#💥┃post-processing

1 messages · Page 15 of 1

severe slate
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oh thank you

hexed nova
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why is my editor view turning purple when there are post processing bloom effects

tall saffron
hexed nova
unreal bough
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how do i activate bloom step by step in unity?

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ping me if you answer please 🙂

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i already have a post proccesing layer on my main cam

glossy fjord
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@unreal bough in lwrp you can just put a post processing volume in scene and then change it then make sure its activated on camera by pressing the post processing option

civic python
scenic jetty
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That blue looks the same as the minimap camera... does the VFX change layer at any time? The PPFX is working OK as your scene is still effected, I would keep an eye on the layer of the VFX at runtime to see if something is happening @civic python

civic python
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the mini map layer works without post processing thats why @scenic jetty

scenic jetty
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Yeah that is what I mean, it is like your VFX is changing layers, the rest fo the scene is OK so the PPFX stack is working as expected @civic python

civic python
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no with enabled post processing its darker

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generally the game

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when it bugs it is lighter generally

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not only the vfx

civic python
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ok fixed it, apparently an asset that was trying to optimize the scene was disabling the post processing layer when not watching it

lusty mountain
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how do i turn on post processing

dull sonnet
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@lusty mountain which version of Unity you have? you can find it and download it from the asset package manager

lusty mountain
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does post processing work on 2D?

bronze mural
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Yes, it's a camera space effect.

dull sonnet
lusty mountain
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also how do i make my character glow? like to make it look cooler

drowsy scroll
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Does post processing work with Baked Lightmaps? WebGL only supports baked global illumination

acoustic copper
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do all unity store assets dont work with hdrp or what? i tried all the hdrp shaders on several materials, still everythings purple what do i do!!

tall saffron
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First make sure you are actually using HDRP by verifying there is an HDRP render pipeline asset here:

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Then make sure all renderers are using HDRP compatible shaders.

minor smelt
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Hi everyone 🙂 I hope you are well !
I am currently doing some postprocessing in HDRP and I can't figure out how to compute the world position from the depth of the pixel, any links or idea on how to do that?
I found some links about computing the camera direction for each pixel but I can't get the usefull matrix and function to do the conversions...
(Please mention if you answer)
Have a good evening ! 😄

pastel solar
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hello all, I am currently taking my first steps to understanding unity's post processing but I cannot seem to get it working. I'm using unity 2019.4 and post processing 2.3.0.
I have a camera "scaleCamera" and it only renders objects on a layer called "scaleLayer". attached to the scaleCamera I have a post-processing layer that is set to scaleLayer. lastly I have a global volume game object, which is also on the scaleLayer. the volume weight is 1 and the only override I have on it is for bloom. Yet when i run my scene I see no bloom on the objects in the scale layer

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the objects are using an unlit material with emissive coloring and an intensity of 2

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are there any steps you all can recommend to try and get my bloom to show up? these game objects are quite small and I was really hoping I could use bloom to make them more visible

scenic merlin
scenic merlin
pastel solar
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@scenic merlin I'm using HDRP

scenic merlin
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if not, then go to volume mask layer and choose the layer you want to use for the postprocessing

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basically it means that, the postprocess volume that you are going to use, needs to use that layer

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after you h

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after you have done that, set the layer of your volume to the layer you setted on the camera volume mask

pastel solar
scenic merlin
pastel solar
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okay then I have removed the layer component

scenic merlin
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Ahhh, the problem is that you are using the same layer for rendering and for using the volume, you need to change one of those. I suggest you changing the volume layer to "volume" and assign that layer to the volume itself

pastel solar
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oh. I only want the bloom to apply to objects on the "scaleLayer"

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is that still achieveable?

scenic merlin
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Ahhh

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well

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it is really hard, and isnt recomended at all in HDRP

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what do you want to do exactly? you want to make specific objects glow among others?

pastel solar
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yeah

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I could probably make it work with a single bloom layer though

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if I could get my bloom to work at all lol

scenic merlin
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Hmmm, can I dm you?

pastel solar
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yes

tawny stag
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hi , I was wondering if it's possible to see effect of post-processing effect outside its zone ? I would like have 2 post processing in the scene, the main and another with sphere collider

north acorn
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why the heck is my camera PP and scene PP different??? yet are sharing the same profile if i toggle on and off?

north acorn
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Okay so apparently you have to enable HDR in the URP.asset file

past helm
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Originally from #archived-shaders till my dumb arse scrolled down and noticed this channel

Ok im either dumb, or something is wrong. 2 scenes. Both have same postfx and Bloom works on once scene, and on other it doesnt
when i add an emmisive cube, the bloom works on the 2nd scene
but it seems to ignore the emissive parts on the item i spawn

severe slate
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Hi, does anyone know how to modify the intensity value of vignette at runtime using c#? I've looked around online but none of the solutions are working

worn rampart
obsidian canyon
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Hi, im using the standart shader and post processing library to accomplish some screen space reflection, however i want the player model not to be reflected because this causes heavy artifacts

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is there a way to exclude layers or objects from screen space reflections in my case?

severe slate
worn rampart
coarse coyote
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how can I change vignette value of a post-processing volume(intensity) in urp using scripts?

severe slate
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how do i make the volume only mask the given layers in URP ?

maiden lintel
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Is there an LTS for 2020.2 or higher? I don't seem to see one. Is it worth upgrading to 2020.2 from a 2019.4 LTS just for the URP Ambient Occlusions?

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I'm going to be doing some really basic VR game

severe slate
gritty folio
# severe slate Does that solution work in urp?

If you're using URP's volume system for post processing, it's in the Rendering.Universal namespace. You'll probably need Rendering for the Volume/VolumeProfile stuff too.

using Unity​Engine.​Rendering;
using Unity​Engine.​Rendering.​Universal;
...

VolumeProfile profile = GetComponent<Volume>().profile;
if (profile.TryGet(out Vignette vignette)){
    vignette.color.Override(Color.red); // or whatever
}

See here for list of classes, and the fields they have : https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@11.0/api/UnityEngine.Rendering.Universal.html

severe slate
unborn stream
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Im using urp and made the 3d volume but i didnt see ambient occlussion???

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Im looking for a good toon outline too!!!

dapper urchin
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@unborn stream SSAO is in the Forward Renderer asset

red tinsel
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I am adding post-processing to my game but even with a single override, I lose 90% of my CPU. Here is my profiler.

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I don't know what the graph means.

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Here is my Task Manager. When running without post-processing, it runs at a steady 20 fps.

unborn stream
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@dapper urchin iss ssao toon outline on ambient occlusion, im trying to find the ambient occlussion post process and maybe a toon shader for the forward renderer, im not really sure what that is but i know its a good feature

dapper urchin
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SSAO is Screen Space Ambient Occlusion. no clue about toon shaders

unborn stream
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@dapper urchin kewl ssao goes in as a forward render feature

spiral otter
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Hi! I'm trying to get post processing set up but the post processing button on the camera. Was it moved?

meager plover
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You add Post Processing as a component 🤔

marsh frigate
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Documentation for all versions (each render pipeline) are pinned to this channel

meager plover
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Thanks vertx

spiral otter
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but i figured it out

marsh frigate
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I've no idea what you're talking about

granite cape
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@red tinsel Update the PProcessing package. What was your fps before you added it? Dig deeper into the profiler and see whats actually taking up all the cpu.

red tinsel
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How can I track frames per second?

