#💥┃post-processing

1 messages · Page 14 of 1

buoyant galleon
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HDRP Bloom looks like the bottom one when setup correctly

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or at least very close to

lilac sage
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@lilac sage what version and render pipeline of Unity are you using?
@buoyant galleon trying without RP

buoyant galleon
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So you're using the builtin PostPro stack v2?

lilac sage
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the one in package manager

buoyant galleon
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Technically they're all in the package manager haha

lilac sage
buoyant galleon
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ok, v2

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I'd try kino bloom to see if you get a different result

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make sure you're using HDR/Linear and a tonemap

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otherwise it's just a PostPro v2 bloom implementation limitation and you'll have to change to a different bloom effect like a 3rd party asset or HDRP. I would expect that you can get it looking a lot closer to Blender than what you have above though

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with some settings tweaks

reef swan
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so basically i upgraded to HDRP and now its doing this weird auto exposure resultin in my scene just looking like this when looking at bright things

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and to be honest its kinda weird i dont like it how do i get rid of it

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motion blur also seems to be enabled

supple tundra
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I can't get Post Processing to work on my Cinemachine camera. I've got a Post-Processing layer and volume set up on my main camera (the one with the Cinemachine Brain) and enabled Post-Processing on the main camera itself, but I get no actual effects showing up. Are there any sort of gotchas or other common problems I should look for? Is it maybe something in my URP assets I need to look for?

random kelp
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im looking for some people that wanna help with a game its for a youtube serie / videos ! dm me for info

timber basin
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@reef swan yeah those are the scene volumes which enable you to override the render settings and add pp

you could change the exposure and set it to a fixed value then you will always have it like this and it wont change so you have more direct control with the lighting over specific areas and dont have to worry of it suddenly getting darker or brighter

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but the autoexposure is a nice feature if you want to simulate the eye reaction to lighting changes in its surrounding

reef swan
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i do like autoexposure and i did use it before upgrading to hdrp

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but this one is just tooooo dark for me

timber basin
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i guess you could just amplify the base level of the exposure to brighten it all up and still keep the automatic changing exposure withing a desired range

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to get what you would like to have

reef swan
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thanks man

supple tundra
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Anyone know how I might set up a night vision effect using Post Processing? Or is this beyond the powers of Post Processing?

timber basin
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mhh with pp only i would go with some fog, colour correction, bloom and setting the exposure to a static value

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you could take a picture form modern warfare for example and try to replicate it with the pp

echo canyon
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anyone know how tf i actually get post processing to work

timber basin
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depending on which render pipeline you use

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its built in with the HDRP clean project template

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but the latest i used it in the default render pipeline it was the same,
it works with volumes. which you can set up to fade in and out or make them global

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then you need a profile, can have multiple of them for the different volumes, and add the effects to it

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but dont forget your layer management, i think you had to set your cam to a specific layer which shared it with the pp volume or something like this

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but there are tons of tutorials on yt for that, just pick one that matches or is close to the unity version and Rp you use

severe slate
reef swan
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dam thanks good to know

gusty ermine
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Moved this over here from lighting because I believe this is a anti-aliasing problem. Wonder if anyone else has come across something like this and has some ideas. See the weird shimmer on the board walk? TAA helps (though does not eliminate it). Could be because each slat has see through gaps to the ground below so lots of edges to deal with? Tried turning off mipmaps, changing settings, no compression on texture, triliniar vs bi, clamp vs repeat etc texture changes appear to have no impact at all on the issue.

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Running in deferred btw, I did notice switching to forward has a big impact on cleaning it up.

mellow summit
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forward has msaa,maybe that fixed the thing

gusty ermine
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I think your right Helix based on further reading.

mellow summit
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what resolution were you running the game at?

gusty ermine
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2560x1080

mellow summit
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oh i thought it could be a think about a lack of pixels

gusty ermine
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good thought but no, tried it in a bunch of different ones

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I think its the AA problem with deferred

mellow summit
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also are those gaps between the lines of wood inside of the mesh or just a normalmap?

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because if they are inside of the mesh yeah texture settings would not help too much

gusty ermine
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mesh, with physical gaps so I think that creates a ton of edges

mellow summit
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yeah

gusty ermine
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so the AA goes nuts

mellow summit
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if they were in a normal map it should have been easier as using mip maps + anisotropic should give a smooth result

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but yea its fixed with forward

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as long as you dont need anything deferred-specific

gusty ermine
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Cheap lighting but might be trying to switch over to URP anyway which runs only in forward anyway

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Thanks for the help

mellow summit
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you´re welcome

timber basin
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@gusty ermine you could add LOD levels and switch it out with a nogap mesh or simple unity planes

gusty ermine
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Ahh @timber basin had not considered that, great idea to think around the problem.

frail quiver
tepid gazelle
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I have a similiar porblem

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the bloom in my game scene was working then it stopped working randomly

sand oracle
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I'm trying to make my terrain look like smooth snow, but the post processing ambient occlusion makes the polygons very visible. I can turn off the occlusion, but it looks good on everything but the terrain polygons. Any ideas on another approach?

latent lichen
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my post processing isnt working. Does it have anything to do with URP being installed

bronze mural
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@latent lichen URP has its own volume component. and PP has to be turned on on the camera.

latent lichen
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The renderer is set to my URP asset and PP is on but its still not working

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I also have a PP profile thats inside its own volume and its set to the same layer as my camera

bronze mural
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Manual describes how to set it up. Links are pinned here.

latent lichen
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ok thanks

fluid lily
sleek quarry
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Hi, how to rack focus in Cinemachine?

solemn zephyr
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Hello, has anybody been doing the Karting mod tutorials? I need some help for the "extra credit" part of it:
What values can be used on the Post Processing gameObject to get the game to look like what the image in it shows? I had been trying to tweak the color grading circles (the ones for lift, gamma and gain) so it looks similar to it, but I can't seem to get the game to have the same visual effect.

solemn zephyr
vague moon
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Hi, any freelancer here who can work on post-processing? for mobile platform.

jade salmon
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Yup

shrewd yew
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Not sure where to ask this one, but : In HDRP, how to get several planar reflection probes to work together ?
I have 3 different mirrors, each with their own probe, but somehow only one of them has its planar active at a time and I can't figure out why. The others only display the basic reflection probe, so it's not even like they were getting their own planar overriden by the first or something.

severe slate
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Looking for beta testers for my game. Its made with the unity engine and is a 2D run-across game. You are stuck in a Forest and need to get out and avoid being eaten by wolves. Anyone up for beta testing? I just need some feedback.

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It only have 1 level at the moment but all the levels will be designed similar to that level so i just need some feedback

bronze mural
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@severe slate Not a place for that and use hosting service.

severe slate
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oh. where can I ask for beta testers?

bronze mural
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You can post progress of your work in #archived-works-in-progress and mention that you need testers. Only do not share application directly. Use services like Itch which have AV protection.

severe slate
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k

sinful swift
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Does anyone know why shadow cascades is making a black ring around the camera?

granite cape
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Are you sure its not your terrain models turning to billboards? @sinful swift

sinful swift
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Completely. I turned it off and the problem stopped @granite cape

granite cape
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Yea, just looking at the same issue in my project. Turning the shadow distance up helped.

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Youll lose quality but thats fine if its just in the grass.

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Also, the player wont be seeing your game the way it is now. There will be rocks, hills, flowers, fences, characters running around and whatever else you can imagine. They wont notice those lines like we do.

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Jesus, it looks real bad on a sunny day with more grass. Anyone else care to chime in?

ember vigil
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I have no idea but for some reason post processing isn't working in my game at all

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I've tried using several different effects all to no avail

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I'm using LWRP and an orthographic camera if that matters

ember vigil
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I even tried in an empty scene with just a camera and a sprite

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and nothing happened

ember vigil
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please ping me if you have any idea of why it's not working

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as @hushed grove requested I'm using the LWRP to support lighting in 2d unity, and the post processing stack v2 from the package manager

hushed grove
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@ember vigil is it actually LWRP or urp?

ember vigil
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I can't tell tbh

hushed grove
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Kek

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It's urp

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LWRP was renamed to urp in 2019.3

ember vigil
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oh alright

hushed grove
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OK, so you can't use the pp stack v2 with urp.

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Urp had its own builtin pp based on volumes.

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Google how to set up pp in urp.

ember vigil
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alright

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that helps a lot actually

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and just curious

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does urp have vignette, chromatic aberration, and other stuff like that?

hushed grove
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Yes

ember vigil
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alright thanks!

sinful swift
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Turning the shadow distance up helped. Youll lose quality but thats fine if its just in the grass.
I lost a LOT of quality @granite cape

granite cape
sinful swift
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Thanks

granite cape
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Apparently 7.4.1 fixes this issue.

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Upgrading to URP 7.4.3 fixed it. @sinful swift

valid phoenix
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I can't explain why the AO und HDRP does that, but if you look at the ground on the far back in the scene you can see some weird black lines.

granite cape
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Adjust one of the sliders in your shadows tab. Forget which one.

valid phoenix
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So I've tried around with the shadow settings

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I changed things in the post processing shadow effect and also in the HDRP shadow settings but nothing helped

halcyon stone
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yo guys, i am trying to use post processing in the urp, but i get different effects in scene and game vieq

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Someone has an idea what im doing wrong?

blazing hedge
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@halcyon stone Scene view is always going to look different

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@valid phoenix Do you have ambient occlusion turned on? Also turn up the quality on AO

maiden pond
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So I'm Using 2020.1 URP with the Included PostProcessing, that works a little different than the PP V2

In Post Processing V2 there was inside the PostProcess Debug a view mode for simulating different Color Blindness

I don't see the new equivalent, and PPV2 doesn't work anymore (if I also install the package).

