after depth of filed? I have some transparent objects that need to be sharp all the time

torn elk
#

Hey I got an issue with my AR(Vuforia)/Mobile sprites when I build them for android. They seem to be oversaturated. How do I fix that with post processing? :D

forest elbow
#

Having trouble getting post processing to work. Following a tutorial that first sets up HDRP which seemed to go well, however my post effects do nothing at all. I installed postprocessing pack. I created a 'empty object' called postprocessing and created a pp layer. Added a profile with extreme adjustments set to global. Set layer to PP. Then in camera I have it set to PP also. I add a PP volume, set to PP layer. Tried messing about with layers but nothing I do changes anything in my game camera. Unity 2019.2.9. Can anyone please help? I've tried uninstalling the PP and reinstalling, same issues.

forest elbow
#

I'm reading HDRP and PostProcessing don't work well together, even though the tutorial I'm using seems to use it fine

forest elbow
#

Ok got it working via another tutorial where they use 'Volume' instead 'of 'post processing'

sly nacelle
#

afaik HDRP come with its own post processing, so you should not use the separate package together with it

forest elbow
cobalt wing
#

yeah, that doesn't apply anymore 🙂

#

it used to but that changed on 2019.1 already

#

on that video Brackeys used 2018.3

hardy patrol
#

When are we gonna get ambient occlusion for lwrp?

cobalt wing
#

I'd guess it's related to lacking(?) depth prepass on URP

#

you need either depth or normal buffer to be able to SSAO

#

if you have deferred rendering (which URP will have soon), then you get both options, for forward path, you'd need that depth buffer to do AO

hardy patrol
#

well I tried having MSVO on LWRP (Unity 2019.2.9f1) but it just does not change anything. SSAO does not work with scriptable render pipelines as it is shown by the warning given when I select it. So if I download 2019.3 and get URP I have a chance to get some AO ?

#

activating depth texture doesn't make it work either

cobalt wing
#

it does work on HDRP

#

(you said it doesn't work on SRPs which covers a lot more than LWRP)

#

and yeah, it's not been implemented on LWRP/URP afaik

hardy patrol
#

Just going to wait then

rich hill
#

post processing wont show in my editor camera

#

or ingame / testing

#

Ive followed tutorial exactly

#

I take it back

#

i never checked game camera

broken girder
#

is there anyway to get depth of field on transparent items in HDRP?

#

I am making a hologram and it is getting blurred when trying to focus on it

forest elbow
#

If I wanted to revert my scene from HDRP to not have it, how would I go about doing that?

cursive moat
#

Pretty sure you just remove the HDRP pipeline asset, then convert your material shaders back to default ones

severe slate
#

There should be a Setting to set all your materials to HDRP
There must be another setting to do the opposite

cobalt wing
#

it's a one way street atm

#

of course you can write your own scripts to do the transfer the other way around

broken girder
#

is there anyway to get text to respond to exposure?

#

right now it does nothing to text and effects everything else which makes it look really odd

#

thanks

#

Using text mesh pro

tawny cape
#

I have two effects, but this one does not show up as an option to select

marsh frigate
#

Fairly certain that side is only populated by your C# scripts

#

and not the shaders

#

It'll be the PostProcess attribute on your PostProcessEffectSettings

tawny cape
#

ah, I knew I was forgetting something

#

thank you

tawny cape
#

I think I'm getting close to getting this effect to work in LWRP, but the underlined line of code keeps giving me an error "'tex2D': no matching 2 parameter intrinsic function", even though a couple lines earlier I did not get an error

marsh frigate
#

It's SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, i.uv);

tawny cape
#

I no longer get the error, but instead I get warnings about leaks

#

the image effects also makes the screen fully white or black, instead of partially black to match the cutoff and this texture

#

As the effect is meant to be a screen transition effect

lean tangle
#

That warning can be fixed by just restarting the editor

#

its really annoying..that warning..

tawny cape
#

yea, I no longer see it after restarting

#

now I'm just not getting why the effect doesn't work in a way that I'm expecting

crimson fulcrum
#

Is there an example texture for URP Color Lookup Texture? I keep getting this error.

tawny cape
#

try a render texture

#

I can't seem to find the Vignette shader to look at the code of on the github of the post processing stack, does it have some different name?

tawny cape
#

oh, it had a different name

#

thank you very much

marsh frigate
#

I went into the UberPost.shader file, and then saw where it applied the vignette, searched for the function name, then found it wasn't there.
Looked at the include files, thought it likely to exist in ...Shaders/PostProcessing/Common.hlsl" over all the others

#

and then searched for the function name there

tawny cape
#

ah

jaunty ember
#

Is ambient occlusion not available in the URP?