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My post processing package is up to date.

granite cape
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You can click the Stats button at the top right of the game window, for FPS.

red tinsel
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My FPS with post-processing is 11-12. My FPS without post-processing is 25-30.

granite cape
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...

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Are you intentionally going for a low fps?

red tinsel
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No

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Actually, it sometimes spikes up to 50-60 which is my vSync count.

tall saffron
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You need to use the profiler

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and see what is taking so much time

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25-30 fps is going to be unacceptable to a large percentage of players

red tinsel
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Rendering and "Other" is taking up most of the graph.

tall saffron
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Other includes all of your scripts etc.

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you can turn on deep profiling

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it's a toggle at the top

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and the profiler will show you a more complete breakdown of what code is causing the issue

red tinsel
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I turned on Deep Profile.

tall saffron
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Yes now look at the timeline

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for a single frame

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you can see the breakdown by function call

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you can zoom into it

red tinsel
tall saffron
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nope that tells us everything

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baically all of your time is waiting for your GPU to render

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do you have a ton of objects on screen?

red tinsel
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No, but I can add objects by left-clicking. I haven't used object pooling yet so it can go up to hundreds of objects.

tall saffron
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something you are rendering is taking a long time to render

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usually it's due to a large number of MeshRenderers or some very complicated meshes

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Or maybe you're just using HDRP and you have a very weak PC?

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What's your graphics card

red tinsel
tall saffron
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Ok so - you have a relatively weak GPU and a very high screen resolution

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does it get better if you reduce the resolution?

red tinsel
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How do I do that?

tall saffron
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make the game window smaller

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or us ethe resolution dropdown window

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It probably says "Free Aspect" right now

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in your game window

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chang ethat to a lower resolution

red tinsel
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I changed it to my standalone size: 1600 x 640. Is that too much?

tall saffron
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¯_(ツ)_/¯

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you can do whatever you wish

red tinsel
tall saffron
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Ok a little progress has been made - but still a lot of time taken up rendering

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try scrolling down in the profiler to the "Rendering" section

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what do you r stats look like there

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how many batches, setpass, triangles, and vertices

red tinsel
tall saffron
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it should say some actual numbers on the right side

red tinsel
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There aren't any numbers.

tall saffron
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yours doesn't have numbers there?

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maybe make the profiler window smaller?

red tinsel
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I can't shrink it any further.

tall saffron
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what is actually in your scene??

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that looks like you're not even rendering anything

red tinsel
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It's a 2D scene with a camera and four sprite renderers.

tall saffron
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that's it?

red tinsel
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Yes.

tall saffron
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🤔

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is your computer mining bitcoins in the background or something?

red tinsel
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No, not that I'm aware of.

tall saffron
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I'm at a bit of a loss then...

spare mulch
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So I have a motion blur volume in my game, and zooming in is fine, but zooming out takes too long to end: after I zoom out it's still blurry for like a whole second

tall saffron
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share your code?

spare mulch
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Is there code that can edit when the blur stops?

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            {
                Vector3 origin = new Vector3(0, 0, 0);
                Vector3 pos = Vector3.Lerp(cam.transform.position, origin, 0.9f);
                cam.transform.position = new Vector3(pos.x, pos.y, -10);

                float size = Mathf.Lerp(camSize, 5, 0.9f);
                cam.GetComponent<Camera>().orthographicSize = size;
            }```
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that's my zoom code

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but the blur ends like a whole second after it's done zooming out

tall saffron
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where's the code that affects the blur

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one problem is the way you're using Lerp is framerate-dependent

spare mulch
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it's a blur component on the right side in the video

tall saffron
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so you don't have a set duration for your zoom really

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I get that you have a blur component

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surely ypou have some code turning that component on/off or adjusting its strength?

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how do you trigger the blur to happen

spare mulch
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it's on a volume that's always on

tall saffron
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then why is it not always blurred?

spare mulch
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I think since it's on the camera and the camera size doesn't change except for the zoom

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it doesn't blur

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nevermind it works now I didn't do anything but whatever, thanks anyway

azure lark
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So I downloaded post processing stack then I added a global post process volume with a post profile on my camera. But it doesn't change anything?

bronze mural
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By downloaded you mean installed from the package?

azure lark
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Yeah

bronze mural
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You can test it using global layer

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Getting Started guide is quite detailed in pins

azure lark
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thanks!

spring jetty
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While using the URP post processing volume, there is a flickering effect while using Bloom. What can I do to fix this?

raven sun
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does anyone know like how to change the intesity of an effect using script?

silent grove
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does anyone know how i could use something like ambient occlusion with URP

spring jetty
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silent grove
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kk thanks @spring jetty

raven edge
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im having a trouble with post processing in a 2D URP project, Effects are not working at all. Any help or suggestion is appreciated

spiral otter
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Does anyone know how to change the Chromatic Aberration inside of a C# script?

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I just need the command

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like

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aberration.intensity = what exactly?
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to be more specific I want it set to max

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(which is 1 I believe)

marsh frigate
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surely you just answered your own question?

spiral otter
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how

marsh frigate
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Also, there are different versions of post processing - which one are you using?

spiral otter
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post processing the new one? I think?

marsh frigate
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URP?

spiral otter
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how do I check

marsh frigate
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V2?

spiral otter
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yes V@

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v2

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I watched a tutorial on V2 so it must be V2

spiral otter
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(it helped me set it up)

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ohhhh

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how come i didn't find that in my 30 mins of searching...

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thanks

spiral otter
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I didn't get any errors

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but it didn't change the camera at all

marsh frigate
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link to your code

spiral otter
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ok

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hate bin?

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ok

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just outta curiosity why hate bin and not paste bin

marsh frigate
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paste bin has no highlighting and is covered in advertising

spiral otter
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@marsh frigate ?

marsh frigate
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This really should not be done in Update

spiral otter
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I know it's temporary

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lol

marsh frigate
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you're missing half of the code

spiral otter
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it's gonna go in it's own thing but I wanted to test the code first

spiral otter
marsh frigate
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the entire QuickVolume part of it

spiral otter
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ohhhh that was part of it... ok sorry gimme a second

marsh frigate
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it alos talks about how you can edit the existing profile on the volume to get the settings and modify their members

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if you don't want to use a quick volume

spiral otter
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ok thank yoou

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THANK YOU IT WORKED

severe slate
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can someone

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help?

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how do i turn post processing on 2021 unity?

tall saffron
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Look at the stickied posts in this channel @severe slate

severe slate
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so what one you can recommend?

tall saffron
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There's only one option, it just depends on which rendering pipeline you're using

severe slate
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im using normal 3d

tall saffron
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Then you must use Post Processing Stack V2

median mortar
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Shadow Problem - No matter what modelling program I use, I get these light leaks. UModeler, Blender, this happens all the time. Is there a post-processing solution for this? I have been told it is a modelling problem, but I have made sure that edges are clean and tight. I'm using the Built-in Render Pipeline in Unity 2019.4.19f1. This screen grab is during runtime. This is a fairly clean Project with a few models in it. Any help would be greatly appreciated. The models were made with Blender this time.

gusty orchid
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Yo I have the same issues with URP and any other assets here and then all over the place. Also the light is shining in enclosed places where there is a roof

loud viper
median mortar
median mortar
gusty orchid
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I still have no idea

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But I will probably just place another plane on it to counter that.. sadly I got no other solution

finite lodge
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Hi, I have a question. How can I add "Post Processing Behaviour Script" to my camera? I dont see it then i'm serching for it in the camera

clever plinth
hollow bolt
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can i use post processing to just bloom up my terrain lava textur ?

