#πŸ’₯┃post-processing

1 messages Β· Page 13 of 1

worthy rapids
severe slate
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?

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Thats probably just Chromatic Aberration

worthy rapids
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not just

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one moment

worthy rapids
lucid otter
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Hello!

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Why is this happening?

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My particles are disappearing when I tilt the camera more than an x angle... Why is that?

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Everything is set to " Face Camera Plane "

severe slate
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Hi guys, has anyone tried Beautify on the asset store? anyone know if it's any good?

rugged wind
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@severe slate I got Beautify2, it's really neat

severe slate
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@rugged wind cool, i'm using HDRP so will have to use the other one, I might ask if they are releasing a HDRP2 version, and wait for that if they are, i'm looking for something to give my game that cinematic feel, the textures are gorgeous but theres no color correction or ambience to it, and i'll probably arse it up if I do it myself lol

rugged wind
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yeah it offers a great control in terms of what you can do, wait let me pick up an example from my project

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it has a bunch of features but I mostly use the color tweaking bloom and sharpen

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the main advantage I saw from Beautify2 compared to the base one is that it can be used as a post processing effect with the stack

severe slate
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wow, thats awesome

severe slate
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@worthy rapids I think that's Anti alising, if not then it's probably an effect with pixel sizes

worthy rapids
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could be an anti-aliasing yes but after some search, i noticed that some old TV have this blur effect due to the lens that is not crystal clear, which it's what i will try to achieve it

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unfortunately, i have no idea how to create a custom post processing since all i found is how to add the already made effect in the post processing list 😐

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hence why i'm asking here

severe slate
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wont screen space reflections work in HDRP?

severe slate
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why are these options greyed out

worthy rapids
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click the white box next to shutter angle for example

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it will get enabled once clicked on it

severe slate
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oh wow ok

worthy rapids
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or you could click "on" to enable all of them

cobalt wing
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oh wait, these were two different topics here

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nevermind me

lucid otter
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Hello everyone,,,does anyone here know how to work with the new particle system?

sterile iron
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@lucid otter just seen your post from yesterday. It looks like the bounds of the particle system is not as big as the area that the partciles are acualty in. This will cause the particles not to be renderd if you cant see the setuped bounding box for it

lucid otter
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Omg

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You are amazing

lucid otter
sterile iron
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If you edit the VFX asset, inside the Initialuze Particle Block you have a property called Bounds that you can expand.
There you have to set the box to the size of your particle efftect

lucid otter
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Thank you for your help yet again @sterile iron

severe slate
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Hey! Does anyone know how to apply post processing to a Canvas?

novel wasp
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Anyone know how to store/access previous rendered frame with HDRP, so that it would have post-processing applied. I'd imagine it would be possible to blit that to a RT, and somehow use it during next frame but haven't been able to figure it out yet.

sterile iron
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@severe slate You would have to use the Screen Space Camera mode of the canvas and have the postporcessig on that camera specified in the canvas settings

quartz kayak
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Hey im pretty new at unity and i need help
when i try to add a button on the unity main camera screen it generates a canvas and the button created is too huge and dosent fit in the camera view can anyone please help me

severe slate
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@sterile iron how would I do that?

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Oh wait

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Nvm

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Thank you so much :)

sterile iron
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πŸ™‚

severe slate
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I'll make I credit you for my game for helping me

sterile iron
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@quartz kayak Normaly the canvas renders the ui elements so they do not need to fit in the camera view. In the canvas one unit (1meter) is one pixel

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@severe slate let my know if you finishing your game πŸ™‚

severe slate
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mhm

sterile iron
novel wasp
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yeah well I've been doing hundreds of searches and done a few attempts myself... no luck yet. There's a function to get previous frame's color pyramid if I'm not mistaken, tried it a few days ago, but it doesn't contain post-processed image.

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frustrating to just do guesswork and read the source code. Not to mention the wasted time.

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I guess I'll go through the temporal filter related code in HDRP later tonight.

woven jewel
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Hi, Does anyone know why it looks good in the scene and in a game when it's so "broken"?

marsh frigate
woven jewel
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@marsh frigate Nope, inscene view is active post processing but ingame not ... I found it this problem... If I optimalize fps drops I turn off secondary camera (I have this camera due to gun go through walls) volumetric to nothing...
If I set volumetric to default its ok but fps drops are again, then I small optimalize in Custom render and its Okay now.

severe slate
severe slate
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@severe slate nice! i'll give it a watch!

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looks good to be honest! plenty of options, think i'll make a purchase

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Yeah I would definitely recommend it. Especially for half off

pastel scroll
quartz kayak
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tyty

viral roost
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Anyone know how to make "pixelate" effect in HDRP?

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I have no idea how to make any post-processing effects

dull rampart
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Why

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is

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post-processing so WEIRDD

viral roost
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nah, i got it already

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its not weird

quartz kayak
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How do i add bloom the easiest way

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Any help would be appreciated

rugged wind
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Post processing stacks, if you're not using scriptable render pipelines

quartz kayak
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But isnt post processing stacks removed from the store???

tepid rover
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@quartz kayak
If i'm not mistaken, post processing stack is a component included in pp package, also pp should be builtin in Unity and you just have to install it via package manager, no need to care about asset store
But I may be completely wrong

quartz kayak
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Yeah i found pp in package manager

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but cannot find pp stack

exotic phoenix
severe slate
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How do I make post processing work for my game?

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They show up fine in Unity

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but in the final game they don't show?

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Help?

tacit bay
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Help please, I have some weird exposure in my scene even though I don't have exposure post processing, what's going on?

severe slate
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are you using a directional light

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@tacit bay

mellow basalt
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Hello, is it possible to apply a different post processing volume for each layer using URP and the 2D renderer?

tacit bay
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@severe slate Yes I do

severe slate
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Try turning down the intensity maybe

rugged escarp
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Hi , i just watched post processing videos and stuff , most of them use MK Glow which was free and now isnt available, so using unity Post processing, how can i select which objects are affected with post processing instead of the whole scene ?

severe slate
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Not sure if this would work but try attaching the post process volume to each object you want instead of just having a huge box collider

rugged escarp
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i dont really get how it works tbh xD

dark plank
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Hey does anyone know how to replicate the pre made post processing applied in ue4 with unity?

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And do I need to use HDRP to recreate them?

dry folio
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@dark plank screenshot all settings in ue4 profile, and try recreate those in Unity

cobalt wing
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HDRP has PP that's closest to what Unreal uses, but it's impossible to recommend anything here as we don't know what you are looking to accomplish here

feral ore
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Can someone please, PLEASE help me understand why this isn't working:

    // Init
    private PostProcessVolume effectsPPV;
    private AmbientOcclusion ambientOcclusionLayer;

    // Start is called before the first frame update
    void Start() {
        ambientOcclusionLayer = ScriptableObject.CreateInstance<AmbientOcclusion>();
        ambientOcclusionLayer.enabled.Override(true);
        ambientOcclusionLayer.intensity.Override(1.0f);

        effectsPPV = PostProcessManager.instance.QuickVolume(gameObject.layer, 100.0f, ambientOcclusionLayer);
    }
    
    // Update is called once per frame
    void Update() {
        ambientOcclusionLayer.intensity.value = 1;
    }
    
}```
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I've been working on this for like 2 hours now and I'm going a little insane

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I don't know what I'm doing wrong

cobalt wing
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what renderer do you use?

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built-in, URP, HDRP?

feral ore
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Built in

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I haven't changed the renderer

cobalt wing
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I dunno, that's pretty straight for the PP scripting docs

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does your PP volume work otherwise?

feral ore
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Outside of the script yes, I just haven't been able to get anything in the script to work

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This is my first time using post processing in script so I'm sorry if I'm missing something crucial

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This script is on my game object that's on my post processing layer, that has the volume, and my camera has the post processing layer

cobalt wing
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that sample snippet on the docs it bit weird though

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usually you'd try to get the ref to PP volume and then try to get settings to get the layer you need and from there you'd manipulate it

feral ore
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?

cobalt wing
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hmmm, some say that don't work on ppv2 anymore πŸ˜„

feral ore
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Haha I've visited this forum already and couldn't get it to work

cobalt wing
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it's been ages since I've used ppv2 myself

feral ore
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I did get an error about not assigning a game object to ChromaticAbberation when I used that though, now I get no errors but it still doesn't work

cobalt wing
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I dunno which one you actually want to mod

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your script tries to alter ambientOcclusion but class name is ChromaticAbberationManager

feral ore
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I keep mixing the damned two up

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That may be my problem hold up

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God damn it

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That was it

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Well

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Thanks

cobalt wing
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np

feral ore
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I feel like dying a little now

cobalt wing
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you had the wrong component?

feral ore
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The script creates a new component for the effect it would seem, but in the game I'm making I couldn't see the ambient occlusion so it was hard to tell what was wrong

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So it was applying ambient occlusion when i wanted chromatic abberation and I couldn't tell

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I'm going to go program some more and cry a little, thanks again

rustic blade
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is there a free asset that adds ambient occlushion in urp?
cause i know a few good ones but none of them are free

severe slate
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how can i boost my graphics quality

rustic blade
plain mirage
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Hi guys, I'm looking for advices to create a space scene with hdrp. I tried to leverage the volumetric lights to create some god ray / light shafts like effects but I couldn't figure out how to use the height based fog in the hdrp to do that. Any idea about how to create depth in the scene or nice effects are super welcome - doesn't have to be related to volumetrics, even though it is the first thing i was looking for to create depth πŸ™‚ cheers

vapid citrus
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@severe slate that scene only looks bad because there isn't anything IN IT yet. Large rock meshes for the cliffs, foliage, decorations, assume sort of focal point to draw attention would all help

feral ore
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To be fair, the lighting is awfully low in that scene

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Which in my opinion makes it look kind of bad

mellow summit
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i would add:

  1. Post Processing
  2. Better lighting settings
  3. Foliage,Trees,Grass,Rocks (detail meshes)
  4. Water (if terrain is resembling an island)
  5. Texture variations (more than 2 textures)
    @severe slate
severe slate
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Thx @vapid citrus @mellow summit

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@feral ore I really don't know how to fix that , I try but nothing happened

wicked grotto
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Post- Processing... the day has come I am going to learn it

sullen parrot
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hey im doing a bit of post processing and im really new to it, so i found a script, video clip, and shader online that added a glitch effect, but i plugged it all in and when i added it to some gameobject, it just covered the whole screen, and when i attached it to the camera everything turned blue.