tawny cape
#

also, I've tried to extract the masked vignette post processing effect to a separate shader, but it only outputs a black screen

tawny cape
#

I've also tried achieving a similar effect by trying to port a dissolve shader to the post processing stack, but it gives me an only marginally better result, as it instead goes between a darkened game screen at cutoff values between 0 and 0.5, and a clear game screen above it

cobalt wing
#

@tawny cape it wouldn't work

#

LWRP used PPv2 package

#

URP has it's own dedicated PP

tawny cape
#

ah

strange fulcrum
#

Hi people, quick question, is there a easy way to control the post-processing effects using shader graph? everything I find in google is from around a year ago and it didn't see to be possible back then,I couldn't find any kind of guide and I have been trying for hours with no success

cobalt wing
#

@strange fulcrum not supported atm

#

there is an old draft of giving shader graph support for custom post processing (at least on HDRP) but it's not something you can merge to current HDRP versions anymore (nor it really worked when it was done)

#

but it's coming officially at some point

#

right now HDRP got custom pass and custom postprocessing pass in code

quaint wagon
#

anyone knows how can I enable post processing on the inspector camera?

marsh frigate
#

on the little preview? Or do you mean in the scene view

quaint wagon
#

yes, the scene view, I did tick that box and it did nothing

final hazel
#

Hi guys ! I would like to make a dark ambiance, so I used post processing with color grading and vignette, but I can't use light. I'm totally new to this, can someone give me a hand to understand how it works ?

#

I'm in a 2D project with unity 2018.4

knotty night
#

What do you mean with light?

final hazel
#

umm.. I would like to do a dark atmosphere which became brighter when we go further. but I need light in the level for lamps

#

and I really don't know how to do that ^^'
I want to learn about lightning and post processing for this project ^^

knotty night
#

Hmm what I can recommend you is watch a video about Lighting in Unity

#

Brackeys has done one already

#

For the lamps you can use Spot Lights

#

I'm sorry but I don't really know how can I help at this point as it is a bit general question

final hazel
#

yeah don't worry, I will find this way, I forgot about about Brackeys video which can help me a lot. I think my problem is more about lightning finally, sorry to bother you here ><"

quaint rune
#

does anybody know why Postprocessing Stack v2 doesn't support single pass double wide mode in 2019.1+ ?

#

Instead it issues a drawcall for each eye and uses two textures

#

it is done via compile directive

stoic canopy
#

Hi guys i am using unity 2019.3.9 with URP.
My problem is when i checked post-processing in camera to use post-processing.
After that, in my game view show nothing like picture below.
How could i fix my problem??

severe slate
inner locust
#

maybe frostbite bcz its the best game engine of the world

#

worlds no 1

#

but its not for private use

cobalt wing
#

Unity's HDRP team has many ex frostbite devs in it

severe slate
tribal bluff
#

Does anyone know, is it possible to apply a post process to just the UI? Say my canvas and its children but not to the rest of what the camera sees?

crystal imp
#

I was wondering how do you handle MeshRenderers in a custom PostProcessRenderer ? For now i have to store the list of mesh renderers statically, but this is not very elegant and i want to set this settings independently for each of my profiles. Having just a public field for this list in my PostProcessRendererSettings class could be the solution but i didn't find a way to set it via GetSetting<T>.

inner locust
#

not so hard to apply

#

today i made an android app with unity

stark fable
#

@tribal bluff Yes it is. Use second camera, that renders only UI and apply postprocessing. Worth to mention that camera stacking is not supported in URP now.

tribal bluff
#

Why not, and any plans to bring it back? How would this effect be created post URP?

zinc harbor
#

they are working on bringing camera stacking back to URP

stark fable
#

@tribal bluff it is because clear flags affects performance in a bad way.

Postrocessing works per camera only. Also you can use camera opaque texture to recreate some effects in shader graph.

arctic briar
#

it happens at certant angles too

#

i have no clue what it is

cobalt wing
#

it's quite impossible to tell what's going on there without seeing any of the actual setup (unless there's some known issue about this)

buoyant galleon
keen skiff
#

Hello everyone! I'm trying to add ambient occlusion to my camera and it works on everything except my custom transparent shader/material (created in shader graph). Does anyone has any idea how can I change it to support ambient occlusion properly?

alpine swallow
#

@buoyant galleon great result. I don't like built-in panini projection effect because of bluring

cosmic kiln
#

i need volumetric lighting in URP project, do you know anything that can help?

chilly chasm
#

The sky disappears when the camera goes bellow 0.5 what could be causing this? It happens both in the Play camera as well as the editor.