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i just want to let the orange/red part glow

vapid knoll
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Hi

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I upgraded my Unity from 2019.3.0a2 to 2020.1.0b, but now post processing is not working

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Even after updating post processing and restarting Unity

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Any suggestions?

hollow bolt
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try to use stable editor versions like 2020.2.5.f1

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and the newer versions of the Editor use PPv2

sturdy remnant
sturdy remnant
gusty orchid
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Too thin? What? Like it’s one sided yeah it’s optimized

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But the light should handle that appropriately

sturdy remnant
# gusty orchid Too thin? What? Like it’s one sided yeah it’s optimized

Thickness of the meshes matters when it is optimized to the point that the light either bleeds through or similar issues. The light should handle it but does not always do it. That is why we often put cubes in the middle because people ignore this minor issue that can happen due to over optimization. Normally, if other solution do not work we end up adding the thickness ourselves.

gusty orchid
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how do i add the thickness? like its geometry, flat plain geometry. two triangles for a plane, thats it. theres no thickness. i dont even know what you're referring to by that

sturdy remnant
gusty orchid
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i selected both side rendering for the meshs material but that doesn't help it. light still bleeds entirely into the room

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i tried to put a plane on top of it to prevent light bleeding in (normals facing upwards) but that does reflect indirect lighting to the surroundings and is also a major downside for me

sturdy remnant
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Honestly, if you have the files and it is not confidential. I can run some checks on my PC if you like.

gusty orchid
plain mirage
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Hey guys. I'm using the panini projection postprocessing effect, but i can't find a way to properly project using WorldToViewportPoint for example. I'd need the inverse of the panini projection in the compute shader and I can't find any information about it. Anyone can help with that?

kind umbra
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Looking for some direction as to how I could manipulate bloom to appear stepped or quantized instead of the default soft blur.

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This drawing shows the effect of normal bloom on the left and the desired effect on the right. The central teal circle represents a sphere with an emissive material.

buoyant galleon
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Hey all, making a postpro effect on URP, and it seems as though the URP (or maybe it's 2020.2) editor window just rolls the dice on where it puts inspector variables, literally randomizing the order they go in (not alphabetical, not how they are listed in code). Does anyone know how it sorts them on the backend?

severe slate
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what else should i add ere expect bloom because it already has it

vast brook
distant dirge
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oh my god not that one

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that one is cool for a test

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but it's so hard to adapt into anything useful if it's still lwrp

elder stag
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Is there a way to alter individual colors? So that I could turn only the purples into reds?

tepid rover
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@elder stag
I am not experienced with PP, but isn't there a way to use different Layers with different PP Settings?

elder stag
sturdy remnant
buoyant galleon
elder stag
sturdy remnant
elder stag
sturdy remnant
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There are a few methods for URP I believe, one method I think was using two render cameras to exclude the others using layers.

elder stag
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But I think it wouldn't affect the rest of the reds in the environment right?

sturdy remnant
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There is a QA thread somewhere on the internet about it. Actually saw it yesterday somewhere.

elder stag
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How would you go about calling it? Would it be about camera stacking or color picking

sturdy remnant
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No, since the person looking for the solution would be asking the same question as you, not knowing these keywords. 🙂

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It would be something like "Excluding color for specific object in post processing in Unity" etc

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And then you would change it over to camera, layers and such after emptying your search on one specific thing.

elder stag
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Someone is talking about color isolation, perfect! Thank you!

sturdy remnant
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no problem, best of luck.

dire briar
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Hello everybody, still no luck in my googling, but is there a way to selectively apply post processing to an object. Currently trying to add glow but that makes all my unlit objects glow aswell

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alternatively, could I just exclude the unlit items from the glow postprocess

buoyant galleon
dire briar
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that wouldn't really fix the issue since the unlit stuff is technically emissive isn't it?

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since the other things already are emissive, best way would be to make the unlit shader non emmissive wouldn't it?

sturdy remnant
sturdy remnant
dire briar
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I don't

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by the other things I meant the things I want to be emissive

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there is no emissive option in the URP/Unlit shader though

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that's why I assume that it's something it's doing by default

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it just takes an image

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so I have my texture that I baked in C4d, but it's impacted by the bloom

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as in the bloom takes it into consideration

sturdy remnant
finite niche
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Having a strange issue with URP and 2D glow: When two glowing objects overlap each other, it seems like the back object cancels out the emission/map of the front object, or they blend together. This can also happen if a sprite with emission passes in front of a white object in general.

What I'm trying to achieve is how one would expect sprites to behave normally: that sorting layer/order determines which sprites are in front of another, which would include the emission maps, blooming etc of said sprites.

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How it looks now:

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How I'd like it to look (forced through sprite masks)

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Shader is pretty straightforward; can post if needed. Thanks for any help/insight!

sturdy remnant
finite niche
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Those are just three sample sprites I have overlapping to show the issue: a red, green, and blue dot

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Without glow they stack like sprites normally would due to sorting layer/order, but with emission it's like they turn transparent or ignore sorting

finite niche
sturdy remnant
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If you have access to it, you should try turning Emission color alpha at to 0, since HDR Emission Color tends to cause this issue. Meaning, alpha value set to 0 = opaque and alpha at 255 = transparent. It is opposite when using normal alpha transparency.

finite niche
finite niche
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Thank you so much

sturdy remnant
finite niche
# sturdy remnant You are welcome.

Just for my own curiosity (and so I can help people in the future), do you know why it behaves that way? Or where I could read up on why it's reversed?

sturdy remnant
supple ivy
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One of my postprocessing volumes is affecting objects that it shouldnt and the only way I can fix it (on runtime) seems to be changing any of the settings on the relevant camera's such as clear flags to something else, or setting depth to something else.... I have three cameras:

Main Camera (on layer "Background"), culling mask everything but "Interface" or "Pause". its pp layer only affects everything but those two layers.

childed onto it I have:
Text Camera (on layer "Interface"), culling mask "Interface", and it has a pp layer that affects the layer "Interface".
Pause Text Camera (on layer "Pause"), culling mask "Pause", it has no pp layer.

I have a postprocessing volume childed onto the Text Camera that is on the "Interface" layer, its basically just a heavy depth of field that blurs out most of the screen, including all the "Interface" elements (most UI), leaving the pause menu (these are on the layer "Pause") unaffected

This all works however the pause menu also gets blurred on runtime UNTIL I change any settings on the Pause Text Camera, like Clear Flags to anything other than what it currently is on the pause text camera, or changing the depth to 0 and then back to the default 100... Any idea why this is happening?

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The way they get turned might be the reason why this happens; when pausing is eligible and the pause request is sent, the pause menu itself gets turned on first, then the postprocessing that should not affect the "pause" layer.