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And also other PostProcessing (old) scripts don't seem to work.

floral pasture
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Question about light probes, what are light probes with no cells?

prime finch
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Tip for animating post-processing (the pre-installed package from URP): Name each volume "The ___ Effect "(e.g. slow motion) then set up the volume, and make an animator and an animation for each volume. Adjust the weight of the volume, not the variables of each effect. This may mean that you will need to make a volume for each post-processing effect, depending on what you want.

shrewd yew
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In HDRP : I'm currently using Planar Reflection Probes to setup mirrors, water puddles, etc.
Is there a way to apply antialiasing to those ?
'cause while the reflection is silky smooth in Scene view, those reflections are heavily pixelated when rendered by the actual camera - and the only other options are to either crank up the reflection probe's resolution to GPU-melter values, or give the material very low smoothness, but that one create a very ugly surface-wide blur.

shrewd yew
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Also tried to activate "Custom Frame Setting" and enable both Post-Process and Anti-aliasing there, but it doesn't do anything. At least not in HDRP 7.4.3 - dunno if that's normal, a bug, or something that will be added later.

gleaming ice
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Hi lads, i was wondering how do i make the depth of field in hdrp dynamic? Like phone camera basically sort of like autofocus.

rotund bridge
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Hi lads, i was wondering how do i make the depth of field in hdrp dynamic? Like phone camera basically sort of like autofocus.
@gleaming ice scripts I guess, but im not experienced so dont take my word for granted

gleaming ice
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I thought so too. But idk how to measure distance in unity

wispy cliff
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raycasts

gleaming ice
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Isn't it cpu hungry? It updates every frames

quick breach
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anybody know how to get realtime reflections or in URP?

mellow summit
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I thought so too. But idk how to measure distance in unity
@gleaming ice Vector3.Distance

gleaming ice
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I mean, it's dealing with multiple objects there, you sure it'll works?

mellow summit
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what do you mean

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you want the distance for a single object to focus it right?

prisma geyser
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Hi guys, quick question. how do i exclude a character from post processing global volume?

prisma geyser
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i'm using urp

tranquil sphinx
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guys I'm making a game inside a sphere with inverted normals - a photosphere

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and there is a particle that doesn't work inside the sphere, all the others do

severe slate
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@valid phoenix shadows can do that if you stretch your depth buffer too far. If you have a very far camera far plane for example.

valid phoenix
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Might be it actually.. but I've heared that it's better to use per vertext AO for my case since gamea like Minecraft and Cube World are using that too. Thank you 😄

gleaming ice
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you want the distance for a single object to focus it right?
@mellow summit sorry, i misread your message. Thanks, i'll try vector3

woeful walrus
neon perch
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So I'm currently trying to figure out how to do this - could anyone offer some advice?

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I have a monitorcanvas object which is just these 3 images

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And then on top of it renders the text and buttons for the ui

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Question is - how can I make a post-processing effect affect only the black image and the text/buttons from the ui?

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This is made a bit more difficult by me using some weird shader I pulled off the asset store

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From what I figured out I have to put the "ShaderEffect_CRT" script into the camera for it to work

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I've never worked with shaders so this is all alien to me

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Here's the package if that help

lyric lintel
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@severe slate
This is some effect you add to the frame you receive on screen after that the computer process the image and before the frame you receive on screen get displayed.
Like bloom, saturation, etc...

ionic sluice
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Does anyone have any ideas on how I would go about getting a paint brush stroke effect, similar to the image seen here

timber basin
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well, paint your textures like this :3

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you could also only do this to the roughness

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then it would only be straight visible under direct light/via albedo/specular light reflections

ionic sluice
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Yeah but I would want the effect to be added after shading the lighting, say I have a solid white colour as the floor, and I have a sunset similar to the image above, the end result would be multiple blends of orangey yellow colours, on the plane

warm edge
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I am using URP and for some reason the depth of field effect is treating my ground as if its position was much further away from the camera then the objects on top of it, anyone know why this might happen?

woeful walrus
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@warm edge can you upload a screenshot please ?

ruby nacelle
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And the player is default

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I use 2D

warm edge
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@woeful walrus I had to change my camera angle and DoF is not needed anymore, thanks anyway!

coarse crow
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I followed big bracks tutorial on lighting

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here are my results with post processing

pulsar crystal
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Nice

dim token
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Does anyone know how to fix the issue when using the URP unlit particle shader, moving the scene camera around causes the particles to just cut off and disappear?

dim token
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Figured it out incase anyone see this. You'll need "depth texture" checked under general in the URP asset.

untold oyster
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Hey guys does anyone know if there's a way to use local postprocessing volumes with 2D colliders or will I need to rig up my own system for that?

raven osprey
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hi just a quick question, has anyone had issue with modifying post processing in script? I'm using TryGet<ColorAdjustment>(out temp) but it seems to return a clone of the actual one i want to edit and the changes don't appear in the game

EDIT: found the solution: needed to set the properties using the .Override method

rotund bridge
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Is there a way to make overlay camera output partially transparent?

rocky onyx
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Weight for Depth of Field doesnt seem to work correctly?
0 weight, no effect
0.1 weight, full effect
0.1 to 1, from full, gradually to no effect

random mortar
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so ive been following brackeys this videohttps://www.youtube.com/watch?v=9tjYz6Ab0oc and at 2:39 he checks the post processing option in main camera but it isnt present there for me , can anyone help me on this

lethal musk
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are you using URP?

severe slate
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Hey, ive tried to find tutorials in depth, but I cant. What does screen space reflections do and how do i make them look good?

random mortar
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are you using URP?
@lethal musk ye

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oh wait no

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i was using 3d

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it works with urp!

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thanks dude

random mortar
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ok so another problem. the post processing option appears but now everything in the scene is pink for some reason

woeful walrus
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@severe slate screen space reflections simulate reflections by sampling the depth buffer to calculate reflections. To make them good, tweak the values as you need, but don't use too much samples. You won't have any reflections in the border of the window and that's normal. If you want more advanced reflections, you need to enable ray Tracing with HDRP, and check the Ray Tracing option in the screen space reflection component.

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If you want good reflections without ray tracing you can use a real time reflection probe that doesn't update every frame, but it will only work in a small area

severe slate
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@severe slate screen space reflections simulate reflections by sampling the depth buffer to calculate reflections. To make them good, tweak the values as you need, but don't use too much samples. You won't have any reflections in the border of the window and that's normal. If you want more advanced reflections, you need to enable ray Tracing with HDRP, and check the Ray Tracing option in the screen space reflection component.
@woeful walrus (I'm so sorry im such a noob) What is deffered rendering and how do i enable that? How do I install HDRP? Do I need to use the Universal RenderPipeline for this and not a normal 3d project?

woeful walrus
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You can use either, to install HDRP create a new project and select High definition render pipeline, or upgrade it manually. But HDRP only work on mid-high end computers

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To make it working on smartphones and consoles its really tricky

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It will allow you to have photorealistic graphics with a bunch effect like volumetric, SSAO, SMAA, high quality bloom, filmic bokeh, Ray tracing and more

severe slate
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I dont have a high end computer 😅 How do I enable deffered rendering? I found a way but I think there's an easier way. Also for the ray tracing to work do I need an rtx card?

woeful walrus
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I could not tell you I never changed that, I always used the default renderer with HDRP, well I think there's only one with HDRP

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For ray tracing you either need an RTX card or a Pascal GPU

severe slate
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well it always says it requires deffered rendering so 🤷

woeful walrus
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I have a GTX 1080 Ti and the ray tracing is not really good, with an RTX card it look really good

severe slate
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if i use hdrp will the warning go away?

woeful walrus
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What warnings ?

severe slate
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like it says i need deffered rendering on in order for ssr to work

woeful walrus
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Which version are you using? I never had issues with rendering

severe slate
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2019.3

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.4*

woeful walrus
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I recommend you to upgrade to the latest version

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2020.2.1

severe slate
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if i turn on deffered rendering its fine but kinda tedious

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uh well uhm. i use bolt xD its only supported at the latest 2019

woeful walrus
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Ok

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Create a new project just to see

severe slate
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i will tomorrow, i need to rest 😴

woeful walrus
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I can't help you further, I never use 3D i only use HDRP and URP

severe slate
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ok, welp tomorrow ill notify you

woeful walrus
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Alright

severe slate
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anyways 😴

woeful walrus
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DM me

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gn

severe slate
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mk

azure vigil
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Anyone would know why my density volume fog fades after ~80 units when it's marked to 1000?

severe slate
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this might song strange... how can i get the dominant color of a scene?

glass carbon
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post processing doesnt wanna work at all, starting by the anti-aliasing, it doesnt apply to the scene

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unity 2019.4 and URP

sand garnet
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Do you have a volume.set as.global.mode.on the layer.PostProcess?

glass carbon
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yea I do, but even so, the Post Process Layer should work first, indepent of any Volume settings, right?

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the volume is set up correctly anyways, but the post process layer isnt working

supple ivy
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If I have a bunch of Volume Components set up in Project Settings -> HDRP Default Settings, can I still use Postprocessing volumes in my scenes?

If so, how? The postprocessing volume in my scene seems to have no effect whatsoever, and the custom effect I'd like to use is not available in Volume Components, only as an effect.