HDRP 7.1.5, 2019.3 0b11

halcyon sail
#

im trying to add lens distortion but when i add it the effect doesnt work even if i put the intensity to 100

chilly chasm
#

considering what you can't do in URP you get nothing but excellent performing dead ends if you use URP unless you have a team that knows what it is doing, and you are ready to spend time doing it.

Go for standard pipeline and optimize it as much as you can. There is huge support on the asset store if you want to use all kinds of beautiful volumetric features such as aura 2 etc.

knotty night
#

i need volumetric lighting in URP project, do you know anything that can help?
@cosmic kiln You can't get volumetric lighting in URP.
You should use the standard render pipeline with a third-party asset (Aura 2 or Hx Volumetric Lighting), but it isn't free.
Or you can alternatively use HDRP with it's own volumetric system, but it may be an unworthy conversion, depending on your project.
As @chilly chasm said, I think that if you really need volumetric lighting in URP, use Built-In Render Pipeline.

cosmic kiln
#

@chilly chasm @knotty night Thank you for responses, i have aura 2 and ill consider switching to standard pipeline

cosmic kiln
#

but problem is that i won't be able to use shader graph for example and probably other stuff

knotty night
#

@cosmic kiln then you should either consider using:
● HDRP without Aura 2 but with Shader Graph
● or the Standard Render Pipeline with Aura 2 & Amplify Shader Editor

wind epoch
#

Somehow my post processing effects don't show up in build

#

only in engine

woven herald
#

Standard Render Pipeline with Aura 2 & Amplify Shader Editor. probably most feature rich and robust combo currently for production ready aimed projects when dealing with rendering features in general. URP has lots of functional stuff missing. for me it includes deferred rendering and point light realtime shadows currently. also lack of AO in bultin PP that comes with URP.

severe slate
#

I wanna add some brightness to my scene for a quick sec
any thoughts?

willow harbor
#

Are there any news about Custom Post Processes in URP?

mellow summit
#

@cosmic kiln you could use ShaderGraph to make a soft particles and camera fading shader and a cone mesh if the volumetric light is a spot light to fake volumetrics,however,if you want a volumetric Directional light,you should go for Builtin or HD render pipeline

cobalt wing
#

@woven herald I thought they added ao alreafy

woven herald
#

they did? haven't visited since 7.1.2 if memory serves correctly. also the bloom was acting weird with threshold values.

#

not listed here yet either , will have to check if AO has been added. might try it again

cobalt wing
#

It is possible it hasnt landed on releases yet, I just saw the wip branch some while ago

cobalt wing
#

yeah, I don't think that landed on 7.x at all

fathom sail
#

our company are still on 2018.4 and planning to go to 2019 if there anything new for graphic side
since i dunno if there any place for visualization question

what is something that we should look forward into?
atm we are still using old pipeline and was interested to try something new

mostly for architectural visualization.
heard good stuff about hdrp and urp, but have 0 experience with it
only been using standard lightbaking + post processing stack so far.

wind fiber
#

hey all, simple question which i've forgotten the answer to. Im on Unity 2018.3, LWRP. Trying to make it so only emissive objects are having bloom applied to them, because the bloom on the environment is overwhelming :P. In the past, I would have set threshold to 1 and enabled hdr on the camera, but that doesnt seem to be doing the trick here. Any threshold over 1 is not rendering bloom at all

#

any ideas?

devout orbit
#

Hey guys, is Post processing v2 supposed to work on mobile in VR with single pass?

dry folio
#

@devout orbit its not works very well on Oculus Quest

devout orbit
#

ah, forgot to mention that I'm also on LWRP

devout orbit
cobalt wing
#

@devout orbit PPv2 doesnt even work with URP

#

you meant that you used URPs own PP?

devout orbit
#

yep, its own one @cobalt wing

buoyant galleon
#

Just had a dive into a very interesting thread on PPv2s performance... Scary scary stuff

fiery tusk
#

Hey everyone, I'm currently working with the postprocessing stack v2.2.2 and I was wondering what triggers PostProcessEffectRenderer.Release. If I set the effect On or Off release is not triggered. How can I know if the effect is active or inactive ?

cosmic quartz
#

😎 I found the bloom button

nocturne grove
#

Hi! Is there any way to render out 32 bit EXR frames with the Unity Recorder and keep all the 32 bit information intact? When I render out, the output frames are 32 bit but it has no information above 255.

deep arrow
#

Hey guys, so recently i did a test upgrade of my project to 2019.3 to see if it will be possible to upgrade our engine version from 2018 and get some performence boost. Everything worked well except couple of shaders that i fixed however for some reason when i started moving the post processing stack v2 to the new PPv2 that comes with Universal rendering pipeline post processing doesn't get applied to cameras that are inside a prefab. I've tried creating a new camera inside the prefab deleting the old one setting the both the global volume to the same layer as the layer inside the camera however it doesn't even pick it open. But if i just create a blank camera then add a volume set up a profile everything works like its intended to, is this some kind of bug in the pre release ot i am doing something wrong with the prefab?