I tried adding an extra line in that script so that it would set clearflags to Color then to Depth after all that, but it doesnt have the desired effect. If I manually set it from Color to Depth on runtime however, it works...

severe slate
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I want ti change the gain trackball in PostProcessing V2 through a script, and when I access gain value it's a Vector4, what does each part of the Vec4 contribute towards?

severe slate
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Why doesn't my camera have the same effects as the scene ? [Yes I did turn "Post Processing" option on.]

sturdy remnant
# severe slate

Your screenshot is not even readable to see what you have done. And a "why" does not help someone solve your issue either. You need to provide more info, what your doing and expecting.

severe slate
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Here is the global volume

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Here is the camera

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As you can see, the effect on the camera is not the same as the scene view.

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-There aren't any other volumes
-The "Post Processing" option is on

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I expect the post processing effect on the Camera view to be the same as the effect on the scene view.

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@sturdy remnant

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Here is a better screen shot. As you can see, the bloom effect on the "Game View" is not the is not the same as the "Scene View".

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And I don't know why...

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By the way

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I'm using URP

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And I did not try access the volume from code.

sturdy remnant
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@severe slate Generally you need to look at game view, not scene view. It will not show correctly in scene view. you also do not have background on for scene view.

severe slate
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I want the game view to be the same as the scene view... So how do I do that ?

sturdy remnant
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Some effect might be initialized in certain order. That means some effects only works in game view.

grand pilot
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I cannot get a custom post processing effect i downloaded to show up when i try to add it onto a volume, anyone know how to fix that?

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i have the .hlsl file in my assets but it just doesn't show up

grand pilot
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annnyone?

sturdy remnant
sturdy remnant
grand pilot
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And effect as something that will show up on the post processing volume, which is the one that comes with the sample scene for the light weight render pipeline

sturdy remnant
grand pilot
sturdy remnant
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Are you using LWRP?

grand pilot
#

yet when opened in it's project it shows up as an option to ad

#

and yes

sturdy remnant
#

Are you using deferred or forward rendering?

grand pilot
#

I am using a forward renderer

sturdy remnant
grand pilot
#

I litterally just took the effect file from the project folder and copied it into my current project, and it doesn't show up

#

it works within the project from the github repo, and gives me no errors when added to my own project

sturdy remnant
#

So how are you going to troubleshoot and narrow down the cause in your project? What does the readme file say?

grand pilot
#

this is all the readme of the repo says

#

and when i try to add it, no option for Custom/Underwatereffects shows up on the volume

sturdy remnant
grand pilot
#

I have already looked at that, as you can see it works in the downloaded project

#

but it doesn't work in my project

#

it just doesn't show up

gritty folio
#

@grand pilot They are using the Post Processing package (PPv2). Newer versions of LWRP/URP use an integrated Volume system (sometimes called PPv3). It doesn't support custom effects yet.

If you want to apply a fullscreen effect, you can use a Custom Renderer Feature to Blit a material/shader to the screen. (e.g. https://github.com/Cyanilux/URP_BlitRenderFeature, or https://github.com/Unity-Technologies/UniversalRenderingExamples/tree/master/Assets/Scripts/Runtime/RenderPasses). The shader might also need edits though, as it won't be able to make use of the PPv2 StdLib.hlsl. I can't seem to even find it in that github repository though.

grand pilot
#

@gritty folio The exact path is

#

that, why it's there I do not know as you can see there is pretty much no documentation in the repo

#

and there are no other ways to use water cuastics like that which are projected

#

as the built in projector just doesn't work with lwrp

gritty folio
#

Hm okay, yeah that's a weird path to have it in. Not sure why it's injected into the package rather than in assets

grand pilot
#

Well I might try downgrading the render pipline to see if it works

#

Unless you know of another way to go about water cuastics like that

#

as my water scene is looking quite stale without an effect like that

#

@gritty folio yeah the latest version that i can downgrade to is no where close to 5.7

sturdy remnant
grand pilot
#

Yeah i have fog and terrain already done

#

as for light cookies I have no idea how to set that up

#

there isn't an option in the spotlight gameobject

grand pilot
sturdy remnant
grand pilot
#

again I am using the lightweight render pipeline

sturdy remnant
grand pilot
#

2019.4

sturdy remnant
#

I know the URP has the cookie in the lights.

grand pilot
#

I managed to get it working by using a spot light and a custom shader on a plane underneath it

severe slate
#

pp stack is awesome but its also sh1t cause it creates as much overhead as the rest of the scene. Any optimized alternatives?

buoyant galleon
severe slate
#

Im using built-in too

#

Damn ive seen prism many times in the past years

#

Im currently trying beautify 2 which does a fair job

#

Tbh i mainly need tonemapping and ssao

buoyant galleon
#

Nothing wrong with beautify but I also found it a bit heavy when I tested it, also different effects. SSAO will always be very heavy though no matter which solution, it's probably the most expensive postpro effect.

severe slate
#

There is one called Fast SSAO, for mobile. Although im on pc i may try it. What about prism
Have you compared its speed to others?

unborn stream
#

I found post processing in the package manager with 2019 stable release i hope it has ambient occlussion and motion blur : 😃🐢

unborn stream
#

I think i have to upgrage to 2020 to get ambient occlusion hmm

#

Lota goodies though

unborn stream
#

Li was thinking about wizard eye vision somehow to show invisible blocks, a power up that changes post processing

unborn stream
#

Im trying to find ambient occlussion for unity 2019 lts anybody know where that is

buoyant galleon
severe slate
#

Do builtin also @buoyant galleon

raven tinsel
#

Forgive me if this is a noob question, and I'm looking through chat history, but is it normal not to be able to import post processing package in HDRP?

buoyant galleon
#

Don't spose anyone knows a clean way to actually turn off Unity's builtin PostPro (on URP) without disabling all PostPro?

#

Namely the passes that Unity seems to always insist on doing whether I want it to or not (ColorGradingLUT and UberPass)

sturdy remnant
red tinsel
#

Can the vignette effect be achieved by putting a UI image with a texture of a box that fades out going towards the center? Are there any special functions the vignette postprocessing effect has that a static overlayed image doesn't? My computer lags a lot when using postprocessing but I feel like a vignette would make my game so much better.

buoyant galleon
buoyant galleon
sturdy remnant
#

Not sure why you want to as Alex says.

elder stag
#

Hey is fog located in post processing or the camera?

sturdy remnant
sturdy remnant
elder stag
#

I equipped once but now I need to change the color of it and I just cannot seem to find it for the past hour, am I blind or
Yeah that woman does look like she took a look at some of the questions here like mine :'

elder stag
#

My bad

sturdy remnant
elder stag
#

Yeah found it, thanks x)

sturdy remnant
#

Still think you are lazy. 😄

#

🤣

#

But you are welcome. 🙂

elder stag
#

When you write fog for unity on google it pretty much takes me to the asset store or old blog posts :/

#

Would I be considered lazy when asking if this texture is a work of art from post processing as well? x)

sturdy remnant
elder stag
#

I looked at "URP fog" as I didn't know if it was something implemented in URP or was it always there

sturdy remnant
sturdy remnant
elder stag
#

Yeah this is something I will have to do when I'll look on how to enable glow for my character. Doesn't sound too unusual

elder stag
sturdy remnant
elder stag
sturdy remnant
# elder stag Yup, directional, but I remember it appearing after I enabled URP since first ha...

In this video we use Shadow Bias to adjust the shadows so they will connect to the objects on ground and overall around the scene. It also quickly explains the theory of solving light coming through walls for baking. #lighting #shadow #bias #clipping #unity #unity3d #unityengine #gameengine #lookdevelopment #postprocessing #spotlight

10h Unreal...