Any help is appreciated.

severe slate
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post processing:
cpu kill
[insert more potato pc shaming here]

supple ivy
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Is there no way to use a PPv2 effect with HDRP?

buoyant galleon
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No way. Unity killed all backwards compatibility between HDRP and old PostFX

severe slate
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Hey how do i add post processing?

severe slate
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@severe slate it's a Volume component, change it to global and add an override, there you can add all sorts of post-processing

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usually these are placed on their own special Post-Processing empty object, so you can keep them seperate and independent.

latent sundial
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post processing stack V2 in built in RP is broken in vr for some reason for me

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it's just a grey screen

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regardless of if there's a post process volume active

warm loom
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anyone know the using to get post processing components?

delicate comet
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Anyone know how I can have screen depth desaturation using post processing in URP? The URP post processing seems super limited. I'm also having trouble putting my post process on a layer so my characters aren't affected.

glad marlin
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Hi does anyone know why bloom isn’t simulated when not visible and how to change it

glad marlin
mellow summit
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i cant get your question good

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and bloom is a screen space effect

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so it cant be simulated outside of the screen view

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if you meant that

undone shuttle
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If all music was non Copyright, I'd add "Guns N' Roses - Sweet Child O' Mine" as the credits music.

glad marlin
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@mellow summit so how can i light up my scene with emmisive matterials if i cant use bloom

mellow summit
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hmm bloom does not light up scenes

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use baked lighting for emmisive sufaces

latent sundial
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great, the new open vr xr stuff on unity breaks post processing but I also seemingly can't use single pass instanced without it
which means either I get post processing or actual decent performances

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or I use URP, which crashed the entire editor 5 times in a row last I tried it, and lacks stuff like ambient occlusion

mellow summit
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great, the new open vr xr stuff on unity breaks post processing but I also seemingly can't use single pass instanced without it
which means either I get post processing or actual decent performances
or I use URP, which crashed the entire editor 5 times in a row last I tried it, and lacks stuff like ambient occlusion
@latent sundial
i think URP had ao in a latest version as a render feature, well idk why it crashes tho, maybe try asking for a fix at #archived-hdrp

latent sundial
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last time I tried I got nothing iirc
but peoples over at GDL were saying it's not supposed to crash at all and to try the escape room sample project so I'll try that

mellow summit
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10.0.0-preview.26

latent sundial
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kk

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I also remember having troubles with cel shading in that, because of the way additional lights are handled, & amplify doesn't properly support that yet, gotta add custom written nodes

wary violet
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Is there a way to disable motion blur for a single object?

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Or do you need two cameras?

mellow summit
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Is there a way to disable motion blur for a single object?
@wary violet set the Motion vectors option to Force No Motion

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that should work

mortal pilot
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Hey, do i have a change to recreate fs2020 graphics un Unity ?

dry folio
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well you have to use something that will do volumetric clouds for you.

mortal pilot
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Oh yeah thanks, but i wasn’t talking about clouds, i was talking about MFS2020 graphics in general @dry folio

dry folio
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well, you can try =D
In theory its possible , but not about size of the world

mortal pilot
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Sure, and do i need to use any shaders or lightning ?

dry folio
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ofc, how will you do game without shaders and lighting ?

severe slate
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hello, i need a dither post process effect like this

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for URP

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i was only able to find a github repository that just makes a black checkerboard across the screen

river stream
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In HDRP, is there any way to optimize post processing, in addition to useing "fast mode"? Some testers have said their frames drop while post processing is happening

silver egret
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cant figure out why but my SSAO gets misaligned when I go in to play mode

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any ideas why?

mellow summit
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well, you can try =D
In theory its possible , but not about size of the world
@dry folio Yes,he could do the entire world but he would have to tweak things that are even inside of the engine internally or make a perfect zero error and perfectly optimized code and graphics pipeline to make it run properly

frigid condor
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Hello, does anybody know how to make a glow effect ?

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I tried some tutorial, some told to use mkglow, but it's now a paid tool. Is there any free alternative. Thanks in advance

rugged ether
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add bloom

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to ur camera

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and activate emission if u re in standard rendering pipeline(not urp)

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on particular material u wanna get shined

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hope helps fella

last axle
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Is it possible to animate a post processing profile?

wanton jacinth
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I'm new at post processing but i followed every step

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But result is shame to me..

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Why i can't see bloom effect at object?

quaint wagon
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@wanton jacinth URP or HDRP? if URP then you are using the wrong post processing. use volume component

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wait are you using the built-in render pipeline?

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if yes then my guess it's not supported for that

stable ridge
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@wanton jacinth In newer versions of Unity the Camera component has a checkbox for post processing on and off, make sure its switched on, if you're using LWRP, URP or HDRP you will also need to set up post processing inside the render pipeline objects which there should be some documentation on with a simple google search

From the looks of your screenshots my guess is drop down your camera component and look for the post processing check box and make sure it's checked
(Also side note, 20 intensity on bloom is gonna wash out all of your visuals with bloom, so it will be super obvious when it is working)

small garden
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I can only get the post processing stuff to show up in scene view not game view is this normal?
[4:28 PM]
the images in the tutorial seem to suggest it should be coming through on game view but...i dont think it tells me how im not sure

wanton jacinth
#

I wasn't use URP settings. I just opened project in 3D and i imported Post Processing. Now i created URP settings and i added it to "Graphics" but now i can't see any Post Processing effect. This problem came after i imported URP. Something wrong with URP? Thanks. @quaint wagon @stable ridge

gritty folio
#

@wanton jacinth As Peter mentioned, URP doesn't really work with the Post Processing package (which is PPv2), it has it's own integrated post processing solution instead. Some versions do have a way to switch it so you can continue using PPv2 but newer versions only support the integrated one so that's really what you should be using.

The integrated solution uses the "Volume" script that can be attached to a GameObject. (Not to be confused with Post Process Volume/Layer which come from the PPv2 package). I have a blog post with a bit more info here : https://cyangamedev.wordpress.com/urp-post-processing/

wanton jacinth
#

@gritty folio I will read it but can you first tell me that. I'm just making simple Glow effect with using Bloom. So i don't need URP for that am i right?

#

Game is 2D*

gritty folio
#

You can likely create a glow effect in the built-in pipeline too (the default one the 3D project uses), so no, you don't need URP for that.

wanton jacinth
#

@gritty folio So it's coming to my second question. " And my second question is i build apk and installed on my phone. bloom effects are really bad. but on my friend phone they are perfect any settings for that? (my phone note 3, friend'sphone xiamo note 8) Thanks. "

gritty folio
#

I don't have any experience with mobile so can't help you there. Will have to wait until someone else can help

wanton jacinth
#

Thank you so much for you help 🙂 @gritty folio

peak void
#

Hey, is there a way to add "Bloom" effect to individual game objects? or mimic that effect?

cobalt wing
#

only put emissive materials to those objects?

peak void
#

I tried that and it wasnt enough glow. I still have to add bloom to make it glow, and most of my other assets do not work well with bloom. I guess my only option is to learn how shaders work and do it through there?

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Ah maybe not. I just saw i might be able to add bloom effect only to a specific layer. ill try it when i get i home i hope it works

wanton jacinth
#

Ah maybe not. I just saw i might be able to add bloom effect only to a specific layer. ill try it when i get i home i hope it works
@peak void If you can do it too please tell me too. I was trying to add bloom effect to only selected layer but i couldn't. @peak void

ripe lake
#

whenever i add post processing and other effects to make game look better my fps becomes bad, is that an issue with my computer or will people who play the game also have that issue

mellow summit
#

its your computer

#

@ripe lake specs?

ripe lake
primal perch
#

get a better cpu i guess

#

its close to my 2009 laptop

ripe lake
#

lmao

mellow summit
#

@mellow summit
@ripe lake graphics card?

primal perch
#

thats a cpu

ripe lake
primal perch
#

that

ripe lake
#

lol

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@mellow summit

mellow summit
#

yes

primal perch
#

i have been told anything below 1030 sucks

mellow summit
#

i was asking for the graphics card

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940MX is a laptop gpu

primal perch
#

no wonder

ripe lake
#

bruh i suck at computers

#

but

#

so it the fps trash a problem with my computer

#

or will other people have it as well

primal perch
#

if they have better specs they wont

#

so no

#

unless they use a 1995 graphics card

mellow summit
#

i have been told anything below 1030 sucks
@primal perch thats not completely true, 980 is a high tier old gen card that its still better than the 1030. However the mx940 is not high tier as you might notice based on the same logic

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also 1030 is GT series (lower end cards), 980 is GTX. MX is a laptop only nvidia graphics card series which im not too familiar with but it has in general lower specs than a GTX card.

ripe lake
#

does anyone know how to make your game get higher fps

severe slate
#

can anyone tell from looking at this why my shadows are doing this?... i have been going through my post proc trying to figure it out.. not sure

wanton jacinth
#

Hello guys i'm using Bloom effect in computer and high level phones it's looking perfect but in my phone it's looking really bad. I can see lighting glows pixel pixel. Does anyone know solution? My phone is Samsung Note 3

grim forge
#

Note 3? I am not an expert, but is not it an old model? I think you should try your game on newer model

rotund bridge
#

how can i make it so depth of field effect is only present on objects rendered by the overlay camera?