#

As you can see the camera does have indeed the new post processing as they even work in the editor. However in the game view they aren't present at all.

severe slate
#

Guys what should i add to my camera

#

So i can put the Post Processing item into it

#

i did add bloom and stuff

#

just wanna put it into the camera

fathom sail
#

need layer + volume
i forgot the best way to do it, but easiest to tag everything + isGlobal

prisma stag
#

Hello, i'm trying to control the value from post process stack V2 by script, but i cannot find a sample or doc of this, do you have an idea how to do it ?

knotty bone
#

if you reference the Profile, you should be able to change Values by MyV2VolProfile.Something.Something. Another option would be to simply use "using UnityEngine.Rendering.PostProcessing" and then by init Variables: e.G. AmbientOcclusion AO and then PostProcessVolume ppv = GO.GetComponent<PostProcessVolume>() continued by ppv.profile.TryGetSettings(out AO) you should be able to check and then change them. e.G. if(AO.enabled.value == true){ AO.enabled.value = false}.

rich idol
#

Hello, where is the antialiasing on the 2.2.2 Post Processing Stack?

wraith nacelle
#

Hi all, does anyone know if one can isolate assets/layers to render post processing FX, like bloom, so that only my light source assets are rendered with bloom and not the entire scene?

#

im using 2018.4.6f1

rustic oar
#

@rich idol in URP MSAA and SSAA/Render Scale is in the render pipeline asset, SMAA/FXAA is on the camera, and TAA is not supported.

rich idol
#

@rustic oar thanks

devout orbit
#

Hey guys, how can I check if render scale gets applied?
Also, does it change the rendering resolution like XRSettings.eyeTextureResolutionScale?

rustic oar
#

I find the best way is to set it to a ridiculously low scale e.g. 0.1

#

and I believe it is currently not working in VR/XR with URP

devout orbit
#

thanks @rustic oar ! yeah looks like it doesn't

rich idol
#

Anybody knows why on Unity 2019 SSR doesnt looks right? It is adding reflections from objects that are close to the camera, see image:

dry folio
#

@rich idol its how works Screen Space Reflections.
Do you want a real reflections? - use planar reflections from HDRP render

rich idol
#

@dry folio But why this started happening on Unity 2019, my project was on 2018 before and it doesnt have this problem

devout orbit
#

Found it

hidden spruce
#

I can't get post processing to work with cinemachine on 2019.2.11f1... It shows effect in scene view but not in game view.

#

Oh, I got it, there was camera component inside of virtual camera

dull lintel
#

Hi here !

Do you know if there is currently alternatives to the legacy HDRP ambient occlusion ? I find nothing in the store

brazen garnet
#

if you want the original post processing

dull lintel
#

The V1 is working with HDRP ? 😮

#

@brazen garnet

dull lintel
#

It doesn't work 😦

#

Doesn't seems to be compatible unfortunately

dry folio
#

@dull lintel why do you want PPv1 instead of use PPv2?

dull lintel
#

I would prefer the V2 but Kry send me files for the V1

#

Also I finally found out that the V1 and 2 arnt anymore compatible with HDRP since 2019

#

it was before that

cobalt wing
#

@dull lintel what do you actually want?

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PPv1 was never compatible with HDRP and PPv2 was only compatible with Unity 2018's HDRPs (unless we count few early 5.x HDRP versions that still supported PPv2)

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Built-in HDRP PP used different AO algo at first

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they only recently swapped it to GTAO

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I still don't get why they didn't keep both around

dull lintel
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What I want ? a good alternative to 2019 HDRP AO 😄

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but there are none apparently

cobalt wing
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you talk about the current one on HDRP 7 or the older one on HDRP 5?