▶ Play video
elder stag
#

Where would one get all those settings like in the video though?

#

But yeah this is part of shadows :/

sturdy remnant
#

Then where it says Bias, maybe check the roll out and show me the setting?

elder stag
#

Oh my bad wrong screenshot, don't get that option in both point lights and directional lights

#

The issue lingers in directional ones

sturdy remnant
elder stag
#

That's true, the depth is what caused it. A few small artifacts are still remaining but I can live with them

sturdy remnant
#

And baking the light should not give you those shadow issues.

sturdy remnant
elder stag
#

Went with custom Bias and got rid of the depth

#

But that's so interesting that it does that..

red tinsel
sturdy remnant
sturdy remnant
red tinsel
#

I am using a pretty outdated graphics driver but every time I try to update it, my computer crashes and I have to rollback.

sturdy remnant
red tinsel
#

Yes, Rendering is taking up the most. According to the little thing at the bottom, it spends most of it's time waiting for GTX.

elder stag
sturdy remnant
sturdy remnant
red tinsel
sturdy remnant
sturdy remnant
elder stag
sturdy remnant
#

The "near plane" also affects these settings if you have it too high or too low, and you balance it with low bias to avoid it going to 0 bias or high bias.

#

I am curious to see if you get similar result by averaging both or adjusting the near plane down or up but bias down.

elder stag
shut reef
#

Greetings! not sure if this is the right place but is there a way to apply a shader to a camera without a script?

azure lark
#

How can I see the post processing in the editor? It is recommended to have the volume in a post processing layer but then it doesn't show in the editor
If I set the post processing layer to default it works in the editor.

sturdy remnant
azure lark
#

@sturdy remnant The post processing works for the camera in-game but not for the editor

#

but if I have the post processing volume on the default layer it works for both

sturdy remnant
azure lark
#

I have a global volume

#

so yeah

sturdy remnant
#

Not all effects will show in editor.

#

Which one is it you are hoping to see?

azure lark
#

all the effects that I want to see shows in the editor but only when I have the post processing volume layer as default

#

Is there any way to change the editor post processing layer to the Post processing volume layer?

azure lark
#

yeah

sturdy remnant
#

Your using hdrp or?

#

Or URP?

azure lark
#

urp

sturdy remnant
#

And make sure you did all of these.
Volume layer is default:
Post-process Volume -> Layer - > Default

Volume mode is global:
Post-process Volume -> Volume Mode -> Global

URP Settings post-processing is enabled:
Project -> Assets -> UniversalRP-HighQuality -> Post-processing

Main Camera has post-processing enabled:
Main Camera -> Rendering -> Post-processing

Main Camera volume mask is set to default:
Main Camera -> Environment -> Volume Mask -> Default

azure lark
#

@sturdy remnant wait so I can't set the post processing to it's own layer?

sturdy remnant
#

Also, before you try anything. Delete the camera and make a new one and assign the layer to it.

#

And start showing your setup with screenshot. For every area.

azure lark
#

@sturdy remnant

sturdy remnant
#

Did you download the post process?

#

Why do you need to force use a layer btw, to not use default?

azure lark
#

@sturdy remnant Some people I asked recommended it because of better performance

#

Because the post processing layer only have the volume

sturdy remnant
#

Where is your post process layer for the camera?

#

It currently just says Camera

#

Does changing it help in your case?

azure lark
#

It doesn't change anything

sturdy remnant
#

Did you add your volume override to your own game object instead of camera?

azure lark
#

nah I can't seem to find how to fix it. It isn't a huge problem so I guess I just must deal with it

sturdy remnant
#

It works as intended using default, right?

#

As that is the point.

azure lark
#

but why would it be a volume mask if it is intended to be the default layer

finite sandal
#

how do i put postprocessing on text

sturdy remnant
finite sandal
sturdy remnant
#

In Unity, people are trying to figure out how to include it.

finite sandal
#

hmm...

sturdy remnant
# finite sandal hmm...

You should have said you did not know how to use post processing, before asking about text part. 😄

sturdy remnant
severe slate
#

How'd I go about expading the Viggnette effect to add in old Post effect features like the mask or the effects squareness?

severe slate
#

I'm using the newest Post-process Volume workflow

sturdy remnant
buoyant galleon
#

(not joking btw, there's no easy way to do that in new SRPs, particularly universal, you will have to roll your own)

severe slate
#

¯\_(ツ)_/¯

#

I'll check that out this afternoon then

tulip oasis
#

so ive moved to a new project folder and all my postprossessing have broken in one way or another. I do not no how post processing works or how to fix this. any help would be appreciated!

#

also i gotta eat so if i dont respond that why

marsh frigate
#

something in your scene is creating NaNs (not a number). There are some checkboxes in some of the PP settings to help not propagate NaNs, but the best way is to not create them in the first place

#

some shader will be doing a divide by zero or something

devout igloo
#

I removed the recoloring from KinoEight and added the option to change the bayer matrix type, from the Kino Recolor post process.

tulip oasis
#

Hmm, i toggled every module off and on again and it seems to work

#

i was just proven wrong

#

the problem appears to be with Anti Aliasing specifically

#

so i changed the type of anti aliasing and it works now

#

these right here were the real culprit, hours on this wind goose chase but i finially found the problem

#

these were not set to Deferred

night dirge
#

I'm checking out the SSAO in the URP and testing converting my project from built in to URP. We are using the post processing AO currently, and setting the color of it, but i don't see the ability to set a color for the SSAO in URP. Is that something you can still do? Was it moved to something else?

sturdy remnant
#

Do not think there is one.

buoyant galleon
#

Closest you would be able to get is using the SMH (Shadows Midtones Highlights) effect and tweaking shadow colour to what you had AO tinted to before

night dirge
#

Okay, thanks for that!

plucky bobcat
#

(URP) I'm applying a global Color Adjustment to an overlay camera. How can I exclude the skybox on my base camera from the effect?

buoyant galleon
#

Anyone know why passing a variable into a vertex shader on URP works, but as soon as I try to change that variable prior to a second blit, the change doesn't propagate?

#

(and only the initial value is set)?

slim stirrup
#

Hello.

#

I would like to make a pp effect.
There will be a glass at the tip of a microscope, which we will look in through the germs.
When we move away from that glass it will look "a glass" and it will not show inside of it.
When we nearer to the glass, we can look in through the glass.

#

I do not know where to start off.