#

if i just add a post-process volume to the overlay camera it also blurs stuff from the main one

#

as you can see not only the rear sight is blurred, but also the front one and the world

lucid harbor
#

Hey I have a problem

#

How do I fix this problem

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I tried to use ctrl + z but the error still remains

hot grove
#

would anyone be willing to share the link/files to a great bloom asset? I've been looking around and i can't find anything of preference. Thanks in advance

marsh frigate
#

@lucid harbor install only the version in the package manager. There should be no Post Processing in your Assets

#

@severe slate that's chromatic abberation

tropic crown
#

Is there a way to implement the Thermal Camera effect on a RenderTexture? Is there also a way to adjust the contrast of a RenderTexture?

severe slate
#

It seems like RGB is split into different layers
@severe slate It's called chromatic aberration but i don't know how to implement it in unity

grand swallow
#

Could anyone please let me know which Post Processing Volume I should be used? I have the Post Processing package installed but it doesn't seem to work (I have Post Processing enabled on the camera)
I looked in the Lost Crypt example because its working there (I'm using 2D URP) but they don't have that package installed at all but instead using a Volume script from Core RP Library.... wtf, why is there two?

gritty folio
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@grand swallow The "Volume" script is part of URP, and should be used instead of the Post Processing package (aka PPv2). PPv2 is meant more for the built-in pipeline. Some versions of URP support switching over to PPv2 via the URP asset, but newer ones don't so it's better to stick with the integrated volume system. (Got a bit more info here : https://cyangamedev.wordpress.com/2020/06/22/urp-post-processing/)

grand swallow
#

Right that makes a bit of sense. Kind of wish there was a warning or something lol that was hella confusing

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Thanks for clearing that up @gritty folio 🙂

vast brook
#

would anyone be willing to share the link/files to a great bloom asset? I've been looking around and i can't find anything of preference. Thanks in advance
@hot grove a "great" bloom effect is included in Unity's own post processing package(s,) no 3rd party assets required: https://learn.unity.com/tutorial/post-processing-effects-bloom-2019-3

Unity Learn

Bloom gives the illusion of an extremely bright light and is a great way to enhance add visual ambiance to your Scene.

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It seems like RGB is split into different layers
@liam.#6969
@lean sinew#6969 It's called chromatic aberration but i don't know how to implement it in unity
@severe slate @lean sinew#6969
Chromatic aberration is an effect available in post-processing for all render pipelines. Just get post processing set up and you can apply it: https://docs.unity3d.com/2019.4/Documentation/Manual/PostProcessingOverview.html

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though it seems the "liam." that asked this question already left the server ¯_(ツ)_/¯

dreamy ridge
#

oh @gritty folio, thanks a bunch for URP_BlitRenderFeature, I've modified it loads to get per-camera effects but it was super useful 👍

copper owl
#

hey guys

#

so I've made a really pretty post processing stack

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and added it to the scene

#

but when I hit play it doesn't render

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do I need to apply it in a certain way?

copper owl
#

never mind, i figured it out

#

if you're wondering, i had post processing turned off in my camera

edgy prairie
#

Would the particle system count as post processing?

#

And of so, can anyone help me?

#

Fairly simple question, how would you get the system to spawn rantom textures?

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Im suuper bad at this sorry

severe slate
#

use the Unity post processing stack

slender raft
#

how to fix this error ? standard render pipeline, pp 2.3, unity 2020.1

cobalt phoenix
#

So I was working on an android 2d game in unity, and today I decided to use unity's Post-Processing stack into my scenes. The game is very simple and is physics based. But after adding Post Processing (bloom and chromatic aberration), the games seems laggy on my phone with 8gb of ram and 2.2ghz clock speed, while it gives almost 1000fps average on my pc. Is there any way I can fix this issue?

charred kestrel
#

@midnight veldt also completly non related just wanted to say that first you should use a tile system for the ground

vast brook
#

@cobalt phoenix ram and cpu speed mostly won't affect post processing performance. for the most part only the gpu matters. mobile gpus are generally very underpowered, to the point you may want to avoid post processing altogether. or maybe reserve for the highest quality settings for a select few models, the latest greatest phones / tablets only. even then you may need to lower the render resolution and other settings to get it to run smoothly.

undone reef
#

can someone help me
when i apply bloom to an object nothing happns till i click on is Global then everything has the bloom effect

cobalt phoenix
#

@vast brook thanks a lot for the reply

still basin
#

can someone help me
when i apply bloom to an object nothing happns till i click on is Global then everything has the bloom effect
@undone reef its only works somewhere in the world. I would recommend Brackeys Video for you. https://www.youtube.com/watch?v=9tjYz6Ab0oc

celest nacelle
#

Can I use post processing with VR?

undone reef
#

yes

celest nacelle
#

Why won't it show up then? I created a volume with a post processing volume on it and put the post processing layer on the camera

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And it doesn't show up

round void
#

so I'm flowing Brackeys Tutorial for post Processing but I am unable to create a Volume is there something else I need to do in 2019.4.11f1

cyan orchid
#

How can I make this look good any suggestions

worn lance
#

do not know if this belongs in this channel, but does anyone know how to spawn more particles at one time? been messing around for a while and could not find out how to do it?

median flare
#

I am trying to make my game's "time" sync with system time. Is there a way I can make my camera show things a bit more dark blue-ish to represent night time without having to change the colour of all the objects in the scene?

mellow summit
#

How can I make this look good any suggestions
@cyan orchid add color grading, some slight bloom and shadows

rich coral
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@cyan orchid use a sky as a background (with clouds) to contrast with the blue cubes. The restart button is ugly. But the platforms are good and font is okey too.

mellow summit
#

i think the scene is minimalistic so a real sky wouldnt fit too well

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i would give it a gradient tho

serene adder
#

do not know if this belongs in this channel, but does anyone know how to spawn more particles at one time? been messing around for a while and could not find out how to do it?
@worn lance not really the right channel

worn lance
#

ok thanks

stone elm
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i have a dual camera stack in hdrp for a gun viewmodel, and whenever i have the gun camera on, the post processing stops having any effect

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is it just not possible to have a dual camera setup in hdrp or is there a solution?

swift lark
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Hey guys
I followed brackeys tutorial of post processing and then I followed the tutorial of 2d lighting in brackyes
But when I change the render sittings to the 2d lighting(in project sittings window).... the post processing gone
And when I change the sittings to none the post processing works
Is there a way to use both of them in one project and how
Thx alot guys you are awesome

copper owl
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@stone elm you might need to look at your gun camera inspector and turn on post processing

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idk if it's the same in HDRP but in URP the post processing on a camera is off by default.

stone elm
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its not the same, i ended up switching to urp 😛

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hdrp seems very unreliable in its current state

ripe lake
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when i added hdrp my entire scene turned pink

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anyone know how to fix it

marsh frigate
mellow tundra
#

URP bloom is causing glowing blobs at random locations... in this case, the tip of the sword

#

what exactly does bloom do? Does it take in emission? Why would random non-emissive locations in the world cause bloom blobs?

cobalt wing
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@mellow tundra you could have specular aliasing happening there, meaning you could get just some bright pixels there from it on the mesh edges

mellow tundra
#

I've actually modified the specular lighting function, I've probably messed it up. 👀 Didn't know specularity contributed to bloom

cobalt wing
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I don't know how URP does it's bloom but technically bloom can affect on all bright pixels depending on it's settings

mellow tundra
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ahh so it affects bright colors, that makes the most sense

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I was thinking... there's no way it somehow knows a certain pixel is being affected by specularity xD

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someone mentioned it might be a NaN pixel or something

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which makes sense, notice the black pixel right in the middle of the blob

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that could explain things

cobalt wing
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could be

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I dunno if there's any setting for URP to filter those

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I know HDRP has some toggles for those

marsh frigate
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probably should just fix the shader causing it 😛

mellow tundra
#

yep!

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that's the plan

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most likely an issue with my changes to the lighting shader

cobalt wing
#

yeah, that's a fair point @marsh frigate :p

mellow tundra
#

ahh it wasn't the lighting, it was an issue related to a shader

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figured it out! 😄

sage heron
#

Hello! I've run into an odd issue with post-processing bloom and emissive materials.

With the same assets, camera, etc, emissive materials won't show any bloom on my project, whereas they will on my artist's. We're both on the same version of unity, 2020.1.3f1, so it seems likely that the issue is somewhere in project settings or generally in the project.

Any suggestions for what I can look for while debugging?

sage heron
#

hm, i can't see any difference in my local repo, but after quitting and restarting a few times, the bloom is working now. sorry to bother anyone here! hopefully it stays working...

vast brook
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@sage heron it's possible part of the issue was you weren't in play mode looking while looking at game view. there's no guarantee that the game view will update with new changes unless you enter play mode. there's also some other ways to force it to update in scripts without pressing play. though i typically just use fast enter/exit play mode aka "no domain reload" you can enable in the project settings.

sage heron
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huh, fast enter/exit play mode sounds nice

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i’ll have to look for that setting, thanks!

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i was definitely in play mode for most of my tests (though maybe not the screenshot above), because most of the game’s environments are generated dynamically on run

clear hare
#

How do i add post processing as a layer on my camera?

cobalt wing
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it's basically some edge filter that lightens or darkens the edge depending on it's direction

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I guess your keywords for searching futher on the topic would be "unity edge detection"

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@dapper cipher

severe slate
jagged matrix
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if i want to add postprocessing, do i add a postprocess volume to the camera?

steel mauve
loud pecan
#

you create some assets, slam it all together and bam. you made that.

azure lodge
#

@jagged matrix If you want the effects applied to everything, use the environment volume (Window menu -> Rendering -> Lighting -> Environment -> chuck a volume profile in the slot)

Otherwise, you're probably only going to want the effects only on certain camera's and in certain areas. So in your scenes, create some volumes (Hierarchy window -> Volume -> pick one) and attach a volume profile to it. Then while a camera is inside that volume, it'll have those effects applied.

prisma geyser
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Hi guys, quick question. how do i exclude a character from post processing using urp?

neat elm
#

Could anyone help me figure out how to get sobel outline working in 2019.4? Its exactly what im looking for but everything i find seems to be for a older version of unity

sinful gust
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there's outline included in this repo

quaint wagon
#

@matze#1239 if you make a uv channel for the models where all triangle points are on 0 or 1 uv coordinates, you could use that uv value to calculate the distance to an edge by substracting it from 0.5 and then apply a pow() on that with an even number so that you can even skip an abs() and there you go you have color, add that to the output color and bam! edge highlight

#

you may need to do a colr=max(ydist,xdist)

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it also seems that some inner edges are dark, you could achieve this by baking a vertex color in the model and multiply the glow with it

jovial mango
#

Hello, are you aware of any problem with PPV2 + URP 8.20?