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I can't remember when it was swapped exactly but I'm assuming it was during 6.x cycle

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GTAO that's on current HDRP is one of the most accurate AO's you get from screenspace

dull lintel
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I'm with HDRP 6.9 and you are telling me there are better post process in 7 ? 😮

dull lintel
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@cobalt wing I just tried it , and even if the UI and controls looks the same , the result is way nicer ! thanks for the tip

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But testing more in depth I realised the DOF is now masking in black instead of blurring , looks like there has been a little roll back there 😦

kind umbra
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Anyone know why when I upgraded from LWRP to URP all my post processing effects stopped working?
Tried reinstalling them and checked to make sure Post Processing was enabled in my pipeline asset and it all looks correct...

dry folio
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@kind umbra PPv2 not supported in URP, you have to use Post Effects V3

kind umbra
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Got it working now thanks @dry folio

wary elk
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guys I have a basic problem with the post-processing

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I set Layer and Volume in camera but the checked effects are not shown in the view

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(I'm using Universal 2019.3)

cobalt wing
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@wary elk check the answer Vilaskis gave two messages above yours

wary elk
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oh...

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ok thanks

wary elk
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So it is already build in right?

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but where can I find the effects?

dry folio
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@wary elk create empty object > add component called "volume" > and add Post Effect parametrs in volume.
P.S. be sure PP checkbox enabled on camera

wary elk
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Ok thanks a lot guys :)

surreal fulcrum
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Hey guys

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Im done with my android game. How do i make it 32 and 64 bit?

rich idol
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Anybody has some workarounds to getting PostProcessing working on VR in Unity 2019?

fresh olive
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There's no way i can convert my old lwrp postprocess profile to work with the urp? Spent a long time tweaking on this, a while back and can't seem to get happy with the new one 😛

And is it just me or does the new "volume" set up feel so much less intuitive and polished than it used to..?

fathom sail
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Just wondering, if anyone have a script for capturing 360 image with post processing.
I have tried the free on asset store, but it seem like it didnt capture any post processing effect.

I havent try Unity Screen Recorder yet, so if anyone have input for it, i would be appreciated
I need to capture some video footage and 360 view.

gaunt ginkgo
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Anyone else run into this? When I have a Post Processing Layer enabled, the editor's gridlines show through objects. But when I turn it off, they're occluded correctly.

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This happens as soon as I add the Post processing layer to the camera, with no settings applied at all

Unity Version: 2019.2.17f1
Latest release of the PostProcessing plugin as well

hot ridge
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Is v2 working on the latest unity version (universial rp)?
Just to confirm that my settings are broken and not unity

mellow tundra
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Hello, I'm wanting to make a "blinding effect", similar to Minecraft. Essentially, it'd function as a fog effect. However, it can't simply be fog, since some objects in my scene (clouds) aren't affected by fog. Would this essentially be a depth effect? Aka super simple?

mellow tundra
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Never mind, I got it! I just used the fog effect as a base, and went from there. I don't really know why my objects that are supposed to not support fog doesn't apply fog effects but does apply my binding effect, but I guess it doesn't matter if it works, aye?

hot ridge
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So I managed the post process effect show up in the scene window. But the camera is not affected

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I have no idea why....

mellow tundra
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Are there any other cameras in the scene?

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@hot ridge

hot ridge
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@mellow tundra no

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Its the only one. I added the URP to an exisiting project btw

mellow tundra
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There's a toggle for post processing on cameras on URP

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I forget the label

hot ridge
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If its the Option called: Post processing i already tried toggling that on and of

hot ridge
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Ok after a restart it workd... weird

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Is it possible to not include a specific layer? Like main character from motion blur?

severe slate
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Uncheck it...

indigo spade
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ok I might be dumb, but how do you gett eh post processing effects to work lol

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I don't understand the post processing layer

marsh frigate
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What exactly is the problem and your current setup? The Quick-start page on the docs goes into it in quite a bit of detail

indigo spade
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I'm going to read through it again closer

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maybe I missed something

indigo spade
hot ridge
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@severe slate i didn't want to deactivate motion blur completely. I was just asking if it is possible to exclude specific objects.
I don't think it is, but I wanted to double check

severe slate
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I never tried, but it might be possible to do it with TAGS

marsh frigate
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@hot ridge there should be an option on the mesh renderer to not write to the motion blur

cobalt wing
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there is

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it's in mesh renderer's advanced settings

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I just used it two days ago

marsh frigate
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hooray for rotating bodies

hot ridge
cobalt wing
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hmmm, maybe it's only for SRPs then

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you can write custom shaders for the built-in that has motionvectors pass that omits the movecs from your material tho

slender sigil
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Have any of you tried making star like VXF with Visual effects graph?

cobalt wing
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it's not really a PP topic

slender sigil
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oh damn, there is a tab for that too

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Apologies o7

cobalt wing
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no worries, just don't think you'll find vfx people on this channel that much

tender narwhal
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Hey if anyone could help I’d appreciate it a lot. I basically just want to know if it’s better making lighting in Unity or making/importing it from Blender? (And yes I put this in the lighting tab but pp is very close so maybe it’s better in one)