#

Would you say me some keywords for it

#

On the first photo, I will look in through germs.
On the second photo I will look upon a glass

gilded dagger
#

how do i add post prosessing to a 2d game

runic thorn
gilded dagger
#

no

#

can i switch

runic thorn
#

To ?

gilded dagger
#

urp

runic thorn
#

Well you can but look at a tutorial

tawdry swallow
#

hey guys i have a problem with getting ambient occlusion to show up? other effects like color grading work properly but when i enable AO on my post processing profile nothing happens

tawdry swallow
#

i figured it out. i had to disabled ambient only

buoyant galleon
#

Hey all, just wondering, is there any post-processing effects that seem to be "missing" from Unity? Doing some dev work at the moment and trying to figure out if there's any new effects that I should make

rocky creek
#

unity URP , multiple viewports seem to use the same script ?
want to have independent data, for each camera,
I store the PrevViewMatrix in the RenderFeature,
but, the GameView and SceneView share the same data

#

anybody meet this ?

fair night
#

@native owl Alright, on your post processing profile (in your project files), add a Vignette effect with a strong intensity

native owl
#

ok

fair night
#

So we can see if it gets applied to the camera

native owl
#

ok, so no it doesn't appear to

fair night
#

Alright, so that's my global volume for comparison

#

And my main camera

native owl
fair night
#

Make sure your volume has the "Glow" layer selected

native owl
fair night
#

Try switching the layer on both objects to "PostProcessing", that looks to be the only one working for me

native owl
#

I don't have a PostProcessing layer

fair night
#

Oh it's because I made one, but since you made your own it should work

native owl
#

alright so I assume something else is messed up then

#

the way you described it and the way the docs do as well, it should be glowing by now

#

but it doesn't look like it's working at all, including the vignette

fair night
#

I'm looking through project settings to see if there's something to enable

#

On your camera, do you have this list at the bottom? Make sure HDR is enabled

#

Disabling the post processing layer removes that list

native owl
#

hmm that might be it, it says it's using pipeline settings, but I can't seem to find my universal settings

#

but that's only output

fair night
#

Hmm I don't have the same camera settings, it's because of the Unity version. I'll load a project using 2020.2

gritty folio
#

@native owl URP v8+ does not support the Post Processing package (PPv2). You should use the integrated "Volume" script component instead. It has some similar things but has to be converted manually.

native owl
#

@gritty folio you wouldn't happen to have a link that shows how to set that up would you?

fair night
#

Okay, so loading a project in 2020.1, there isn't a post processing layer, it's different, and easier to set up

#

I mixed ppv2 and urp apparently

native owl
#

first off, I added the PP package, should I uninstall that? if it's not compatible

gritty folio
#

Yes

fair night
#

Now it makes sense lmao, I was using the PPv2 in the 2018 project, in the 2020 project settings I have the URP enabled

native owl
#

alright so now I have a global game object with a global volume on it, linked to a profile that does bloom again

#

I'll add vignette to see it's working

#

ok so that for sure is working now

fair night
#

Nice

native owl
#

that's a load off

#

but the bloom still isn't

#

and hdr is toggled in the urp asset

fair night
#

Alright, so you've made a shader material with a HDR color hooked up to the Emission in the PBR master node

#

I'm gonna make one quickly to see if it works

native owl
#

for this test, I've created a cube

#

and a new material, enabled emission and turned it way up in the red

#

+3

#

basic unity shader

#

not a shadergraph material

fair night
#

Just did the same here, it's working

native owl
#

red cube is my test in the center

fair night
#

And in the Game View, is it working?

native owl
#

no the top with the white is game view

#

bottom is scene view with editor values

fair night
#

What's with the white fog all over the scene

native owl
#

that's the vignette

#

I cranked it up real hard

fair night
#

Oh, right

native owl
#

that's without the vignette

#

they are hdr and values above 1, so they are approaching white, but not glow/blooming

#

so they are just fading into the background

fair night
#

I don't get why it's so white

native owl
#

and that's camera background color black

#

let me go read through that stuff cyan posted

#

because this was the issue, if I create it from the example scene it works

#

but from scratch, it doesn't

#

try it by making a brand new scene that's empty with no PP

#

and creating the assets

fair night
#

Alright, I'll do that now, give me a minute

native owl
#

oh ho, ok It's working now

fair night
#

Created a new scene, a new profile with vignette, an empty GO with the Volume script on it, dragged the profile onto the volume and it worked right away

native owl
#

yea that's what was confusing me and made me go back and look

#

the settings are different between versions

#

I had threshold turned up to 1 on the bloom not intensity

#

and yea now it works great!

#

thanks @fair night and @gritty folio 👍

worthy rapids
#

that thing is really driving me nuts and i couldn't find a way to get a neutral LUT file for unity...

#

the LUT file in question:

#

created with a script based on the palette which you can see here:

#

since it doesn't work as expected, i have to google for the lut unity file... unfortunately, these one i found are too old to be used....

gritty folio
#

@worthy rapids I'm not super familiar with LUT, but you might just need to flip the Y axis.

worthy rapids
#

i did and didn't work

#

i mean: i no longer have photoshop

#

so, i use a different software like clip studio paint or krita

#

i just realise how stupid i was

#

it's much simpler than i though to flip channel

#

i will give update later about it

#

for now, it's food time 😬

worthy rapids
#

it almost worked but it's not enough apparently....

quasi flame
#

can you do post processing in the normal unity 3d?

#

or do u need hdrp or urp?

worthy rapids
quasi flame
#

Yeah I just looked in the docs and found out you can post process in default one too

#

but I need a package for it

#

so I will just go with the default

worthy rapids
#

it's already integrated from unity default by using URP directly

#

the python script, i did a few edit to make it work with unity default lut layout

#

right now, i'm trying to figure out how to change some math to correctly render the green color from the bottom to top

#

instead of from top to bottom

worthy rapids
#

i will take a break from it, i will try to work on a different part of my project

severe slate
#

can get better?

#

using book of the dead and hdrp

#

survival game btw

loud pecan
#

somehow looks off

#

maybe too sharp shadows for the amount of fog around?

sturdy remnant
#

Ratio between fog, foreground, background and intensity of light seems off balance

tall saffron
#

I noticed there's a major version update in Post Processing Stack (v2). Major version went from 2 -> 3. Is there a blog post or anything about what's changed?

red tinsel
#

How can I specify Bloom to affect a GameObject? I have an energy ball that I want Bloom to make glow while leaving everything else untouched.

red oxide
#

When you say make 'glow' do you mean something that emissive could accomplish?

buoyant galleon
echo ivy
#

Is there a guide or snippets on how one can create a post process layer in c# code without using the inspector?
ive hit a snag at PostProcessResources not being allocated
Feel free to @echo ivy

dim canopy
#

what anti aliasing would you guys most recommend?

pine anchor
#

anyone know how to change color of vignette trough script? I have a black vignette but i wanna switch to red when something happens.

#

Oh wait i just figured it out. It was something like "vignette.color.value = Color.red;"

echo ivy
#

I've managed to copy the PostProcessResources that unity gives as part of their stack into an assetbundle
next I would have to load that into my cache but the Resources are listed as .asset
Could I cast from the assetbundle stream to just have it cast to PostProcessResources?
the resources dont get unloaded and are cached for the duration of the active session

buoyant galleon
#

By writing a shader for the single gameobject that implements whatever post-processing you want after the surface is shaded 🙂 Post-processing is for the whole screen

dapper urchin
#

anyone know what happened to the Anamorphic Ratio setting in URP bloom? i know it went away with the new post effects stuff, but why?

vast brook
dapper urchin
#

Huh ok. Thanks!

midnight panther
#

Hi, I use a little c# script to modify some of my post process profiles values, more precisely the gaussian radius of the Depth Of Field

    public float intensity;
    public float transitionDuration;
    public float currentIntensity;
    
    private Volume v;
    private DepthOfField dof;

    private float vel;
    
    private void Start ()
    {
        v = GetComponent<Volume>();

        v.profile.TryGet<DepthOfField>(out dof);
    }

    private void Update ()
    {
        currentIntensity = Mathf.SmoothDamp(dof.gaussianMaxRadius.value, intensity, ref vel, transitionDuration);
        dof.gaussianMaxRadius.value = currentIntensity;
        dof.Release();


        dof.active = dof.gaussianMaxRadius.value > 0.001f;
    }

So I have this code, it work well, my gaussianRadius is perfectly set... but it change nothing in the scene
Like the value is modified, but unity ignore it; is there any "Update()" method ?

severe slate
#

auto exposure should be subtle and barely noticable in my opinion

#

in most games its way too noticeable and looks bad

severe slate
#

why isnt this free anymore?