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everything worked with URP 7.x but it is not working after update

gritty folio
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PPv2 support was dropped in URP 8.x versions I believe. Have to use the integrated solution instead, (the script/component just called "Volume").

jovial mango
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really

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damn

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what do you mean with the volume component?

gritty folio
jovial mango
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yeah ppv3

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yeah I know

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I just didn't watnt to update to v3 now

gritty folio
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Will probably need to stick with the URP v7.x versions then

jovial mango
#

unity 2020 doesn't support it

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and we had to update

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so we have been cornered here

dense rampart
#

Is there any way of getting data such as average color saturation, value, etc, after everything has been rendered and post processed applied? No matter how slow.

cobalt wing
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PPv2 is definitely not going to be supported on 2020 cycle

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(for other than built-in)

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so your chances are:

  • stay on 2019 and 7.x
  • port pp v2 support for URP 8.x yourself
  • use pp v3
#

@jovial mango

#

that option two may not even be that difficult but I haven't checked what kind of actions it would take

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if I had to do it, I'd look for the commits that Unity made to bet that pp v2 support back on URP (it wasn't on earliest 7.x versions, I think they ported it as option around 7.2 etc)

jovial mango
#

The conversion was quick olento

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Luckily we were not using custom pp anymore

amber ibex
#

I want to apply post processing to the UI, but when I do, the post processing is too much. Is there any way to have different post processing effects for the UI and the game? I am using URP on the latest unity version

neat ice
#

Is there any way of getting data such as average color saturation, value, etc, after everything has been rendered and post processed applied? No matter how slow.
@dense rampart if performance is irrelevant, the most simple and straightforward (but probably super slow) solution I can think of is to use Texture2D.ReadPixels to get a Texture2D with the contents of the screen, and then just iterate over all it's pixels in C# using GetPixel and calculate required average values

dense rampart
#

@neat ice Ah, yes that's a good idea! Thank you ❤️

mystic vault
#

does anyone have the unity post processing stack ?(if u do pls send me the file or if u have an idea of how i can get it dm me)

midnight ridge
#

Im having major issues with shadows in my game, im using URP and no matter what cascade settings they always look stretched. Even though my shadows are like 2048x2048 resolution. Any ideas?

#

How can I make AAA graphics?

amber ibex
#

@mystic vault you can get it in package manager, just search post processing stack

mystic vault
#

@mystic vault you can get it in package manager, just search post processing stack
@amber ibex unity 5 doesnt have package manager

cobalt wing
#

@mystic vault use asset store or git repo then

#

do note the version you can use on Unity 5 differs based on which Unity 5 version we are now talking about

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there's cinematic effects pack, ppv1 and ppv2, if you use Unity 5.0 you can't use ANY of these as some required api changes only landed around 5.2-5.3

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there should be tags for the releases

mystic vault
#

thx

cobalt wing
#

again, if you only said which version you need it for, I could give more info

mystic vault
#

oh i need it for unity 5.6.7f1

cobalt wing
#

"For older versions of Unity (5.6 and 2017.1), use version 2.1.8."

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I didn't see it on asset store anymore but you should be able to get it from github repo

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for some reason Unity has stopped tagging releases there after 2.1.7

mystic vault
#

oh

cobalt wing
#

there's no nice release for it on git so you can only get it via that hash number

mystic vault
#

thx so much

cobalt wing
#

np, hope it works

mystic vault
#

yeah ill update u if it does

cobalt wing
#

actually, that version still says it requires 2017.1

#

that should work on 5.6.1+

mystic vault
#

oh ok

#

thx

#

lemme try it out

mystic vault
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it worked thx so much

severe slate
neat ice
#

I think in theory it is possible to make something like that, probably not exactly matching movie quality, but similar. But it would be very expensive and would require very advanced graphics expertise

cobalt wing
#

we will not see that level of hair + fur rendering at realtime in a long time

#

so that part is definitely not possible today

dry folio
#

Maybe only our grandchildren will see this fur and lighting in real-time Harold

blazing hedge
#

Xfur released a 2.0 version, probably the closest you can get right now. HairStudio is also really awesome

mystic vault
#

u actually also helped me

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soo thx

#

i had trouble making hair in blender so ill try out hairstudio and xfur

cobalt wing
#

there are nice realtime hair and fur solutions out there for sure, the point was more like, we are nowhere near of getting disney's offline hair rendering quality at realtime yet

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but everything is relative of course

neat ice
#

Well yeah, I guess the general answer is, as always: "it depends" UnityChanThink

mystic vault
#

ooof they r paid

amber ibex
#

Is there any way to apply separate post processing effects to the UI than to the game

polar plume
#

Can you help me with tips on creating post apocalyptic post processing effects

heavy harbor
#

Hey Guys, I need some help with enabling Dithering in Unity's post processing stack. I check the various effects but I couldn't come across it. I checked an article and it mentioned that Dithering is available when using Universal Render Pipeline. But I'd like to know if it's there in Built-in render pipeline. This is very urgent. Thanks for your help.

severe slate
#

does anyone know a way to get rid of the jankiness with default trails?

soft belfry
#

I'm trying to follow this post processing tut by brackey and in his first step, hes says we need to create a "Volume" but that option is missing from v2020.1.9f. What do I use instead?

mystic vault
#

I'm trying to follow this post processing tut by brackey and in his first step, hes says we need to create a "Volume" but that option is missing from v2020.1.9f. What do I use instead?
@soft belfry im not too sure but i think u need to get the post processing stack to get the volume section

severe slate
#

How do you increase the LOD distance, specifically for terrain trees?

#

they pop out of existence when I'm like 10 meters away, I'd prefer to just not have LOD for them at all but I dont see that option

#

oh wait nevermind, it was the billboard distance being too short and there wasn't a billboard defined so they just dissapeared

pine spindle
#

Guys, I have no idea what's going on. It's like my post-processing turns off once I hit Play. I'm not messing with it in code at all. The code is only for moving and shooting, so far. Using HDRP. Any ideas or suggestions are welcome

subtle snow
#

so for a 2d platformer game with nice high res stuff going on, anyway to add the CRT monitor deal?

#

Like the 80,s VHS style thing

steel mauve
slender rune
#

Really noob question for you guys, but where is the official post-processing stack? Can't find it in the Asset Store.

obtuse trail
#

i dont Know

mystic vault
#

Really noob question for you guys, but where is the official post-processing stack? Can't find it in the Asset Store.
@slender rune its on github lemme send u the link

slender rune
#

@dev4life Thanks! I think I'll be fine

They really should advertise this more on their site. Lol

#

@mystic vault Actually, it might be a good idea to tell me the install location just in case. Lol

mystic vault
#

@mystic vault Actually, it might be a good idea to tell me the install location just in case. Lol
@slender rune just press the link i sent and ull see a green button that shows like a download image just press it

slender rune
#

@mystic vault Thanks, I'm not at my computer right now so I can't check it. After clicking that, does it set up automatically?

mystic vault
#

no umm after downloading the file

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go to your unity folder

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then find like a folder for assets in it and just put the file there

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ull have to use that method cause if u put it in straight in unity it will say that u already have everything in the file

slender rune
#

@mystic vault Okay, thanks!

mystic vault
#

np

#

lemme send u some pictures of the steps so u understand better

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for the first step just go to the folder where u kept ur project

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and open it

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when u open it ull see this

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then go into assets

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and paste the file here

marsh frigate
#

@slender rune @mystic vault This is not how you should use the Post Processing package.
If you are using URP/HDRP it is built-in. If you are using the default pipeline then you should just need to go to the Package Manager (Window/Package Manager) and add Post Processing from there

mystic vault
#

@slender rune @mystic vault This is not how you should use the Post Processing package.
If you are using URP/HDRP it is built-in. If you are using the default pipeline then you should just need to go to the Package Manager (Window/Package Manager) and add Post Processing from there
@marsh frigate still the same thing🙄

marsh frigate
#

Except that you cannot update it easily and it requires you to do all these manual steps

mystic vault
#

github releases all the updated versions

marsh frigate
#

You would still have to go on github and go through all those steps again

mystic vault
#

and plus the method ur talking abt isnt compatible for all versions of unity cause some versions dont have package manager

marsh frigate
#

I wouldn't recommend poor practice to new users because of versions that are multiple years old

#

I also believe that the package manager is in all versions that this version of post processing works for

mystic vault
#

no its not

#

its not in unity 5 and unity 2017

marsh frigate
#

You would have to switch to the older branch I suppose

mystic vault
#

some ppl use the old unity versions cause they have low specs

marsh frigate
#

I would probably ask which version they're using before recommending that way of working then

mystic vault
#

oh ok then

#

but at least both methods can work

#

so if one doesnt he can try the other

teal folio
#

two cameras

#

@severe slate one render the post processing objects only

#

camera have this culling mask settings

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to define what layer of object it renders

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you just render the object have post processing and mix with other camera render others

pine spindle
#

Guys, I have no idea what's going on. It's like my post-processing turns off once I hit Play. I'm not messing with it in code at all. The code is only for moving and shooting, so far. Using HDRP. Any ideas or suggestions are welcome
@pine spindle No one? 😕

teal folio
#

@severe slate depends on unity version, mine in 2020 it just a tick on Camera component and a "volume"script

pine spindle
#

@severe slate You mean the old Post-processing layer? Nope, I'm using HDRP. As far as I've read, that's the old way of implementing PP. Again, my PP stack works, as long as the game is not playing... 🤔

fluid wigeon
#

how do you do post processing in unity 2020.1.8

#

they seemed to remove the "Post Processing" check

#

anybody have a clue?