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can someone help

severe slate
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is there a asset that generates a full city island for racing

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i cant find any thing

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ping me for ideas

fresh olive
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2019.3 The new PP is done through a "volume". Seems a "local volume" triggers when the camera enters the volume. How can I trigger it when a different GameObject enters it?

severe slate
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im making a game where you control VHS tapes should i make a VHS effect to it?

compact sierra
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Hi, I was hoping I could get some help with setting up Bloom. I'm trying to use it primarily for VFX. The idea is that it wouldn't be noticeable, but if we crank the brightness above 1 in our VFX we'll get a Bloom. Kinda in the same way Unreal behaves.

I got it all set up and working as far as the profile goes and attaching to camera. The effect is visible. In our particle shader we have an overbright value passed via a custom vertex stream that then gets multiplied over the final color. The behavior I was expecting is the bloom would get more intense as we crank this value up. But instead it just turns the particles white and doesn't affect the bloom at all

Is there some extra step that I need to do in order to get that behavior?

shadow sedge
sterile iron
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@shadow sedge its more the shading / texture / color choice , it calld flat shading in general

shadow sedge
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@@sterile iron Is there any reference from where i can learn or can you tell me how to do that

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I just selected some colors for scene and using UV coloring i colored my scene and then imported in unity. But mine scene is not looking classy like this.

prime kernel
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My post processing effects dont show in game

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help

viral roost
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@prime kernel Have you put Post-Processing Volume is Global to true?

prime kernel
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Yes

viral roost
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Why can I type anything now? (editted message)

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Nvm I fixed it, just changed the color of the layers

oak heath
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Can someone help me...

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Why are my post process effects not showing in the scene view

hot stratus
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which ones?

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some effects like depth of field and lens distortion only show up in game view

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or, at least, I'm pretty sure

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@oak heath

severe slate
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ohh i thought this was genrating random stuff

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post processing

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where can i get post processing for unity 2017.x?

hot stratus
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post processing stack in the package manager

severe slate
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there no package manager when i got to window/(package manager missing)

hot stratus
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GWaobloChildPepeShrug okay, I have no idea how to help you then

oak heath
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@hot stratus it doesn't matter what effect is showing up, since none of em are

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I'm using color grading

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It's on low def and I'm using gamma colours

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But I don't see why it shouldnt work

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Plus bloom ain't working

pastel scroll
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@severe slate i think it could be good if you watch some basic tutorials on how to create things in unity. what tools, what renderer, how lightning work etc. then you fast get nice and good graphics from the process. there are alot of good tutorials out there:
for example sykoo does man rough and basic tutorials, or unity guru, brackeys etc,
https://www.youtube.com/watch?v=pcdL0jLDH2g

How do you make terrains and landscapes with Unity 2019? Let's check it out!

Check out LVE 2019 here! β–Ί http://bit.ly/ZenvaSykoo

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severe slate
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Ok got it

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Thx

reef fog
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I can't get Post Processing to work in URP, have a volume set up (similar to how it was in HDRP which was working fine), checked it's on the same layer as the camera, camera has Post Processing enabled, is there anything else I should check?

frigid spoke
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does postprocessing not work with2d? its not effecting my game not a single bit

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help pls

limpid igloo
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Does HDRP support per object motion blur, or am I being a numpty? I loved the motion blur in the old post processing stack (it was clearly per object), but it seems like the HDRP motion blur implementation is supremely lacklaster.

torn sigil
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Would anybody have a vague idea on how to create a scree distortion effect for a 2d game, a bit like the image I just sent, any ideas would be helpful, thanks!

limpid tulip
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I have an object assigned to a certain user layer where I have it not be affected by my post-processing layer, but It's getting affected by it. Anyone know how to fix this?

mellow summit
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@torn sigil Lens Distortion effect in ppv2 does that

severe slate
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Hey! After making an atlas texture and exporting to unity from Blender, I noticed that I couldnt use bloom. Instead, I use one material for the colors and a specific material, bloom with post processing, from Unity. Is this convention or is there a better way? So in total, most of my objects are using 2 materials

severe slate
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Hey

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First time using Unity here

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having some issues using screen space reflections

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everything seems to have these light patchy outlines when SSR is enabled. Also happens in the foreground closer to the camera.

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jitters as the camera moves too

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can't work out what's causing it

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and the settings for SSR are greyed out in my post processing volume

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little frustrating, cause I'm on a relatively tight deadline

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Anyone got any ideas?

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The light patches appear to be the material underneath, prior to the post-processing

dry folio
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@severe slate use HDRP with new SSR?

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or HDRP + Planar Reflections

mellow summit
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@severe slate PPV2 SSR sucks,i would use Stochastic SSR (is available somewhere in github free) or old legacy image effects ssr (pp v1)

severe slate
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hmm, is there an anti-aliasing option in post-process volumes at all? cant see it..

potent crag
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Hello there,
I've come to this discord because I have a problem with post processing I can't manage to solve. The problem is with ambient occlusion and more specificly with multi-scale volumetric obscurance.
When I move the camera it kind of glitters and blinks a little bit and there is a dark strip on the right and on the top.
I've created a new scene and bumped the intensity to make it more obvious

severe slate
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When you do post-processing in a world you want to build and run, do you delete the Main Camera?
I did a test build with Post Processing Layer and Volume - it works in Unity and in testing, but when I build & test in-game I don't see any bloom?

potent crag
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@severe slate depends, on the picture it is just the default camera from when you create a new scene with a post processing layer added on it, but in my game scenes there is no camera at first, I add it when the player joins

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it's kinda weird, it's not just one stripe, there are multiple ones one the top and right side of the screen

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And if I move the camera the ambient occlusion flashes

severe slate
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Sorry I was kinda just asking in general, not in response to your problem, but I'll take your advice

potent crag
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oh.. huh.. okay rip ahah

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Sorry I was kinda just asking in general, not in response to your problem, but I'll take your advice
@severe slate do you see the post processing in both your game screen and scene screen ?

severe slate
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@severe slate do you see the post processing in both your game screen and scene screen ?
@potent crag yes, I do

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as for your AO problem, you might want to try increasing the quality of your AO a bit and do the deferred/forward rendering only option

potent crag
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When you mention not seing any bloom, you mean there is only the bloom effect that you can not see or it is the only one you used ?

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as for your AO problem, you might want to try increasing the quality of your AO a bit and do the deferred/forward rendering only option
@severe slate Didn't change anything unfortunatly

severe slate
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Yes @potent crag

potent crag
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you can't just answer yes to a "or" question lmao xD

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"Would you prefer going to the cinema or on a walk"
--> "yes" x)

severe slate
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????

severe slate
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can you please help me out?

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When you mention not seing any bloom, you mean there is only the bloom effect that you can not see or it is the only one you used ?
@potent crag

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let me just english this for you

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My bloom isn't fucking working in game

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it works fine in unity editor, but not in-game

bronze mural
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did you set the camera in volume?

potent crag
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do you have other effects ?

severe slate
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I think I set it to volume? idk. and no I don't have other effects

bronze mural
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Yes, in the layer, it's the correct camera?

severe slate
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Yes, it should be from what I've looked at, the Trigger is set to the Camera with the Post Process Layer on

bronze mural
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And you are working with default render pipeline?

severe slate
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Idk how to find that out, honestly

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I would guess so

bronze mural
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Not URP or HDRP

severe slate
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I don't know how to tell.

bronze mural
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Try moving volume to camera, as you using it as global anyway.

severe slate
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Explain, please?

bronze mural
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I don't remember how I used old PP stack exactly, but in global mode on camera it definitely works correctly (when placing both component Layer and Volume on camera)

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There's documentation pinned in this channel there's detailed walkthrough how to make it work.

severe slate
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Is there any way to just force post processing in a game world no matter what?

bronze mural
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I've already described one

severe slate
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Not descriptively enough, no

bronze mural
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There are just two components place both on the camera. That's it. Keep the effect global as it is now.

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And set Volume Blending to all layers for testing

severe slate
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I can add both the Layer and Volume to one gameobject? I've seen screenshots where they're separate and wasn't sure.

bronze mural
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And set Volume Blending to all layers for testing

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There's detailed walkthrough in the manual

severe slate
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Yeah... it shows up fine in the editor but its not working in-game.

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Uh, oops. I just figured it out. D'oh moment. Forget to attach the reference camera.

sudden dune
severe slate
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Update: Sigh.
Edit: Fixed it! For some reason tags don't work in VRC.

umbral frost
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hi all - any discussion about the Heretic face rig?

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checking out a particular artifact I have after import - seems its either the decals or the NormalBufferBlurPass

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getting this artifact

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seems to be some sort of mesh that is related to the Gawain_Volumes layer

umbral frost
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must be this thing - Custom pass for cross-material normal buffer blur (tearline)

umbral frost
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wow it only works on player compile

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interesting shader..guess thats what the warnings are about in the manual

umbral frost
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cough

mellow tundra
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Anyone know of a lighter weight SSAO technique than the one unity uses? It's a big boy

ripe vault
ripe carbon
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Probably some empty rectangle slots on a game object or nulls in two scripts are empty but do not have an object to show on. A slot or two/coding is unchecked. Alternative after visual checking is to check for null references in the scripts and solve their empty meaning to be set. (Look for null/empties)

mild basin
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use Post Processing with VR / Oculus Rift?