#

this was a screenshot from an old video btw

gritty trench
#

Seems to show up in my Package Manager as a freely installable thing

vernal star
#

Weird I had that auto installed?

sturdy remnant
severe slate
marsh frigate
#

Look at the Unity Registry

#

not your assets

severe slate
#

nvm,

#

ty

severe slate
#

rip money

marsh frigate
#

it never costed money

severe slate
#

it did

marsh frigate
#

No

severe slate
#

if it didnt how would i have paid for it

marsh frigate
#

You got scammed?

severe slate
#

it was a v2 or smth

#

didnt even work

#

showed a billion errors

marsh frigate
#

Yeah, it's been free the entire time

severe slate
#

i didn't know that when i bought it

#

i thought you had to pay

#

when i realized it was too late

#

ye this thing

#

perhaps it works now idk

marsh frigate
#

That's a Playmaker-specific addon for controlling PPSv2

severe slate
#

idk why tf i bought it then

#

lol

marsh frigate
#

You can contact them for a refund, they mention it in their review replies

sturdy remnant
severe slate
#

what even is playmaker btw

gritty trench
#

Visual scripting thing

severe slate
#

questioning why i bought this

#

questioning myself and my responsibility with my money

gritty trench
#

lol

#

Probably because it's confusingly named

severe slate
#

i should have done more research

gritty trench
#

If it's a PLaymaker add-on, it should say "Playmaker" first IMO

severe slate
#

ye

#

i dont even like visual scripting

gritty trench
#

Same

severe slate
#

i dont see the appeal

gritty trench
#

Well, it's a lot less fiddly since you can't possibly get syntax wrong etc.

#

Just spend some time in the coding channels here and see how people struggle with that 🙂

sturdy remnant
bronze mural
#

@sturdy remnant Don't post off-topic media, please.

sturdy remnant
bronze mural
#

Yes, that includes memes, reaction gifs, etc.

sturdy remnant
#

All which are essential to build a healthy natural relationship in the middle of troubleshooting and engaging Discord Community.

bronze mural
#

This is not a social club. And everyone have different view on humor, especially server full of teenagers. We can't cherry pick off-topic content to allow that will not disrupt the server.

sturdy remnant
#

Fair enough. Company and all. There are other servers to be more free.

bronze mural
#

Universal Render Pipeline. On default pipeline you should be able to access volume and turn effects on/off or the entire thing

bronze mural
#

You can toggle a bool with myBool = !myBool; Basic tutorials covering how you can setup button events and access components can be found pinned in #💻┃code-beginner top right.

fallen holly
#

If I make it on Android or Xbox can I add them on that platforms ?

cobalt minnow
#

@fallen holly This is a #💻┃unity-talk question and not related to #💥┃post-processing. But you can add the Android Build module from Unity Hub. However, Xbox requires you to sign up and pay for a development kit, etc. to build for console.

fallen holly
#

oh

#

my bad sry

#

and ty

vernal star
#

how do you make it so a single post processing works across all scenes?

#

and I guess for that matter, is there a way to have a way to deactivate post processing from a scene that it's not in, so I can turn it on and off from the main menu, and in a pause menu?

vernal star
#

ah rip

#

it's prob very simple isn't it o-o

vernal star
#

I'm trying to make a button that switchs from low to high graphics variations

#

btw

vernal star
#

k i thought so

#

1 question answered pog

slim stirrup
#

Hi

#

I want my render texture get effected by post processing.

#

could not do that.

#

do you know how to make?

severe slate
#

Hey, im using HDRP 11 in a unity beta version i want to use the chromatic aberration effect in a specific area i dont want the effect on the sides of the scene instead use it in a specified area any ideas on how to do that ?!

slim stone
#

Two days ago I started working on this interior design and used HDRP, post-processing and light baking for the first time. Looking for some tips/advice on how to remove noise around edges around objects? I've used post-anti aliasing on camera and removed some but not all.

civic bronze
#

hi! im trying to add post processing to my 2d game: and nothing is happening [URP]

#

nvm, got it!

sturdy remnant
civic bronze
#

okay, my camera was still not the URP one so i had to recreate the camera and it worked!

nova glade
#

do you code post processing or is it like a setting?

rocky ridge
#

@slim stone ice screenshot, unity really has gotten so nuch better over the years, im excited to see the future of the engine!

vernal star
#

this might be a dumb question, and im making a pretty simple mistake, but i have post processing on global, but it only works on the scene its in.

cobalt minnow
#

Is Global doesn't mean every scene, it means it has no boundaries and is applied to the entire scene.

vernal star
#

ah

sturdy remnant
gusty shoal
#

I'm trying to create my own bloom effect and am failing miserably at the start. I'm using Graphics.Blit to create the bloom pyramid, but it's giving me weird results.
https://forum.unity.com/threads/custom-bloom-failure.1087439/

sturdy remnant
nova glade
vernal star
#

what?

carmine violet
#

I'm having trouble configuring my eye adaptation speed. I'm using Unity 2020.3. I've got post processing set up and I'm running around in the editor, and I see the eye adapting to the brightness as I do so, but it seems to adapt too quickly, leading to well, I don't want to call it flickering exactly, but basically the lighting is changing too rapidly as the lighting in the scene changes as I move, so it's reacting too much and too often and it's not realistic. However I have tried setting speed up and speed down from 2 + 1 to 20 and 10 and .2 and .1 and none of these seems to make any difference in how fast the lighting changes from my bright outdoor spaces to my darker indoor spaces.

#

I also can't find any documentation about what these numbers actually mean. Are they millseconds, or seconds, so I should raise them? Are they a percentage of some default adjustment speed so I should lower them to make it adjust slower?

sturdy remnant
sturdy remnant
carmine violet
# sturdy remnant

Hm? Don't you only have to check those boxes if you want to change the values from the default? Because they all have a default and they go back to it if you uncheck it. I don't know why that one should be any different. And why would speed up and speed down have their own checkboxes, or be visible and checkable at all if changing them would have no effect if the box above them isn't checked?

#

In any case, I just tried that now, and there's still no effect in the editor scene window with them set to either 10000 or .001.

#

Also has no effect on the camera in the game view.

sturdy remnant
carmine violet
#

It's the standard pipeline, and I don't understand the question about Exposure. I have color grading which has post exposure as an option in it though it's unchecked. Where would "Exposure" be?

#

I also just started getting this error constantly:
"A multisampled texture being bound to a non-multisampled sampler. Disabling in order to avoid undefined behavior. Please use Texture2DMS in the shader.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)"

But I wasn't changing anything except that up and down speed when this popped up and restarting steamVR and Unity does not make the error go away,

#

That's in Play mode that I'm getting this new error. It worked once, and then stopped when I stopped the game and restarted it because I fell out of the world.

#

Disabling post processing entirely has no effect...