#

ive seen zero forum posts or videos mention this in the slightest

#

yes, i do have the packages for Post Processing installed

river hornet
#

In URP I think it is a component called "Volume"

#

Dont ask me why

fluid wigeon
#

there isnt a single thing called "Volume"

river hornet
fluid wigeon
#

everything is now pink

#

solved most of it

#

dang

#

if only the preset overrides actually had ambient occlusion

#

what i was looking for

pine spindle
#

@fluid wigeon Go to Edit > Render Pipeline and Upgrade your materials

fluid wigeon
#

i know

#

i did that

#

but only problem

#

some boxes i use use the default material

#

how do i upgrade those?

#

and i also use a .fbx model for the characters which dont have a set material

#

the post processing worked but it didnt have the shader i wanted

#

so guess im not using that

pine spindle
#

Yeah, I've had that issue, what I did was recreate the materials. Like, make a new, blank HDRP mat and use that. idk if there's a better way

loud pecan
#

you can split the materials out of the fbx in the import settings

fluid wigeon
#

i could probably just reimport my model

final hazel
#

Hi guys, I'm new to this. I installed the post processing package, I'm using 2d lights. My camera has post process layer, I have a post process volume in global on a Post Processing layer but no effects are working. I watched tutorials and there is nothing differents; Any people has idea ? Maybe I forgot a step :/

loud pecan
#

you toggled Post processing in your Viewports?

final hazel
#

by default it is I guess, I checked and yes

final hazel
#

Ok, I was using the post processing from the package with URP, I didn't know they had ther own and it wasn't compatible. ^^

balmy bloom
#

Anyone have issues with URP terrain-textures ignoring normal scale when building?

mystic plank
#

@severe slate that's interesting..... looks like a bug....

#

I'd just delete the material and make a new one

#

:/

#

oh haha

#

no way anyone here could have guessed that xD

#

once you switch render pipelines, graphical glitches are anyone's guess 0_o

#

@balmy bloom might be better off asking in #⛰️┃terrain-3d but are you certain the quality settings on your build is set high enough?

balmy bloom
#

@mystic plank thanks - I am checking the quality settings, and I’ve asked in terrain as well - it seems to be related to the URP texture shader, specifically... however I can’t replicate the error in another URP build, so there is an error, not a bug

pine totem
#

my camera seems to only render bloom

#

while i have a lot of other effects too

#

it worked fine in the past

#

using URP btw

bronze mural
#

Check that you are modifying the correct asset.

pine totem
#

ok

pine totem
#

i think i am because it works fine in the game view but not when it’s in play mode

feral folio
#

Guys how to anti alias scene view not game view

mystic plank
#

why would you want to?

#

also, dont think Unity does that

sonic brook
#

Question: how do you create a mask using objects in a scene to hide those areas on other objects/layers in the scene?
I'm assuming it would involve multiple cameras and render-to-texture. But my searching hasn't turned up any useful answers or tutorials on how to do this, and I'm wondering if I'm using the wrong terminology for doing this in Unity.

loud pecan
#

not sure if i understand you correctly but what you're searching for is propably stencil buffers?

sonic brook
#

Possibly.

#

In Photoshop/After Effect terms, it would be called a mask.

#

Basically, use the silhouette of object A to hide parts of object B, without actually displaying object A.

loud pecan
#

yeah, definitely stencil buffer territory

sonic brook
#

Oh cool thank you.

#

I can look that up

#

Can stencil buffers also be applied to the UI, such as on image planes that are children of a canvas?

loud pecan
#

but be aware that this is rendering only, so if the hidden object has a collider, it's still collidable

sonic brook
#

yeah, I mean to use it for rendering

#

I have a few more questions:
Can stencil buffers also be applied to the UI, such as on image planes that are children of a canvas?
Can the stencil buffer be "inverted", so instead of using Object A as the stencil, use all the empty space around Object A as the stencil?

loud pecan
#

stencils should work

sonic brook
#

awesome thanks. I'll go research now

loud pecan
scenic stratus
#

Hey there! we have an annoying issue right now where the post process stack in legacy makes our UI to flicker (the UI is drawn in a second camera, without any post process layer on it). The bug only shows up on iOS so far (not seen in the editor). Any idea? Thank you! (latest 2019 LTS with latest pp stack package)

sonic brook
#

@loud pecan gracias for the video!

severe slate
#

Hi, I'm using URP and the 2D Renderer and have a Global Volume for Bloom, Vignette, Chromatic Aberration and Color Adjustments.

Can anyone help point me in the right direction for being able to change values in these components during runtime.

pine totem
#

can someone hep me, my post processing doesn't work for some reason, only in the scene view but not in game (using URP)

#

everything looks fine in the scene view but it changes as soon as i press play

#

i've done some more testing and it seems to be the skybox turning off, not the post-processing

sonic brook
stiff stone
# pine totem can someone hep me, my post processing doesn't work for some reason, only in the...

If you are using URP theres already a post process volume, u can change that to your satisfaction

IF you are not using any render pipeline except the default SRP,, just follow this good tutorial i found when i tried to do post processing https://www.youtube.com/watch?v=_PzYAbPpK8k&t=209s

In this video we take a look at how to use the Post-Processing Stack in Unity to drastically improve the look of our visuals in our project.

We take a look at how to get started using post-processing and work to create a realistic auto-exposure effect.

We also take a look at how to use the depth of field effect to create a tilt-shift effect on...

▶ Play video
#

or just remove all post processing and redo

viral coral
#

why when i build my game does it just show a black screen

#

i looked it up and found one answer that worked for them (disabling post processing) but it didn't for me because he wasn't using hdrp

stiff stone
#

idk

#

sry

rose shore
#

Hello guys, i hope i can find there help, i'm trying to create glow for this sting, but i create this using post-process settings and volume script on my camera, but is there any way how can i make same result but not using post process, because i need such effect only for my prefab, not for whole scene.(if something sounds bad sorry im not really experienced eng speaker)

astral lodge
#

I have a problem I think is from a post process effect(im new with ppe and shaders). If anyone can help I'd really appreciate it: https://answers.unity.com/questions/1790943/shader-acting-not-as-expected-i-have-no-clue-why.html

rose shore
balmy tusk
#

Is there an easy way to make an EGA graphics filter in unity? (16 colors?)

rose shore
#

@balmy tusk don't try ask anything, there is amazing and helpful community on this server.

balmy tusk
#

Shrug We're not really entitled to easy or quick answers.

alpine sky
#

I recently had to move my files over to a new project but now my emissive materials don't work?

#

I tried everything I could think of to get it working again, but to no avail. Please if anyone could help me out.

#

I'm using the URP and I already checked to make sure that I have a global volume, reflection probe, and that my camera has the effect applied.

charred citrus
#

hello, I have post processing volume for the lights, which is effecting the whole scene. But I have one object, which I don't want to be effected by Post Processing Volume. Hot to make it?

rose shore
#

@charred citrus you probably need to use different layer for it

#

and make volume affect everything except this layer

severe slate
#

Does anyone by any chance have advice for increasing bloom effect for only specific objects or shaders in Unity URP?

I was trying to use camera layers but the post-processing applies to everything. I wanna create an effect that looks like this Godot sample game, where the glowing objects have a lot of bloom, but don't look like white or something. They're clearly blue and orange, ect.

#

I don't even know if Godot has volumetrics. Maybe it does.

severe slate
#

Nevermind, I just changed the tonemapping to neutral instead of ACES ^^

severe slate
#

i cant find where i can enable post processing in the camera inspector

opaque crater
#

my post process is working on ui in scene view but when i go to the game view it does not add the post precess effect(bloom) to the uis

sterile iron
#

unless your ui is renderd by a camera its not gone get the postprocessing
you can use the screen space camera option on the canvas if you whant it to affect it

opaque crater
tidal junco
#

Cyan, shall i go over what im trying to do, maybe that'll give more context

gritty folio
#

Sure

tidal junco
#

Create a brightness slider to manipulate the Exposure parameter of the Color Adjustements section

#

i assume the slider will cap its values. so i dont need to clamp it.

I was hoping it would just be as slmple as:

    public void NewBrightnessSlider(float brightness)
    {
        postProcessProfile.ColorAdjustements.exposure = brightness;
    }```
#

and then just plug this function into the OnSlide() event on the slider. (Dynamic section)

#
    //Post Processing Brightness.
    private VolumeProfile pp;


    void Awake()
    {

        pp = GameObject.FindGameObjectWithTag("PostProcessing").GetComponent<VolumeProfile>();
        Debug.Log("FOUND PP VOLUME!!!" + pp.name);
     }``` This is what i have at the moment.
gritty folio
#

@tidal junco Okay, first up then. You likely can't obtain the VolumeProfile like that as it's not a component. You would need to obtain the Volume instead which is the component that goes on the gameobject. Then obtain the .profile from that.

private VolumeProfile profile;
    
    private void Start() {
        profile = GetComponent<Volume>().profile;
        ...
    }

Alternatively, you could just use a public VolumeProfile pp; and set it in the inspector.