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Because the Rift Asset I use uses three cameras

ripe carbon
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I think yes. Attach three of the same post process component to each camera in the case of three cameras.

severe slate
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@ripe vault i get like 20 of the those at the same time everytime i press play on my game. I have no idea what theyre from... Because they don't say...

ripe carbon
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For that one, it says Ambient Occlusion and below that it says Post Process Layer. They have an empty rectangle each set to null. You have to fill that in with what matches. Probably in the Project Settings or the post-process layer stack. (I have no idea if that is the right direction.)

golden terrace
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What's the difference between simply adding the 'Volume' component on a game object with URP and using the actual post-processing stack v2 provided by Unity?

opaque crater
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when i make a tile palette this happens

severe slate
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hey

severe slate
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hello all- i need help; my post processing stack doesnt seem to function at all. does it just not work on sprites / 2d stuff? cause my game is entirely 2d; and no matter what effects i use, they dont seem to have any affect at all

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wait nvm im dumb- didnt have my camera on the right layer

severe slate
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well actually i still need help with something else: why is the blue ball (the player) not blurred here, but the terrain directly below him is?! they are at exactly the same z position- yet the depth of feild effect treats the player as though it were several parsecs away from the terrain

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(gif to show that they are indeed very close together)

severe slate
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will this let me have good graphics instead of camera effects?

prisma plank
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Does anyone know how to add any property to make animations? I'm trying to add the vignette effect from postprocessing volume so that it closes in and out, as if it's a sleeping effect. However, when I try to add it to animations it does not display it on there.

golden terrace
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@prisma plank Just changing the intensity with an animator attached doesn't work?

frank pendant
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Guys

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Im using the urp but where do I add the LUT?

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Ah nevermind, turns out it was the Color Lookup option I guess

severe slate
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Is there any way of getting screen-space reflections to work with WebGL?

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(or rather, should they work?)

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everything looks great in the editor, and when I run inside unity

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but when I export and run in the browser, it just.. doesn't work?

buoyant galleon
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Is there no longer a post processing forum on the official unity forums?

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@nerf WebGL doesn't support deferred yet does it?

severe slate
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Ahh I'm not sure - I ended up not using it in the end anyway

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now I'm just trying to work out if WebGL supports realtime lighting

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some people have said no

buoyant galleon
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It does, you mean realtime GI?

severe slate
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others have said yes, and that they've done it T_T

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I think so?

buoyant galleon
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Realtime GI != realtime lighting

severe slate
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I'm used to GI being a separate thing lol

buoyant galleon
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yeah it is

severe slate
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ahh in that case, yes

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I have something that'll only render with realtime lighting, and not baked

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but I need to build for WebGL

buoyant galleon
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yeah good question tbh not sure if it does support it. It's impossible to keep track of what's supported nowawadays with 3 render pipelines, 3 active separate versions, and packages in between XD

severe slate
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Been trying to get this thing to work for 3 days now

severe slate
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Cant seem to get any postprocess on the Camera. I've got it like this but no effect seems to work

vivid sluice
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@severe slate you're using URP?

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From my understanding you need to use a Volume instead of a Post-process layer, post process stack and URP are incompatible I believe

severe slate
#

Thanks

bronze flare
#

hello. I think this question belongs here. I am trying to create a 3d Texture for my fog density volume and i am following this guide from the wiki. Problem is stated in the picture as well

#

since everything turns white I can use the 3d texture, which exists at the end of this but it just doesnt change aynthing since as far as i know, full white is equal to not using a mask in the first place

ocean sphinx
#

Oh

#

Post processing

#

U can help

#

me

#

I've set the URP on my project but it doesn't work on the game tab

#

I see only the result on the scene tap

#

tab*

bronze mural
ocean sphinx
#

Yep I have already set it up

#

With a global space on the volume

bronze mural
#

Is post processing checked on the camera?

#

in rendering

ocean sphinx
#

You are a legende

#

Thx

inner light
#

To my understanding, if I want the same post-processing effect more than once simultaneously (e.g. two different vignettes), then I need another camera (which has another Post-Processing Layer). In other words, if I want to have 8 different vignettes simultaneously, I need 8 cameras?

sterile iron
#

@inner light or you can modify the postprocessing / rendering pipline to call the effect multible times

#

this is not the "standart" way of doing it

inner light
#

@inner light or you can modify the postprocessing / rendering pipline to call the effect multible times
@sterile iron Do you have pointers on how I could do that? or docs?

And what do you mean "standard" way of doing it, are you referring to multiple cameras or modifying the rendering pipeline?

#

I've resorted to 4 cameras on my scene 😦

lethal musk
#

4 cameras sounds like a very slow way of accomplishing it. If you can't stack multiple of the same effects from PPv2, perhaps you can just add custom full-screen passes

inner light
#

@lethal musk okay I will take a look. I'll do some tutorials about these passes and rendering pipelines, as this sounds like something outside of my knowledge. I only made a couple of shaders that I applied to a camera or material.

loud nexus
#

Any ideas on why motion blur is so BLURY and maybe how to fix it. In windowed mode my project runs at 400 fps and motion blur looks great but in fullscreen mode and 18 fps and its VERY blury ... its so weird.
Ill send vid if needed

sacred dove
#

greets guys, quick question about post processing... I'm running 2009.1 and created project as a 3D project (no LWRP or HDRP), and i wanna use the post processing stack

#

can i import only the post processing package, or easily convert the project to LWRP?.

bronze mural
#

@sacred dove You may want to backup and take your project to the latest 2019.3, URP(LWRP) has own built-in PP, but also now it should be able to use old PPS v2 package as well. You'll have some options.

sacred dove
#

i suppose , I'm comming from unity 4/5 and relearning everything, set project to 3D by force of habit

#

tnx

severe slate
#

What do you think?
I will change thoose cubes when i will find a 2D artist to make them

faint hollow
#

@sonic minnow same TBH. I'll do some research and get back to you. I believe you just gotta know the options

loud nexus
#

Any ideas on why motion blur is so BLURY and maybe how to fix it. In windowed mode my project runs at 400 fps and motion blur looks great but in fullscreen mode and 18 fps and its VERY blury ... its so weird.
Ill send vid if needed

coral shoal
#

Hey guys, I'm wanting to have my material effects only visible in darker areas of a shadow for example, is that at all possible in a post processing effect or should I be looking in shaders..?

#

using light values as a mask I guess you could say

buoyant galleon
#

shaders

#

/ surface shaders to be more specific

open totem
#

I'm trying to do screen-space dithering for objects that get too close to the camera, I'm trying to find a way to do this without creating N materials for each item that's going to be dithered

#

In the past I did a highlight/outline effect in PP which used command buffers and monobehaviours to tag the items I wanted highlighted

#

I though I could re-use the same approach for my current problem

#

One solution would be rendering an item twice (once with the dither mask, then with its actual material) but that would then result in 3 draw calls for each item

lean gyro
#

I got 2d sprite shadowcasting working, but even with my sprites planted on the ground, there's a cut out portion of the shadow. dropped bias to 0 and it helped a little, but the gap is still huge. i'm starting to think this is either a limitation of unity itself or I'm going to have to use a different custom solution...

buoyant galleon
#

@open totem Wouldn't be PP because by the time you get to postprocessing it there wouldn't be data for the postprocessing shader to know what's behind the object in between the dither points. Would be an object shader, something simple I'd imagine, like an if statement or lerp to transparent-ize each pixel as it gets closer to the camera

#

IE: GTA dithers their faraway trees to only have to calculate 50% of their surface lighting, then in PP, after the object has been dithered, they re-blur them together

buoyant galleon
#

In case any Unity guys read this who also work on the PostProcessing system, why even make a PostProcessing interface like this

#

And then have the sole variable in it not do what it says it should do? If I disable the postprocess in the volume profile, IsActive still returns true...

marsh frigate
#

It looks like you want active instead?
Looking at the implementations IsActive seems to be for whether or not it's valid to be Active or not

#

you can see that IsActive is implemented as "are the values set on the component such that the effect does not need to be rendered?"

#

The name could be nicer, definitely.

buoyant galleon
#

Yeah both of them don't work when you disable the actual component itself lol

#

truly a feat of design, creating two "active" variables that don't actually return when something's active πŸ˜†

#

(understanding that the interface one is one you're meant to implement yourself, which I have done also, but still)

severe slate
#

How do i reduce bloom on post processing layer? i cant find the option...

#

nvm found it

severe slate
#

Is there a pixelation filter add-on or something I can find that works with HDRP?

loud nexus
#

ok unity mac motion blur is to blurry at high res and kills frames, pls help ill send vid nobody will help, thx

severe slate
#

Wut

severe slate
#

For postprocessing, could someone explain why we need to assign the camera and the postprocessing object a new player

timid walrus
#

@severe slate Do you mean profile ?

open totem
#

I'm working on a VR project in Unity 2019.3 and PostProcessing 2.3.0 doesn't seem to work correctly: During play mode, still inside the editor, the output is all gray; aside from keeping "Directly-To-Camera" disabled, what else I might be missing?

#

I have already worked on a VR project with PP 2.1.7 on Unity 2019.1.14 and it worked "flawlessly"

primal pebble
#

I'm trying to use motion blur effect on a simple sphere in HDRP but it doesn't work. My project has motion vector enabled, the sphere has the Per Object Motion applied. But when the sphere moves no motion blur is happening. I've tried to tweak any Motion Blur setting, camera setting, volume setting and still no motion blur. Can someone please help me?

onyx aurora
#

How can I get a glow-like effect for mobile

scenic merlin
#

hello!