From the profile, we can then obtain the ColorAdjustments from the list of VolumeComponents (effects on the profile) using TryGet. Like so :

if (profile.TryGet(out ColorAdjustments colorAdjustments)){
// successfully found
}else{
// profile does not have ColorAdjustments on
}

TryGet returns a bool to check if it was found, but the component is also passed out through the first parameter. From that, we can then edit the .postExposure value. It's not just a simple float though so we can't use = here. It's a "FloatParameter" which is a little awkward but it has an Override method that takes a float like so :

colorAdjustments.postExposure.Override(1f); // replace 1f with brightness or value from your slider
tidal junco
#

God damn

#

Gimmie few mins to read over

#

@gritty folio That second code block, is that ifstatement in Awake, after the assignment, or in my brightness function?

gritty folio
#

Could likely be either, though I'd probably do it in Start or Awake and cache the result for later in the brightness function.

tidal junco
#

Ah. wait.

#
    //Post Processing Brightness.
    private VolumeProfile pp;
    private ColorAdjustments ppColorAdj;


    void Awake()
    {

        pp = GameObject.FindGameObjectWithTag("PostProcessing").GetComponent<Volume>().profile;
        Debug.Log("FOUND PP VOLUME!!!" + pp.name);

        if(pp.TryGet(out ColorAdjustments color))
        {
            ppColorAdj = color;
        }
        else
        {
            //Didnt Find it.
         }```
gritty folio
#

No, it's the ColorAdjustments color result that you want to cache.
Something like this :

private VolumeProfile profile;
private ColorAdjustments colorAdjustments;
    
private void Start() {
    profile = GetComponent<Volume>().profile;
    if (!profile.TryGet(out colorAdjustments)){
        Debug.LogWarning("ColorAdjustments is not on profile!");
    }
}

public void AdjustBrightness(float brightness){
    colorAdjustments.postExposure.Override(brightness);
}
tidal junco
#
    public void NewBrightnessSlider(float brightness)
    {
        ppColorAdj.postExposure.Override(brightness);
    }```
gritty folio
#

Yep that works

tidal junco
#

And the slider can clamp that PostExposure value, right?

#

if the slider only goes, lets say 0-2

#

ppColorAdj.postExposure.Override(brightness); this line

gritty folio
#

Should probably check that there's actually a ColorAdjustments component on the volume. I'm assuming there isn't since it returned null.

tidal junco
#

Ah. i disabled it lmao. hold on

#

@gritty folio Perfection. Thank you my friend

#

do i need anyyhing in that else? Or can i just leave a debug in it

#

if the TryGet fails. Nothing will happen right?

gritty folio
#

You could add a Debug.Warning there to tell you there's no ColorAdjustments found, but not important.

tidal junco
#

Thank youuu

tidal junco
#

@gritty folio i keep getting these errors, But it works when i play?

gritty folio
#

Maybe surround it with a if ppColorAdj != null check? That would stop the error at least, though I feel the method shouldn't really be called if it's null.
Might be that the method is being called before it's set in the awake? Not sure, could try adjusting the script execution order.

sterile iron
#

@tidal junco you should make sure that the variables you are trying to access in the places you got the errors are acctualy asigne tat the time you try to access them

fossil sundial
#

english 🤏😎

midnight ridge
#

I cant have good shadows without the shadow distance being low! Please help!

#

this is super annoying. Look at that soldiers shadows, they are very pixelated

#

And my shadow resolution is already 4k...

tame venture
#

Ok so I have a question

#

I have made a 2D scene and applied a post process layer onto my main camera, and set the layer in the post processing layer to that layer. I have then added a volume and a post processing profile and then when I add things like bloom they don't show up

#

I'll send a screenshot to show

#

Wait dw I figured out my problem

tame venture
ripe rapids
#

did you enable post procesing in the main camrea

tame venture
#

Yup

stiff stone
#

ok
i need help
how do i control chromatic aberration through script

jovial tapir
#

:D

severe slate
#

@quasi token Stop using the built in pipeline

paper cradle
#

Do any of you guys know how to disable post-processing for one layer only?

#

I tried putting two cameras, one over the other with different culling masks but that won't do because it renders on top of the other

analog maple
#

Hey i have no result with the post process and the set up is ok som got the same issue ? i try to fix it but nothing change at all

spiral thorn
tame venture
#

Thanks

opal sundial
#

Would anyone know why models would turn black when applying a metallic texture?

white merlin
#

can i anyone tell me why im getting this when i try to apply the post processing layer to my main camera

neat ice
opal sundial
opal sundial
#

I think another huge problem I'm having is that we have these textures working in PlayCanvas, and they're not really translating to unity. For example, PlayCanvas has Metalness and Glossiness when I can only find Metalness in Unity. PlayCanvas also has Ambient Occlusion when Unity only has Occlusion. I tried looking up to see if I can find like a "translation" guide but I had no luck

severe slate
#

i have two questions regarding fog

#

how to add exception to default unity fog? like sun?

#

meh

#

hmm seems there was script called fog layer

#

but its not anymore, that u could attach to

#

camera

#

and it would ignore fog

rich token
#

@opal sundial glossiness is smoothness, occlusion is ambient occlusion.

opal sundial
rich token
#

@opal sundial Oxeran covered most of the common causes

neat ice
#

Another unlikely cause could be that your skybox is black, but I doubt that is the case 😅

opal sundial
#

I double checked the skybox, and that's anything but black

#

I tried adding a light but that didn't get me anywhere

vale thunder
#

Hi!

#

does anyone have suggestions on making a game look like it came out in 1998-2005?

neat ice
opal sundial
#

Thanks so much for your help! I really appreciate it

stiff stone
#

Hello, i came across this thing and idk why its not working, so i wanted a value to increase slowly over time and its not working
i used

chromatic.intensity.value = Mathf.Lerp(0f, 1f, time);

chromatic is just a variable assigned to my chromatic aberration and time is just a float which is 4f

#

Why is it not going from value of 0 to 1 within 4 secs ?

bronze mural
#

t value is only 0-1f

#

@stiff stone Please do not cross-post across several channels, pick a channel, delete additional messages.

stiff stone
#

or is it just that i didnt notice it

willow field
#

does the chromatic aberration postprocessing effect have an option somewhere to apply the effect to the whole screen instead of just the edges

tired idol
#

Can we add post processing bloom to only one object of the scene?If yes, How?

fossil sundial
#

in urp coz urp good

gritty folio
fossil sundial
#

thx

#

@gritty folio there is not a lightning window

grand pilot
#

Heey i am having an issue where no post processing effects are showing, i set up everything how i normally would. And even looked around online for a solution but they still do not show up

#

Set the redner pipeline settings to v2.
Turned post processing on the camera on

glossy fjord
#

@grand pilot are you using urp

mellow tulip
#

im so happy urp now has AO

severe slate
#

How do I use the screenspace GI for HDRP 10 in 2020.2? I enabled it in HDRP, added it to volume component and any setting I set it does nothing.

severe slate
#

I can't be the only one it doesn't work with, can I? It certainly rips my FPS, but doesn't show anything, so I know it's running.

Steps -
Enable the effect in the Pipeline file.
Add it to a volume component.
Go to camera and do Custom Frame Settings, enable the SSGI.

No effect, but takes 10-20 FPS using it.

wary elk
#

Is it possible to make a simple Color Filter post process that work like this graph?

wary elk
#

any help?

rose shore
#

no one here gonna help you bruh(

#

this server is not a place to asking help

bronze mural
#

@rose shore Please don't post unhelpful comments on the server.

frigid scroll
#

Unity 2020.1 or .2 in URP using PostProcess Bloom, the bloom on HDR Emissive color (on my bulbs, buttons, explosions or tv screens for example) is not working in my VR headset. Things show proper on the Editor View, but not in the Game view or in the headset. They also work on the game view if not using the VR headset. The PPFX are working, and some of the Bloom fx is working, just not this Emissive light bloom part. Any help to get my "glow" to work in VR???

rich token
#

@wary elk that image is too small for me to even tell what it is or what you're trying to do.

wary elk
rich token
#

@wary elk why not just use a gradient and a grayscale sprite? Then just swap gradients to change the palette?

fair oak
#

hello

#

i made a shader

#

and it lags

#

a lot

#

my gpu is gtx 1650

#

wat should i do

#

pls hlp guys

rich token
#

@fair oak the image is way too tiny to read, you don't say what it is supposed to do, you don't really give any relevant information that could help. Have you tried didabling individual nodes until it stopped lagging?

meager vortex
#

Hey guys, I'm trying to set up post processing to occur on different layers differently.
So, I have three separate layers; main camera's layer with no PP and two cameras with PP enabled, each being in charge of a different layer.

They're setup like this:

#

with main camera and close camera being overlay cameras, and far camera having them added as overlay cameras

#

Each volume is on its own layer and is set to local (even though name says global I know), if I apply effects on volume assigned to "Far camera", the required layer is affected, but if I change settings on a volume assigned to the Close Camera, both are affected

#

Both cameras have layer masking set to correct layer, so I'm confused as to why this is happening.

severe slate
#

Has anyone gotten the screen space GI to work yet, i've been trying since Unity 2020.2 came out and the most I can get is apparently a magnified overlay of the screen that scrolls across the screen. (THink of a hunting rifle scope), now put that image stretched over your entire screen and rotate your camera - that zoomed in tree is now panning across your entire screen.

#

Here's the GI doing something strange. (I made the rock red) so it's esier to see.

severe slate
#

After discovering the Debug for HDRP. I can see that it is in fact 100% working. I just cannot SEE it. Here's two images for testing.

#

is there a way to make it brighter in the scene then?

severe slate
#

i think default webgl limit for memory is 256mb

#

yet i get error

#

RuntimeError: memory access out of bounds

#
return RenderTexture.GetTemporary(template.descriptor);
#

is there any way to check how much that texture weights

severe slate
#

hmm i think that function is not the culprit, but its something with rendertexture

wise sapphire
wise sapphire
vast brook
#

@wise sapphire ah i see, for URP at least, thanks!

wise sapphire
#

no problem!

steel mauve
#

I need Rtx mode

rich token
#

Is there anything yet that actually needs rtx? (Aside from tech demos)

merry plume
#

Main reason would be good lighting with less work

#

(baking/faking/great shadows)

rich token
#

Just saying, it's not like hardware tnl or something that actually makes a hard break with previous generations

merry plume
#

oh that needs it, no, you're right

hoary rampart
#

does anyone have a good blur image-effect shader to recommend? I am currently using one from the Asset Store but it really kills the performance on older mobile devices. I tried writing my own but...well let's just say it does not run any better

merry plume
#

@hoary rampart mobile will not be able to blur real time without performance loss, all that per-pixel stuff is death for mobile (post processing like blur etc)

newer devices do have more memory, if you want to pre-blur some image or something and just display images instead of requesting real time blurring

hoary rampart
lost beacon
#

hi ! i've got a question about building an environment - is it possible to have different post-processing layers for different areas on a map? my goal is to move from a bright external area to a foggy dark forest area within the same level?

#

if anyone's got any tips they could share pls let me know i've been finding it so hard to find info on this !!

loud pecan
lost beacon
#

gonna try this

lost beacon
hexed nova
#

how do I make my own post process in URP?

wise sapphire
#

render features?

sullen walrus
#

how would i make vignette not apply to a certain object in 2d?

#

i've gotten it to work, but those objects render above all the others

#

or any post process effect

#

here it is, semi - working, but these objects render in front of all others

civic bronze
#

hi! i just switched to URP. is there an eye adaption effect?

#

(auto exposure)

cloud narwhal
#

yes

#

im pretty sure there is

eager grail
#

I started a unity project from the default 3D template, I added HDRP, and I can't seem to get rid of the awful color banding. I enabled Dithering on the main camera, and I also changed the color buffer format to R16G16B16A16 and enabled Forward rendering. Just so you don't think I neglected my diligence I used the HDRP setup wizard to set all the requirements. Is there something else I'm missing?

hexed nova
#

I cant seem to reference a bloom component when I use GetComponent<bloom>()

mellow tundra
#

Do you mean the PPS2 bloom? Effects are not components

#

You need to use GetComponent<PostProcessingVolume>().TryGetEffect, or something like that. I forget the exact function

wooden blade
#

I cant figure out how to make the post process volume work

hexed nova
#

depends on the render pipelin

lunar flare
#

Ok

#

i bite

#

why isn't post processing volumes working?!?!

#

I'm working on a short cinematic and all i want to do is depth of field that will be activate once it hits a certain spot in the timeline

#

BUT IT WON'T WORK

#

I've tested this is a previous project, I have everything setup correctly! What am i doing wrong?!

#

nvm

#

i fixed it

#

sorry for acting so mad

snow tundra
#

Are there known issues (& solutions) for running HDRP in the Linux version of the Unity editor? Editor crashes when baking lighting & when attempting to enter play mode. Existing Unity issues are relativity old and without progress. If anyone here happens to be running HDRP with the Linux editor and is having success, advice would be much appreciated.

Tried the LTS, latest, and Beta release of the editor.
Latest MESA drivers on a AMD Radeon RX 5700 XT.

kind vault
#

having a hard time getting the bloom out of the volume via code, how do I do this?

severe field
#

I've found some files deep within the post processing folders in the URP package....

marsh frigate
#

@sudden peak 5.6?

sudden peak
#

Yup

sudden peak
#

Why is post processing stack removed tho

#

U know anything about it?

marsh frigate
#

What do you mean, removed?

sudden peak
#

From asset store

marsh frigate
#

That is it, and that's the version you use in 5.6

#

Because it's available in the package manager for versions of Unity that normal people use

#

and it confuses beginners to find it in two places

#

so they make the mistake of installing it from the wrong place

marsh frigate
#

Why use software from ~2017 then?

sudden peak
#

My other pc is still a 32bit build

sharp basin
#

using built-in render pipeline (cannot change pipelines for work reasons)
I'm trying to apply bloom to an object.
but skybox is also being affected.
is there a way to make skybox not be affected by bloom?

severe field
#

You would have to darken the skybox.

#

It’s probably brighter, probably brighter than 1.

#

I fear you would have to screw with the bloom script. It would be in the packages folder.

#

@sharp basin.

fluid lily
cobalt raft
#

I cant get my emission map to work

#

it lits up random stuff

vast brook
#

@cobalt raft anything / any material, lit or emissive that results in a color value over 1.0 will get bloom applied as you can see in the diagrams

cobalt raft
#

well it like lights stuff up but on the wrong animation

#

in scene view bloom works on the correct animation

#

but in game it doesn't

#

My attack animation is the one with bloom, but in game my jump animation is getting effected instead

#

and it makes the char body flash

high trellis
#

How can I make ice slowly spread across the screen?

sharp basin
#

I have a problem of my bloomed objects flickering
why is that happpening? (is it because a non-bloom object is intersecting it?)

severe slate
#

Hello, i am using ambient occlusion effect but i have this weird color banding going on, is there a way to increase color depth for it/make it appear smoother

tidal junco
tall rapids
#

Hello,i have this problem:
My setup is Build-in pipeline, PostProcess stacks 3 or 2.3 (no difference)

if i use HDR + TAA + SoftShadows, then sometimes black spot appears on the screen and starts to grow until whole screen is consumed.
If one of those 3 components are disabled then problem never occurs.

Can i get rid of this bug without sacrificing HDR, Shadows or TAA?

stuck cape
#

Hi i have a question. I just imported post processing into my game and now am messing around with the camera filters. The only problem is that now when I try to play my game nothing will happen and im wondering if I am doing something wrong. can someone help?
also is there a way to add image effects to a certain object?

severe slate
#

i need helpp

severe slate
#

my unity is glitching

#

i actually dont know how to fix it

mint dirge
#

@severe slate haven't you said you have 16gb ram

severe slate
#

i have 8

#

i thinked wrong

mint dirge
#

It's a lot bro

#

I am working with 4

severe slate
#

its normal

mint dirge
#

@severe slate what are u doing right now

severe slate
#

creating

#

a game

mint dirge
#

@severe slate the horor one

severe slate
#

yes

mint dirge
#

Horror

#

K

severe slate
#

im working on intro

mint dirge
#

But what the sword do in horror game

severe slate
#

and triggers

mint dirge
#

Fell wierd

severe slate
#

you need to get out of here

mint dirge
#

Ok

severe slate
#

and u need to fight back

mint dirge
#

Of course fight back monsters or humans

severe slate
#

humans

mint dirge
#

@severe slate

severe slate
#

?

mint dirge
#

Wanna be friends

#

Accept the request

severe slate
#

okay sure

mint dirge
#

Good one

nimble dagger
#

How would you do bloom (i'm writing my own post-processing shaders and attatching it to my camera with a Blit script)

severe slate
#

i scripted a gun

tidal junco
#

How can i make small objects (eyes) with bloom not flicker at father distance from the camera? Any help please

sand ivy
#

One solution to these types of problems are LODs that work better at that distance

unreal bough
#

hello guys, im new to unity and I cant find the post proccesing option under >component >effects.. can someone give me help?

marsh frigate
#

I don't know if it's existed there for years

brittle seal
#

Anyone have an idea what's up? I have a project in 2019.4 with Oculus and VRTK 3.3 on URP - Build in post processing with only bloom on. In the editor it all looks great, but in the game view it doesn't look like its even enabled. If I crank up the intensity it will show up in the game view and in play mode but then the scene view is just bloomed out white. Why would the editor cam and the game cam be seeing the PP effect differently??

severe slate
severe slate
#

hello

#

is there postprocessing

#

in 2020

#

unity

severe slate
#

yes

craggy jay
#

how come i can see my post processing in scene view, but not in game view

#

using urp

#

it has been fixed

brittle seal
#

@craggy jay what was your issue? Im troubleshooting a semi similair issue where PP effects can be seen in the editor and in game view but are WILDLY differenct.

craggy jay
#

right

#

so the way i fixed it was i enabled HDR

brittle seal
#

@craggy jay Can you tell me what version of URP that is? I don't have the integrated option, i think it is just built in. But i do have HDR enabled and still can't see bloom on the game view unless I crank it up to ~ 100, which means the editor view is totally blown out.

craggy jay
#

uhm

#

i dont know where i can really check that

tall saffron
#

Package Manager

crude root
#

Is there any way to reduce frame rate drop from enabling post processing

tall saffron
crude root
#

Even tho i uncheck the effect but let ppst processing layer etc be on i drop as much as worh the effects on

#

@tall saffron

severe slate
#

rip

#

i cant add post procesin

#

to unity 2021

#

😭

severe slate
#

Rip

severe slate
#

my phone got a virus lol

marsh frigate
severe slate
#

i didint find that

#

in unity 2021

marsh frigate