#

how can I use a transform in a custom postProcessing script? I was researching a bit, and I found out that I cant use things like vector3, float, etc but Vector3parameter, clampedFloatParameter, etc

#

I cant figure out how to display a transform and asign it

dusk swan
#

can someone help me get a glow effect, i had it for a second using volumes but it has since dissapeared

safe shell
#

Add bloom

dusk swan
#

how do i make one object glow more than another?

granite cape
#

Setup an Emission on its Material?

dusk swan
#

okay

granite cape
gleaming nexus
#

Why is texture not working correctly?

#

I tried the texture in blender and it works perfectly

#

but on unity its strectehed weirdly in some places and on the northpole its glitched

urban lotus
#

When I switched to HDRP my SSR looked way too sharp, how do I fix this?

pulsar bobcat
#

So
For the sake of my sanity
How the hell do I access PostProcessing-Variables in 2019.3 URP

quaint wagon
#

hello! why doesn't my post processing work at all? no effect gets rendered, no matter what I add to the post process stack and what values I set in the effects

#

using the newest unity 2020 version

#

as you can see there is no post processing on the cubes, and the bloom should have burned out my eyes by now with the 1000 intensity

limber sage
#

does unity ("3D" template) support per-object motion blur? and if so how do I activate it?

quaint wagon
gritty folio
#

@quaint wagon URP has it's own integrated post processing solution (PPv3) that uses the script called just "Volume". Most versions don't support the PPv2 stack.

quaint wagon
#

ah okay, is there a set-up guide for PPv3 too somewhere?

#

oh wait nvm I got it

#

thank you!

proud kayak
#

How can I set up lens flare for URP? Nothing I do works

severe slate
#

What's up with absolutely disgusting AO noise in HDRP? Is there a fix for this?

cobalt wing
#

not with that description

#

I mean, nobody here knows what's your issue even with the AO @severe slate

severe slate
#

@cobalt wing any AO intensity above 0 produces blobby black noise instead of AO and changing AO settings and turning all sliders up in advanced settings doesn't help.

buoyant galleon
#

Will need to post a screenshot of that

cobalt wing
#

hdrp version, settings, screenshot...

#

otherwise people will just be guessing

#

the versions where I tested it, it worked fine (if we take the limitations of a screen space effect into account)

severe slate
#

There'a a screenshot in #archived-hdrp I'm away from PC at the moment so reposting would be annoying.

#

All default presets produce the same noise.

cobalt wing
#

ah, that's pretty far from what you described here, I thought you couldn't get any results at all but blobby black noise with any AO intensity above 0

#

are you 100% sure thats from AO?

severe slate
#

Yeah. When I override intensity to 0 it goes away.

#

Also when moving the camera really close. I'm on 2019.3.13.

buoyant galleon
#

Yeah that just looks like an error, doesn't look like AO is applying at all

mint anvil
#

Has anybody experienced problems with post-processing in Unity 2019.3.4f1 (URP)? I just can't get it to work. Double checked it with older projects (LWRP) and the settings are the same.

cobalt wing
#

if you still want to use the old pp package, there is an option for it on urp asset (only in URP 7, it's gone on future versions)

mint anvil
#

Oh ok I see. I did not know that. With your link I will get it to work I guess. Thanks for the quick reply. πŸ™‚

buoyant galleon
#

Just found this gem in Unity's postprocessing HDRP monolith. I find it quite amusing how a class, hidden 3k LoC deep within the same .cs file as the main stack, has this comment attached to it

vernal lance
#

At least someone tried

buoyant galleon
proud kayak
#

How can I create lens flare for URP?

forest elbow
#

I'm having an issue with this too. So on the left is with no LUT. Image on the right is a LUT that is pure original default LUT. Yet I get freaky colors? I'm expecting it to be the same as the left image?

My luts are 256x16 with sRGB disabled. My Lut size in my URP is set to 16 (low dynamic range). I have disabled HDR.

quaint wagon
#

heyo! I'm trying to make a custom Post process effect using URP, I already made the VolumeComponent and VolumeComponentEditor for it based on the standard Bloom effect, they work, I can add the effect to the stack, but I have no idea how I'm supposed to render the effect itself, what type of class I need to put the logic into for unity to register, can someone point me somewhere, even a directory path would be nice where I can find where unity did it for one of it's effects πŸ™‚ thanks in advance!

proud kayak
#

@quaint wagon I think that as long as the effect is global and your camera is properly set up it will automatically use the effects

quaint wagon
#

but... there is no effect to begin with

#

it's just a label currently

#

no logic behind it

#

where is the "Render loop" for VolumeComponent is my question

#

I made the label for the SSGI effect

dry folio
#

oh you did SSGI for URP? πŸ˜„

forest elbow
#

So confused. So URP and LUTS don't work, so have reverted back to non URP. I look up tutorials on how to do LUTS in Unity Post Processing and they have this menu

lethal musk
#

For PPv2, I thought user LUT was moved to External (or something) in Color Grading.

last shore
#

Please, help, how to make post processing effects to separate objects

#

Without hdrp

quaint wagon
#

oh you did SSGI for URP? πŸ˜„
@dry folio not yet, I had an idea I wanted to try out, but I couldn't find the thing I was looking for yet, I'll make a thingy tomorrow that searches inside unity package scripts and another thingy to automatically modify the package if it comes to that

pulsar marlin
#

Apologies if this has been asked before, but using HDRP what's the recommended way to separate post processing configuration between my rendered scene and my UI?

#

Like, say I wanted chromatic aberration only applied to my UI, and bloom to only be applied to my rendered scene. Not sure if I should ask in here, #πŸ“²β”ƒui-ux, or #archived-hdrp, haha.

ebon haven
#

anyone know if there is a built in replacement for this?

buoyant galleon
#

Ahhh the good ol' days when a postprocessing effect was 10 lines of code in a camera component and a pixel shader

#

HDRP: No
URP: No
Legacy: Not inbuilt into the PP stack buy likely to find an asset that has been updated to work on PPv2 legacy renderer that has this effect

cobalt wing
#

The custom hdrp pp passes I've made hasnt really required that much extra effort

#

But it must totally depend on the effect you are after

buoyant galleon
#

Have you made any with multiple rendertextures used in the one final pass @cobalt wing? Been struggling with that myself, shader never seems to actually get the correct textures into it

cobalt wing
#

I'm afraid not

#

I did see your post about it

ebon haven
#

found a port of the old school image processing

#

has a few different edge detection variants

lucid lagoon
#

nice :o URP HDRP or legacy?

ebon haven
#

to be honest im not sure what it would be considered

#

this is the repo i yoinked it from

lucid lagoon
#

legacy then, URP and HDRP have their own post-processing solutions

quaint wagon
#

I just spent the day setting up a system where I can edit packages almost seamlessly, just to realize how much is hardcoded in URP post processing... looks like a garbage pile, please kill meeeee

jade salmon
#

How can we use post-processing for mobile and get best performance !

ebon haven
#

I second that question

versed breach
#

URP depth of field has pretty strong banding / horizontal lines that I can't quite get rid of.. is that just tough shit for URP quality?

buoyant galleon
#

Haha yep Peter, welcome to hell trying to customise new Postpro πŸ˜„

lucid lagoon
#

I wish I knew how to write my own SRP with whatever I want 😭

#

there are some tutorials but my brain goes πŸ’₯

ebon haven
#

i can barely even wrap my mind around the SRP work flow

#

the whole render pipeline is just one big wtf lol

#

i never actually bothered to learn about the overall Unity data structure and process loops... probably ought to start there

frank pendant
#

Has anyone used HBAO with URP?

#

I cant make it work

weak trench
#

What would be a possible explanation for post processing volumes not working?

#

Like I add one to a camera, set it as global and then try to add some sort of extreme color grading

#

Nothing happens

#

Nothing happens to the camera, no matter what override I add

weak trench
#

I use 2019.3.0f6

bronze mural
#

Check out quick start guide on the help page in the pinned messages.

weak trench
#

I did and then after searching around found people with similar issues, yet their solutions didn't solve it

#

I'm gonna try 2019.3.11f1

lucid lagoon
#

post processing volumes might not work in URP, not sure

bronze mural
#

second link in the pins for the URP

weak trench
#

I checked that link

#

It wasn't of any help to solve the issue

bronze mural
#

are you using URP?

weak trench
#

Yes

bronze mural
#

Did you actually read the instruction? You need to use another component

weak trench
#

I have a PP Layer and a PP Volume

#

I've made sure they are all on the same layer that isn't Default

#

I've made sure it's Global

#

I've set the camera itself as the trigger

weak trench
#

I've made sure that the camera Rendering settings have Post Processing checked

#

This talks about HDRP?

#

Not URP?

#

And as I said earlier, I used the PP volume and have attached it to the camera that uses it. The documentation does not state it is necessary to put it on a separate object, only that it is considered good practice.

#

So what else could I be missing?

gritty folio
#

This is using a "Volume" script, not the PP volume + PP Layer which is from the Post Processing package (ppv2).

weak trench
#

Yes, but then what is the point of the PP Volume?

gritty folio
#

PPv2 isn't compatible with most versions of URP, it's for the built-in pipeline

weak trench
#

I wonder then why I'm allowed to use it with URP

#

And get no errors anywhere

#

So okay, I have to use a volume then? Which isn't PP`?

frank pendant
#

In camera

#

Check Post Processing

weak trench
#

I did

gritty folio
#

Yeah, script called "Volume", not the Post-process one. You can uninstall the Post Processing package to remove those

weak trench
#

Then I am truly confused about URP and HDRP

frank pendant
#

Try instead creating an empty game object and add the volume there maybe

weak trench
#

But okay, I guess that explains why it doesn't work...

frank pendant
#

Wait

weak trench
#

Is it stated anywhere?

#

That PP volumes don't work with URP?

frank pendant
#

Are you using URP?

#

PP Stack doesnt work with URP

#

Only the one that comes in with the URP template

weak trench
#

@gritty folio Is it stated anywhere officially that URP and PPv2 does not work together?

frank pendant
#

Yeah

gritty folio
#

The URP docs mention it

frank pendant
#

In camera add component Volume

gritty folio
#

some versions do support PPv2, but others do not

weak trench
#

Right.

#

Where on the URP docs does it state that it doesn't work with PPv2?

frank pendant
#

I not sure if it says it doesnt work but it says it has to use the one that is integrated with URP

gritty folio
#

For 8.0, "URP is not compatible with the post-processing version 2 package."

#

7.2 to 7.4? might work with PPv2, as it states "Both post-processing solutions will be supported in the versions of URP that are compatible with Unity 2019.4 LTS. From Unity 2020.1, only the integrated solution will be supported".

weak trench
#

So I am using 7.3.1 and now I am extra confused

#

The Universal Render Pipeline (URP) contains its own integrated post-processing solution. This version of URP also supports the Post Processing Version 2 (PPV2) package, for backwards compatibility with existing Projects.

#

ALSO SUPPORTS

frank pendant
#

what version of unity are you using?

weak trench
#

2019.3.11f1

frank pendant
#

Ay me too

weak trench
#

Well, technically 2019.3.0f6

frank pendant
#

But I dont think it works

weak trench
#

I just tried to upgrade to see if it fixed the problem

frank pendant
#

And it doesnt have AO

weak trench
#

Great so, even if I had read that line it would appear that the documentation is wrong.

frank pendant
#

But I have the HBAO asset

#

But im having issues with it

gritty folio
#

It mentions 2019.4 LTS but I don't know if that's necessary. It's possible there's another setting somewhere to properly enable it, not sure

frank pendant
#

I dont think it is possible

weak trench
#

Look at 7.3.1

#

It clearly states it supports PPv2

frank pendant
#

When I look for info about AO for URP, no one mentions the PP Stack

#

And the only solution would be HBAO

gritty folio
#

Gunna quickly install ppv2 and see if I can get it working

frank pendant
#

I thought this was common knowledge

gritty folio
#

If you ever plan on updating it would be better to use URP's integrated solution though

weak trench
#

It would appear so, yes. But just makes me question really hard how PPV2 and the RPs are working together, or rather are not.

frank pendant
#

The render pipelines have their own post processing solutions

weak trench
#

In the package info it should just state in big bold letters
"DOES NOT WORK WITH ALL VERSIONS OF URP"

frank pendant
#

If it works that would be cool, because AO doesnt work for URP unless you use HBAO

#

Why dont you use the normal render pipeline then?

#

If you want to use the PP stack

weak trench
#

Because I thought the URP was required to use it

#

And now that every material has been "upgraded" to the URP

#

It's a one-way ticket so

#

No going back now

frank pendant
#

Oh ok

weak trench
#

(which is kind of a big problem with the RPs)

#

But one could hope they make a method that turns all mats back to "standard" or whatever

gritty folio
weak trench
#

This is what I have

bronze mural
#

You probably need to update, you are using very low minor version, it wasn't supported then.

weak trench
#

Update what?

#

URP?

bronze mural
#

Unity

weak trench
#

Not much of a solution if you are using a version to make your game.
But I guess I'll consider it.

bronze mural
#

It will show only compatible packages at the time. You usually need to update Unity to get updated packages.

frank pendant
#

@gritty folio What version of unity are you using there?

gritty folio
#

2019.3.3f1, URP 7.3.1, (and PPv2 2.3.0 if that matters)

weak trench
#

I use 2019.3.0f6 and tried 2019.3.11f1

#

None of them had those options you had there for post processing

gritty folio
#

The option is also only there if the Post-processing Package is installed

weak trench
#

Not sure what to say. As you could see from the picture, it wasn't there Β―_(ツ)_/Β―

gritty folio
#

Idk why it's not there then, but I'd still use the integrated solution anyway.

weak trench
#

Well it seems that I am forced to, so I will

gritty folio
#

Otherwise you could switch back to built-in if you aren't using any features that URP provides, but as you mentioned there's no easy way to un-upgrade the materials. You'd have to switch all the shaders back manually.

weak trench
#

Yeah and there are quite a few materials πŸ™ƒ

gritty folio
#

In the future, it's usually a good idea to back up projects before installing packages/upgrading packages, etc.

weak trench
#

I mean, hindsight is always 20/20 right?

gritty folio
#

Indeed, but you can also learn from mistakes so it doesn't happen again.

weak trench
#

To be fair here, the Unity documentation on Render Pipelines and the stack does not seem especially crystal clear...

gritty folio
#

Agreed

weak trench
#

Especially because it seems like they come together

#

As a "you could use both together for cool stuff"

#

and then it turns out that PPv2 is just for the SRP and some times it works for URP but really you shouldn't use it because built-in system works, but then you have HDRP where the stack can be used?

gritty folio
#

I'm not too familiar with HDRP but it has it's own integrated volume system too, it doesn't use PPv2 afaik

#

But I understand what you are saying, since the Package Manager doesn't give any indication of whether something is compatible with URP/HDRP or not.

weak trench
#

The problem with the Package Manager in general is that every package is more or less self-contained

frank pendant
#

You guys know whats the difference between Low Dynamic Range and High Dynamic Range?

weak trench
#

Separate solutions with basically no harmony

gritty folio
#

@frank pendant LDR uses colour values between 0 and 1, while HDR can be outside that range.

weak trench
#

HDR is like for realism and LDR is for low yeah?

frank pendant
#

I just switched to LDR and the scene looks so good

#

Maybe it is just more appropriate for the scene i guess

weak trench
#

If you aren't aiming for realism then just go with LDR

frank pendant
#

The neon effect looks better

weak trench
#

Seems like right picture has more bloom

frank pendant
#

Its the same

gritty folio
#

You could probably achieve a similar effect in HDR by adjusting the Bloom threshold

frank pendant
#

I just switched to LDR

#

Yeah but everything would have bloom

#

I just think it looks better I guess

#

I dont see any performance improvement or anything

autumn idol
#

when i change these settings (bottom right) nothing changes, does anyone what could be wrong?

forest elbow
#

For PPv2, I thought user LUT was moved to External (or something) in Color Grading.
@lethal musk

Anyone know what this means? What is external?

forest elbow
#

Thanks @lethal musk My setup seems different (URP) and I get a different menu. I mean there is a LUT input in 'Color Input' in my menu so I guess it goes there but I always get weird colors even with a default LUT texture.

lethal musk
#

ah, I thought you dropped URP and went back to PPv2

#

Not sure what causes your weird color

forest elbow
#

Yeah I've been jumping around but ultimately I want to figure out how to do LUTS in URP. Right now I get this error,

#

All I'm ultimately wanting to do is be able to adjust my shadow's colors, perhaps there is a more modern way of doing this?

autumn idol
#

when i change these settings (bottom right) nothing changes, does anyone what could be wrong?
@autumn idol :c

azure grove
#

@forest elbow Invalid lookup texture. it must be... Well, have you applied the correct format? Can we see it? (1024x32 or 256x16, Read&Write Enable, no compression)

frosty bluff
#

I am not entirely sure where to post this, but this looks close enough.

#

I am doing the classic "put render texture on a camera to capture its view." For demonstration purposes, I put the same render texture on a Raw Image ona canvas.

#

Without post-processing, it all works as expected.

#

But with post-processing, I seem to only get the emission.

#

I have now run into this several times in a year, and I would really like to find a solution. I can't avoid it forever.

blissful narwhal
#

I'm currently using LWRP 7.4.1 and am I trying to get some PostProcessing going but I cant get it to work. This is attached to my main camera (the only one)
https://gyazo.com/6e6a980b2858d37af943ac70fe40fd0a
And as you can see, I'm using pretty extreme settings but they have zero effects on what the game looks like

#

I don't know if it matters, but I'm using virtual cameras and also tried attaching the Cinemachine Post Processing Component without any luck

gritty folio
#

@blissful narwhal LWRP (aka URP) has it's own integrated post processing solution using a script called just "Volume". The Post-process Layer & Post-process Volume is a part of the Post Processing package (PPv2). some versions of LWRP/URP support PPv2, but in the future it won't be compatible so if you can, use the integrated one instead.

If you still want to use PPv2 though there should be a "Feature Set" option on the pipeline settings asset to switch (If it's not there, it's probably a version of unity or lwrp/up that doesn't support ppv2).

There's also a tickbox on the camera to enable Post Processing.

blissful narwhal
#

Oh sorry, I didn't see that answer, I will try that out and let you know if it worked asap. Thanks

blissful narwhal
#

@gritty folio well, it somehow works but somehow doesn't. In scene view I can see some of the effects (depth for example doesn't work) but in game view it doesn't have any effect at all. Is there also a Post-Processing layer alternative I'm missing?

gritty folio
#

If you're using the integrated "Volume" system now, then it's already built-in to the camera. There's a "Post Processing" tickbox on the Camera that needs enabling in order to see it in the game view though. I think there might be a volume layer mask (under an "environment" heading on the camera if I recall correctly), but it's probably already set to all layers.

#

@blissful narwhal ^
It's also possible the depth of field effect might need the Depth Texture option on the pipeline asset enabled too - I think it should force the camera to have it enabled anyway though.

blissful narwhal
#

Damn, I really did miss that. Thanks a lot, man, it's working now πŸ™‚

frosty bluff
#

Has anyone successfully captured an image (preferably in real-time) from a camera with post effects?

#

The right head is just a model.

#

The left head is another camera, with the same settings as the main camera, just pointing to a render texture, and rendered on the left side via Raw Image UI.

#

Notice that the left head appears to only capture brightness, an darkness is converted into alpha.

#

The cube just shows that the render texture is indeed semi-transparent.

loud haven
#

is there a way to have temporal anti-aliasing with the URP?

#

nevermind, answered my own question, was just googling the wrong thing

cobalt wing
#

@loud haven once they get movec supported on urp, taa would be possible

#

It is weird that it is taking so long

severe slate
timber prism
#

@severe slate https://docs.unity3d.com/Packages/com.unity.postprocessing@2.1/manual/Writing-Custom-Effects.html I think that's the article you're looking for. You'll need to convert the shader you found to Unity's shader.

https://www.youtube.com/watch?v=CzORVWFvZ28 --> 0:46 he displays a cheat sheet.

Twitter: @The_ArtOfCode
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Ever wondered how to get a shader from ShaderToy imported into Unity? Well wonder no longer because in...

β–Ά Play video
severe slate
#

I started watching that video but it seems to be for making a material shader, not a post processing effect ?

timber prism
#

You have to convert a shader into HLSL. Then you need to follow the steps from article I sent you.

#

I'll be honest, I've never done this before, but I think if I have to, i'd follow what is written.

severe slate
#

post processing doesn't work with lightweight render pipeline

#

how do i fix that

severe sigil
#

You have to use the volume coponent,post proccesing stack doesent work with LWRP i think

#

It has its own PP stack

cobalt wing
#

*URP

severe sigil
#

I dunno why i said lightweight XD

blissful cedar
#

it's own PP stack doesn't work either, what the hell

#

Also ticked the Post Processing option in the camera

#

I feel like I got scammed, everyone says it's much better than the built-in pipeline

#

but now every material in the project is f*cked

#

fantastic

granite cape
#

Well, first off, I wouldn't use version 2020. 2019 just went into LTS, its a great place to start. Second, you'll need to convert your shaders to URP or HDRP shaders; depending on which one you are using.

weak trench
#

There is a menu option to do it automatically @blissful cedar

#

Convert the materials

civic bronze
#

its not working

#

i tried putting it on the camera as well

#

the camera is on the default layer, none of the processing has any effect

#

any ideas?

candid spire
#

Is it possible to disable PostProcessing only for some objects in PPv3 (URP build-in)? I have a problem where specular highlights give a really bad flickering when bloom is applied and I would like to turn bloom off for those objects where I need a lot of smoothness and specular highlights

buoyant galleon
#

Hey guys, anyone know why my PostPro shader's custom textures that I pass it are 100% white? They get the correct size but all color data is fucked

#

just all 1's

#

even though previously I know they have valid data in them, in the previous blit

open totem
#

It's 2020 and the Post-Processing Stack v2 keeps crashing my Unity LTS, what the fuck is wrong with it

bronze mural
#

@open totem That attitude is not helpful. Why don't you look into log files and find what's the problem instead, so it could be fixed.

open totem
#

Sorry, it's just that PPv2 is the most unstable package ever and it keeps breaking every time, especially when dealing with VR

#

I am checking the crash logs in the meanwhile, hoping to find at least a cue

bronze mural
#

With errors reason could be the Library retaining wrong version cache after upgrades. You should try regenerating it.

open totem
#

Here's the first cue in the meanwhile: [OVRPlugin][INFO] CliD3D11CompositorClient released[XR] Failed to setup eye layer, something is happening in the XR plugin

open totem
#

Ok, there's actually a bug that arises when using XR Management and Post-Processing Stack v2, guess I can only switch to URP then

hazy helm
#

Is there some alternative installation guide or tricks list to add this to a scene? Setup look correct but not seeing any changes 😦

open totem
#

@hazy helm what's the problem you're experiencing?

#

Define "not seeing any difference"

hazy helm
#

Setup looks right ... but not getting any processing effects ... I can stream?

#

Over on my Discord or you can call πŸ˜‰

#

DERP Facepalm

#

Forgot to set the Layer on the Volume thinkaboutit

open totem
#

For better performance, set the camera on a new layer called Post-Process, and order the post-Process layer to only process the screen on that layer

#

sounds like a tongue-twister this way

#

also, set the volume to global

hazy helm
#

@open totem ... Didn't quite understand that last part ... order the layer to only process the screen on that layer ... I mean, I understand what you are sayin, I just don't know how to do it :S

dense maple
rocky onyx
#

The little box on the left is clickable?

#

@dense maple

dense maple
#

the on and off yes

open totem
#

@open totem ... Didn't quite understand that last part ... order the layer to only process the screen on that layer ... I mean, I understand what you are sayin, I just don't know how to do it :S
@hazy helm sorry for the late reply, basically there's a dropdown list on the PP Layer that tells you which layer should be affected by the PP effect; therefore, if you set the camera on a new layer called, for example, "PostProcess", you can pick that layer from the dropdown menu in the Post-process layer

lucid falcon
#

Does anyone know how to make post process volume ignore world space UI?
I have damage displaying textmeshpro objects on world space canvases that are affected.

rocky tundra
#

does anyone knows howw to run the post processing stack on android?

#

@dense maple try enabling each config

sand garnet
#

Copying my question from the #archived-hdrp channel since there might be somebody who knows how to fix this

Is there any way in Unity 2019.3 to have both URP with a 2D Renderer and a way to separate camera post process between a UI canvas an the actual game? Camera stacking doesnt work on 2D Renderers, and using sorting layers to put the canvas targeting a single camera doesnt really let me exclude the UI from the camera post processing

twin sage
#

is there a way to have the post processing not effect the skybox?

wind tendon
#

Are there any resources to make post processing look good for stylized games(toon shaded)? Using ACES results in losing a lot of that colorfulness.

#

I'm using URP.

buoyant galleon
#

Does your toon shaded game even need HDR? If not, then you don't need a tonemapper at all

sacred dove
#

I'm making some tron style scenes, wireframe 3D graphics with lots of emissive particles and lines, beyond bloom, what other post processing effects would enhance the look of this aesthetic ???

mellow summit
#

send a screenshot

wind tendon
#

@buoyant galleon Well the only post processing effect I really use is bloom. But I've seen some cell shaded(anime style) games use tonemapping and they look good.

solid eagle
#

Hey guys!

Anyone using custom rendering features and post processing together? If I enable postProcessing under my camera settings it disables the custom rendering feature i created..

buoyant galleon
#

@wind tendon Tonemapping doesn't 'improve' a games look, it's not meant to be color correction or really change how your game looks at all. All tonemapping does is push your histogram into a tighter, SDR space, so that if it's a super large (HDR) histogram (ie. if you have SUPER bright HDR objects, like reflective metal) in your scene, tonemapping will make what would've looked like pure clipped white look like actual colour.
So, if your game does not need the above (I am not aware of physically correct light preserving toon shaders, but correct me if they do exist) then you don't need tonemapping, and a colour correction LUT is a better idea.

pliant cosmos
#

The error goes away if I go to my camera and manually disable and enable Unity postprocessing component, which implies it fails to initialize itself correctly but manages to do so on second OnEnable triggered by that turning on and off

idle snow
#

Anyone already had a NaN problem when using Volumetric fog ?

idle snow
#

turns out it's when i enable the "Filter" option on my volumetric fog (this option blur the light in the fog to limit on ugly effect you get without)

#

but i've no idea why it does that...

#

i even have the issue with a new empty scene where i only add a volume with volumetric fog and filter enabled :

#

see the black square ? it follows the screen and when using debug view is shown as a NaN zone

tough hedge
#

Hello, I am having a problem. My bloom appears in the game window, but when I play the game and/or build and run the game, it doesnt appear.

granite cape
#

Did you turn on the correct graphics presets in game?

severe slate
#

i am sure it can be better

#

anyone have info?

crude haven
#

yes it can

#

i can help a lot

severe slate
#

how to ?

crude haven
#

first change ur water fall

#

and use a standard one by unity

#

instead of using texture cutoff meterial use a model

severe slate
#

it is a model

#

i made with probuilder

#

but that is a water material

crude haven
#

okok

#

i made with probuilder
@severe slate in probuilder use cube to mesh then

severe slate
crude haven
#

i can help u get realistic results

#

i have worked in many companies

#

so i can generate real graphics

severe slate
#

will appreaciate it

severe slate
#

what is this

granite cape
#

The rocks look too much like skin. Creeped me out at first, lol.

quaint matrix
#

Does anyone know why the post processing behavior component might not be showing up for me even though I have post processing stack v2?
I can create a profile but there is no way to assign it that I can see

bronze mural
#

Check the pins if you are using URP

quaint matrix
#

https://www.youtube.com/watch?v=Ts2F2SxeRSY >> It looks like it's done differently now. I'm confused because I don't see anything written about this online.

This time we will talk about the new post processing layer that will supersede the post processing stack in the near future. I will tell you how you can use different profiles in your scene and how you can upgrade to the new post processing flawless.

β–Ά Play video
#

I tried with a standard 3D and HDRP project and I guess it just doesn't exist in V2. You have to assign it through a processing layer.

cobalt wing
#

@quaint matrix HDRP doesn't use PPv2

#

HDRP has it's own internal PP, for HDRP you'd not use "PostProcessing Volumes" but "Volumes" to add your effects, also layering is built-in

mossy mulch
#

what's PostProcessingData (in URP), and why would I want to create more than one of them?

#

I thought I needed one for each camera stack.

#

But... I see no differences.

cobalt wing
#

Modify existing effect to work that way?

#

I havent checked the code but they probably have just multiply somewhere at the end of shader to dim it. Could use this multiplier to drive lerp between white color and scene color

#

Could also make that white color a property instead so you could just set it to whatever you want

#

Oh they have color exposed already

hot night
dry folio
#

@hot night 1 min setup of PPv2 or PP URP/HDRP
Do vinetta , then use ACES tonemaping, after that do a big contrast and you will get already nice looking result

#

after that try to play with gamma

thick furnace
autumn geyser
#

Using HDRP, is it possible to apply a built-in Post Process effect (such as Depth of Field or Bloom) only on objects that are associated to a specific Layer?

sonic torrent
#

@autumn geyser It is possible in Unity by applying a volume to another camera and layering the output. I cant remember if camera layering is allowed in HDRP, unfortunately

buoyant galleon
#

Doesn't look like an opaque shader haha @thick furnace , does it happen when not using postpro? Only thing I can think of is one postpro script accidentally setting alpha to some weird value somewhere, IIRC one of the really old AA effects used to do that

warm parrot
#

How can I get better results?

autumn geyser
#

@autumn geyser It is possible in Unity by applying a volume to another camera and layering the output. I cant remember if camera layering is allowed in HDRP, unfortunately
@sonic torrent Thanks, I was able to get camera layering working but not the Post Processing. You can set up Camera Layering on the Camera component's Output settings. Cameras are rendered and layered from lowest depth to highest depth. have two Cameras (Regular Camera and Post Process Camera). I tried two approaches. Neither worked unfortunately. It seems that some Post Process effects (Exposure) are correctly applied when cameras are layered, but other effects (Depth of Field) are incorrectly not applied at all if Post FX Camera is layered below, or applied to the final rendered image if Post FX Camera is layered above. I suspect it's due to implementation of the specific post effect itself (accessing Depth Buffer?). May need to find (or write) a custom render pass to handle those effects that do not work correctly.

blazing hedge
#

Are you sure that's bloom? Could be atmospheric scattering or volumetric lighting.

blazing hedge
#

Or just Sky Exposure + Bloom.

#

That's most likely what that is. You can increase the sky exposure in HDRI Sky PP Volume. Then just enable bloom.

severe slate
#

does anyone know how i can create this dithering as a post process effect in urp? the only thing i could find was a black pixel checkerbox dither which looked awful

severe slate
#

i found a shadergraph one which puts dithering over the screen but i can't figure out how to reduce the strength

rich wigeon
#

In the URP package if you go to project settings there is a variable that changes the strength @severe slate

severe slate
#

eh?

#

in the UniversalRenderPipelineAsset_Renderer?

#

o wait you said project settings

#

which section? i don't see it

#

i have the effect here, the one i tried that was an override in the global volume was ugly

#

and the strength didn't do anything

severe slate
#

it just made every second pixel black without overlaying like in photoshop or anything, looked nothing like ps1 games

#

this one

#

went into the Dithering.shader from that and theres a float for ditherstrength that doesnt have any other mentions in the code so seems like it's just a slider that does nothing

severe slate
#

when i build game for webgl bloom doesnt work what to do πŸ€”

gaunt sinew
#

i can't add local post processing on my object because it already has a collider, how do i get around this?

woeful walrus
woeful walrus
#

Ok, I solved the problem by upgrading Unity

echo yew
#

Unity Before: YOU DONT DESERVE NICE THINGS
Unity After: sight is a blessing

severe slate
#

i've been looking for like a week or more now and i haven't been able to find anything that'll give me a nice looking dither overlay with urp

#

please help

sinful cedar
#

I'm getting an issue where URP seems to be doing some auto exposure thing so whenever I look at something primarily white the entire skybox turns black and I want to disable that. I've tried adding a fixed exposure but it doesn't seem to make any difference

#

Does anyone know how I can go about disabling this exposure?

severe slate
blissful cedar
#

so uhh, I've installed URP on a existing project and created another URP template project

#

post processing doesn't work on the existing project but the template one works

#

I've literally checked everything, it just refuses to work

gritty folio
#

@blissful cedar Check that the Post Processing option on the camera is enabled. I'd also check the Volume Mask (under the Environment heading on the camera) includes the layer that your volume is on ("Player", or switch it to a different one).

blissful cedar
#

volume mask πŸ€¦β€β™‚οΈ

#

how can I not see that

#

Thanks @gritty folio

blissful cedar
#

how can I access the post processing via script?

#

let's say, adding DoF while doing something

brave meteor
#

I'm currently trying to set up URP in a 2.5D workflow. I cannot for the life of me get Depth of Field working. There are objects in my scene that refuse to come into focus.

brave meteor
brave meteor
#

I believe I figured it out. DoF completely relies on MeshFilters and MeshRenderers. I added a MeshFilter the same shape as my ship to the same transform as the ship's sprite and DoF could then focus on it.

buoyant galleon
#

Sorting layers are not the same as depth. I doubt an orthographic camera (assuming that is what you are using for 2.5D) writes to the depth buffer in the way that you need it to, which is what DoF uses to blur

#

I would personally look into a completely different solution to blur the different layers anyway, as a full bokeh DoF is very heavy for something like that

brave meteor
#

Yeah, I'm using a perspective camera to get natural parallaxes and camera zooming. Do you have any tips on making something feel far and monolithic, like capturing the true scale of a planet?

buoyant galleon
#

Yep custom gaussian blur based on layer order

blazing hedge
timid magnet
#

Wow

frank pendant
#

Guys how do I achieve an artstyle like this?

steep kestrel
#

How can I set up a material that glows?

#

Not using an emissive property, that is. The object that needs glowing is dynamic, along with everything else around it

scarlet kindle
#

Hello. πŸ™‚ I'm trying to tinker with the HDRP, and I want to change some things in the stack from script. But, I can't seem to get it to work.

#

and when I try to start my code with

using UnityEditor.Rendering.PostProcessing;

it doesn't work.

#

I've updated to the latest LTS of Unity (version 2019.4.4f1) and I'm using the most up-to-date HDRP package in the package manager (which is listed as a 'preview' package instead of a 'verified' package).

#

Am I doing something wrong?

carmine vessel
#

anyone have a clue why these color wheels are only going to this one position for me? tried reimporting urp, no dice

blazing hedge
#

@steep kestrel You could increase/decrease the intensity of the emission with code.

#

@scarlet kindle you probably want: ```cs
using UnityEngine.Rendering;
using UnityEngine.Rendering.HighDefinition;

scarlet kindle
#

I'll try that, thanks. πŸ™‚

blazing hedge
#

are you modifying the post processing? @scarlet kindle

scarlet kindle
#

My goal was to make a sort of 'abstract sky' thing that I could fiddle with, changing the colors of various gradients and such. I originally wanted to use the shader graph to procedurally make skybox textures, but I couldn't figure out how to do that.

#

So, I was turning to the HDRP to see what I could do with the skyboxes there.

blazing hedge
#

That would be more of a shader thing.

desert thorn
#

Hi guys, I want to do the same as @scarlet kindle but in URP, I have made a function that blends between 2 pp profiles using marhf.lerp (day and night) and I upgraded to urp but the syntax is not the same does anyone have any clue?

#
    public void LerpBetweenTwoProfiles(PostProcessProfile prof1, PostProcessProfile prof2, float timeToLerp)
    {
        bloomLayer.intensity.value = Mathf.Lerp(prof1.GetSetting<Bloom>().intensity, prof2.GetSetting<Bloom>().intensity, currentLerpTime / timeToLerp);
        
        ambientOclusionLayer.intensity.value = Mathf.Lerp(prof1.GetSetting<AmbientOcclusion>().intensity, prof2.GetSetting<AmbientOcclusion>().intensity, currentLerpTime / timeToLerp);
        
        autoExposureLayer.filtering.value = new Vector2(Mathf.Lerp(prof1.GetSetting<AutoExposure>().filtering.value.x, prof2.GetSetting<AutoExposure>().filtering.value.x, currentLerpTime / timeToLerp), Mathf.Lerp(prof1.GetSetting<AutoExposure>().filtering.value.y, prof2.GetSetting<AutoExposure>().filtering.value.y, currentLerpTime / timeToLerp));
        autoExposureLayer.minLuminance.value = Mathf.Lerp(prof1.GetSetting<AutoExposure>().minLuminance.value, prof2.GetSetting<AutoExposure>().minLuminance.value,currentLerpTime/timeToLerp);
        autoExposureLayer.maxLuminance.value = Mathf.Lerp(prof1.GetSetting<AutoExposure>().maxLuminance.value, prof2.GetSetting<AutoExposure>().maxLuminance.value,currentLerpTime/timeToLerp);
        autoExposureLayer.keyValue.value = Mathf.Lerp(prof1.GetSetting<AutoExposure>().keyValue.value, prof2.GetSetting<AutoExposure>().keyValue.value, currentLerpTime / timeToLerp);

        vignetteLayer.intensity.value = Mathf.Lerp(prof1.GetSetting<Vignette>().intensity.value, prof2.GetSetting<Vignette>().intensity.value, currentLerpTime / timeToLerp);


        colorGradingLayer.temperature.value = Mathf.Lerp(prof1.GetSetting<ColorGrading>().temperature.value, prof2.GetSetting<ColorGrading>().temperature.value, currentLerpTime / timeToLerp);
        currentLerpTime += Time.deltaTime;
    }
#

This is the code, or if anyone knows another way to do this feel free to share it

blazing hedge
#

probably use an IEnumerator to do it overtime. Is it PPv2?

#
public PostProcessProfile postProcessing;

//Bloom
float lerpValue = 0.5f;
FloatParameter intensity1 = new FloatParameter { value = lerpValue, overrideState = false };
postProcessing.GetSetting<Bloom>().intensity = intensity1;

//Color Grading
float lerpValue2 = 0.5f;
FloatParameter temp1 = new FloatParameter { value = lerpValue2, overrideState = true };
postProcessing.GetSetting<ColorGrading>().contrast = temp1; //gamma, saturation, etc
#

But from what I have noticed, you can't change some of these at runtime.

hidden scarab
#

does anybody know how I can resize the reflection probes resolution on HDRP?

blazing hedge
#

I think its in the Lighting window, or it would be in Window -> Lighting -> Settings.

hidden scarab
#

found it in debug mode in inspector

#

that link is for old unity. and new unity mentions nothing

gritty folio
#

@buoyant olive You may need to flip the Y axis of the texture.

willow heath
#

Hello! I'm having trouble using post processing effects for the first time. I would like the model that is closer to the camera to be in focus while the background objects be blurry. For some reason I can't seem how to make the closer object clear and the further object blurry. Both of them seem to have the same level of blurriness despite being at different distances. Does anyone know how to fix this?

severe slate
sly matrix
desert thorn
#

Does anyone know a link to the post processing scripting api for URP or can help me directly?

scenic merlin
#

@hidden scarab go to the HDRP asset, go to reflections and adjust its resolution.

oblique prawn
#

@willow heath lower the aperture?

tired bloom
#

who one can explane me good postprocessing tutorial videos?(English)

#

hmm...

severe slate
#

@sly matrix i tried that one, but the dithering effect looks really bad, it's just a black checkerboard

grim sandal
solar hornet
#

Any post processing recommendations for this type of low poly style? Granted this is just a snippet from a game, where you can actually move around 3d

#

I already have bloom, color curves to make the green pop out more, depth of field, and motion blur for the gameplay

buoyant galleon
#

A nice wide Screen Space Ambient Occlusion (SSAO) could work, maybe godrays, perhaps even some heavier colour correction with a LUT to give it a deeper style

#

For lowpoly would advise against using lens effects like vignette/chromatic aberration as they're more for hyperrealistic games

green mason
#

Agree with Alex, get some AO and colour grading in there. Some very subtle grain is sometimes nice on low poly too

severe slate
#

Can anyone help me

#

setting up multiple types of bloom

#

i have some issue setting up pink and red bloom as like glowing sources for my 2D game

#

Just dm me or ping me if you can help me i think i have so much trouble that a dm would help me a lot 🀣

outer citrus
#

the lines are jagged and the circles are also jagged on the edges

#

i don't know how to make everything look better

hard obsidian
#

Looks like the game is being drawn at a lowish resolution

outer citrus
#

what do you mean?

hard obsidian
#

How are you drawing the lines and the circles?

outer citrus
#

lines are drawn with a line renderer

#

circles are a sprite

#

for the circles i right clicked the assets window, clicked create, sprite, circle

hard obsidian
#

What resolution is your game view set to?

#

Is "low resolution aspect ratios" checked?

outer citrus
#

how do i check that

hard obsidian
outer citrus
#

yah its checked

#

but greyed out also

#

so i cant un check it

hard obsidian
#

Do you have a specific resolution set?

outer citrus
hard obsidian
outer citrus
#

i did edit>project settings>quality>anti aliasing> 8x multi sampling

#

and nothing changed

green mason
#

Low resolution aspect ratio is a only available if you’re on a high-resolution display.
Looks more like it just needs anti aliasing. The built-in MSAA in quality settings is only useful when you have 3D geometry. So won’t work with sprites. You want to try a post processing AA

#

Or re-do your sprites so they use alpha in the sprite

#

For post processing AA, depends if you’re on the built-in pipeline or URP/HDRP?

outer citrus
#

i dont know what im using

#

cant i just make them slightly glow so you cant see the jagged ness

#

or something like that

#

how do normal games have lines that look good

green mason
#

Anti aliasing. What we just mentioned. It’s just there a few different types and the setup is different based on your rendering pipeline

outer citrus
#

how do i check my rendering pipeline

green mason
#

Theres a scriptable render pipeline option in Project Settings > Graphics

#

If it says None then you’re using built-in, if it has anything else then you’re on a SRP

outer citrus
#

it says none

#

so how do i add anti aliasing

green mason
#

So next you need the post processing package. Go to package manager, find Post Processing and install it

#

Then when it’s installed go to your main camera and add a Post Processing Layer component

#

Then anti aliasing is an option on there, with a few options to try out

outer citrus
#

thanks it worked really well

green mason
#

No worries! πŸ₯³

severe slate
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setting up post pocessing with multiple cameras kinda doesnt work 🀣

brisk shadow
brave meteor
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there's a checkbox in your main camera called postprocessing that you need to tick probably @brisk shadow

brisk shadow
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@brave meteor Already ticked. Post processing is still working. Only it doesnt effect GUI.

If I put the threshold over 1 and turn up the intensity a lot, everything glows like crazy.

However, the UI doesnt glow at all

granite cape
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Try using Screen Space Camera for your UI?

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I think you need to add a Post Processing Layer to your Canvas. Like how you would add a script in the Inspector. Then adjust your layers as needed. @brisk shadow

sand garnet
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@brisk shadow overlay doesnt get PP'd

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only screen space or world

brisk shadow
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rip

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Ill try the post processing layer on canvas thing

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if that doesnt work, I dont care about a little glowing health symbol thing

brisk shadow
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post processing layer didnt work

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well it fucked things up

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oh well

quiet geyser
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Hey...just need a quick help..i have a post process effect..but its globally applied to all elements...how can i remove effect from a particular object?

severe slate
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I set it up like this

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and put the camera on post pocessing

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shouldnt it now apply bloom / glow to everything?

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Because thats what happens in my other project but in this one it refuses to work

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or actually it does work but

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only with one object

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Like only the ball is glowing

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i cloned it and the clone glows as well

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recreating the exact same ball does not glow

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OH

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its the color

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lol

viscid coral
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anyone have a good tutorial for pp? i added a volume and im changing settings but nothing looks different

desert thorn
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Hi I am using unity 2020.1 and URP when I try to record using the recording window or from the timeline my video gets recorded but there are no Post Processing effects applied, but I can see them in the scene, game and in the game view when I play the timeline

tardy escarp
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This might be a dumb question because of how AO / PP in general works, but is it possible to limit where it applies / the "range" of it, even if it just means putting my grass on a layer and selectively excluding it.

Basically, I don't want it to apply to my grass (or it can, but at a further distance outside of the point light range) as the point lights I have on the character cause an undesired effect with regards to the grass. and make it too dark when the directional light is darker than normal.

tidal junco
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Is there any way to make an object be not effected by a "Local" Post processing effect?

its a canvas with Screenspace - Camera
it has to be screenspace - camera

zenith valley
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hey im trying to use the lightweight render engine so i can use shader graph, how do i do that

modest jacinth
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@tidal junco the only way would be using 2 cams

cobalt wing
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@zenith valley LWRP is now URP since Unity 2019.3, just install Universal Render Pipeline from Package Manager

severe slate
blazing hedge
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@severe slate Probably distance.

severe slate
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does depth of field help performance at all? or is it literally aesthetic?

buoyant galleon
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Depth of field heavily decreases performance @severe slate - it's one of the heaviest post-processing effects when done properly

severe slate
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@buoyant galleon NOPENOPENOPE

rips it out

cheers for that πŸ™‚

severe slate
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another question regarding post processing actually, I have some effects that are going to be permanent, currently a child of a DontDestroyOnLoad game manager object, it made sense to me to just use that instead of having the same stack of post processes in each scene.

assuming that all the required scenes are currently ASync loaded so you can flick between them at will, would that approach work? or will each scene take a few seconds to apply the post process (therefore nothing looks right) once you switch?

Hoping that makes sense lol

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I suppose I could add some sort of effect or fade-in graphic to give the process time to kick in.

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would prefer instant though πŸ˜›

buoyant galleon
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Should be instant

severe slate
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cool, cheers

velvet tide
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I have a Racing Game that is WIP i want to put in Post-processing but i donno where to start can someone help me i really appreciate any help, also i want the High Definition RP in so can someone plz help me TK for any help you could provide!πŸ˜ƒ

severe slate
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Im pretty sure you should setup HDRP before you do anything

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I can help you with post processing specifically in dms @velvet tide

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Im making a racing game too so

velvet tide
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Nice Thanks i will send a Demo Copy Once i am finished

solemn grail
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Any idea what might cause the white tint/black tearing in my SSR using HDRP?

timber basin
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contact shadows?

solemn grail
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I don't have contact shadows enabled in my lights/HDRP settings.

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I don't see how the reflections would turn white due to that either.

dry folio
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@solemn grail with settings are you use on SSR?

solemn grail
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It is last in my volume stack tho, if that makes a difference.

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I've tried playing around with the settings, but it doesn't do anything, the issues still persists.

dry folio
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what is your HDRP and UNity version?

solemn grail
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2020.1.0f1 and 8.2.0

dry folio
prime finch
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hey can anyone help me? the ui isn't affected in the game render, but it is in the scene view

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also aything else is affected

dull reef
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I have some projectiles in my game (2d, fixed camera) that use HDR colors for a glow effect, but whenever they're spawned occasionally there will be a bright flash of light on screen. I don't know what causes this, since it seems to happen randomly, not particularly when the HRD objects overlap or are close together. Any ideas as to why this happens? I took a recording and it looks like an HDR object with very large intensity somehow spawned somewhere onscreen, away from all the HDR objects that are supposed to be there
I'm using LWRP
This issue existed when I tried using object pooling with them (My game is a bullet hell) but it still persists when I just use Instantiate and Destroy

severe slate
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i've been asking this for weeks now, i dont know where else to ask

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the only psx postprocessing for urp is another thing on github and its dither is just a black checkerboard, not real dithering

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i want this effect

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the effect the guy in the github i posted apparently looks like this, which i think looks pretty good for what i want

lilac sage
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How to achieve blender like bloom ? all post process params are the same. The one with arrows is gamma color space in unity and the other is linear

buoyant galleon
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@lilac sage what version and render pipeline of Unity are you using?