#

Enabling multipass rendering for SteamVR does get visuals back and that error goes away but now things are really dark and flickering slightly as if auto exposure is messed up...

sturdy remnant
carmine violet
#

This is what it looks like with play mode off.

sturdy remnant
carmine violet
#

Play mode on, multi-pass vr:

carmine violet
#

The above looked fine a minute ago with single pass VR. The lighting was exposed well.

sturdy remnant
#

Turn off your exposure setting such as filtering, ev in, ev max, exposure compensation and see if your adaption picks up anything. It should work.

carmine violet
#

I didn't say the adaptation doesn't work. The speed at which it adapts is too fast and adjusting the parameters to slow it down does nothing.

#

So turning that other stuff off brightened up what the camera was seeing a bit, but the scene view is what the camera should be seeing with those settings.

#

And it's flickering like crazy. This is not the same flicker I mentioned when I said the adaptation wasn't working well. It's like flickering when I stand still.

sturdy remnant
#

Yeah but using adaption requires many other things correct first.

#

HDR settings
Linear light
tonemapping
light intensity
skybox

carmine violet
#

Flickering stops when I turn off post processing but obviously this is wrong visually:

sturdy remnant
#

put directional light intensity settings to 2
and try these settings

carmine violet
#

It's in linear light. HDR settings is too vague to know if what you want is on but the camera is in HDR mode. The HDR and tonemapping were working just fine.

#

Those settings make no sense. If I were to lower directional light to 2 and have exposure compensation set to .25 my scene would be extremely dark.

sturdy remnant
#

Besides the point. You want to figure out the speed.

carmine violet
#

Yes, but changing those values should also be besides the point for making the speed work.

#

I shouldn't have to expose my scene poorly to make the adjustment speed of the auto exposure function.

#

Okay, so I set it up how you suggested, and obviously everything is still horribly wrong and I probably need to rebake my light maps. But it stopped being super dark in play mode. However I can't attribute that to your suggestion as it was not dark in play mode before. I think Unity is just completely messed up and I have to reboot.

#

However... When I move the player camera in play mode now, I saw the fade happen more slowly. But, it was behaving weirdly. When I move towards the house which would normally make it fade up to be brighter, the scene got darker instantly, and then faded back up to what you see there. So that's not working right but its probably related to everything else that's broken.

#

Still even if what you suggested ultimately works after I reboot, it still does not solve my problem, because I can't have a nice looking scene with a sun that has an intensity of 2... Unless of course I try tweaking the exposure with the color grading. But then I'm concerned there won't be enough light bouncing inside the house to look good, and why should a brightness of 5.5 on the main light source break HDR auto exposure in the first place?

#

WTF... I'm still getting that weird error even after a reboot when using single pass rendering. This was working 30 minutes ago and I didn't change any settings aside from those in my post processing!

UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)```
sturdy remnant
#

I think you first need to get decent lighting before you even play with auto exposure and post processing. Exposure alone does not do anything, it is talking to the lights and its intensity, the skybox etc.

carmine violet
#

I had decent lighting. What do you mean by decent lighting?

#

Unfortunately I don't have any screenshots, but what you see in the scene view is how the lighting looked to the camera until a half hour ago:

#

It was not blown out like the image on the right before. It looked great. The only issue was the auto exposure changing too fast.

#

Wtf is going on!

#

I turned off the only directional light I had in the scene and rebaked the lighting, and it still looks like this.

#

Oh and I turned off the post processing volume too.

sturdy remnant
# carmine violet Wtf is going on!

To be fair. Getting eye adaption on built in renderer to work requires some work, so you are not the first one to have a go at it like this.

#

Just make sure your lighting range is large for the meter to understand dark and light. This will slow down the eye adaption since there is a larger range to slow down through. It might be jumping because there is not enough range so it reaches min and max quickly.

carmine violet
#

Well I figured out part of the problem. Everything became super bright because my skybox exposure was cranked up. Of course, I cranked it up because it was being darkened by my exposure settings. And at the time it was perfectly fine, but I guess when the lighting was re-baked, it decided to pick up all that extra light and screw the whole scene up.

carmine violet
#

Of course now I'm curious why with only a skybox lighting the scene, the interior of the house is being affected by it. It's not shadowed.

sturdy remnant
#

Unity In built numbers are arbitrary unlike when using HDRP

carmine violet
#

Well, I need to use standard shader, both for performance in VR and compatibility with the large number of pre-existing shaders because I don't want to have to write my own water shaders and I want to allow players to import their own pre-existing models.

sturdy remnant
carmine violet
#

I see "post process debug" but not lighting debug.

sturdy remnant
#

yeah, add that.

#

Turn on light meter, histogram and such. If you know how to read and use it, great. You should figure out things. If not, great. Learn it.

carmine violet
#

While I appreciate you telling me how to get that information, I fail to see how it's relevant to my two current problems. I can see with my eyes that the light inside the house is much darker than outside. So what you said earlier about having a large enough difference in brightness... I've got that. Hell you told me to turn my main light source down to half its original brightness to get the auto exposure working, which would reduce the difference between light and dark spaces, not increase it.

#

I'm also now stuck on why my skybox light is affecting everything inside the house. Until I get that fixed, I can't have proper lighting everywhere.

#

I don't know for sure but I seem to recall Unity's built in lightmapper not being able to handle skybox occlusion. Which means I'd have to switch to bakery to fix that. But I don't want to do that till I get the auto exposure working. Actually I din't want to have to resort to that at all since Bakery makes lighting that much more of a pain to set up since it needs its own special light sources, but if that's what I gotta do I guess I'll do that later.

#

Ah, I had my light probes disabled, and it appears with them enabled the light from the skybox does not reach inside the house, as I wanted. Though I don't understand why I should need light probes to bake ambient light from the sky into the lightmaps.

carmine violet
#

What, the house? It's all static, yes.

carmine violet
#

Well, I'm making progress. The lighting outside looks like garbage, but I'm not seeing the weird flickering in the auto exposure now. The settings for the speed of change still seem to have no affect on how fast it changes though.

#

I think I've got something figured out about the skybox though... There's two values I need to adjust to get it to look how I want it to.

#

There's the exposure setting on the skybox itself, which both affects the brightness of the sky in the camera and the amount of light it emits...

#

And in the lighting tab there's an intensity multiplier, which I assume allows me to adjust how much light the sky is actually emitting into the scene without affecting the appearance of the skybox itself:

sturdy remnant
#

(working so will see if I can come back tomorrow if needed)

carmine violet
#

Thanks, appreciate the help. I think I'm gonna have to just go with a less physically accurate setting for my main light source. I was using a brighter one trying to get the inside of the house lit and I figured I would get the most realistic lighting that way, but it doesn't look correct on screen and the auto exposure adjustment seems to work well enough now even if I can't adjust the speed of it, so I can see stuff inside the house properly.

sturdy remnant
lost ore
#

Is there anyone around to help? I am trying to change the Ambient Occlusion in my settings:
PostProcessProfile.settings[0].enabled = Graphics_PostProcessing_AmbientOcclusion;
But it gives me an error that it cannot convert it! How can I fiix this?

sturdy remnant
#

Sounds like coding.

lost ore
#

Oh

digital fern
#

how can i do the hat be over the text? (the text its another photo)

sturdy remnant
digital fern
#

thx

swift sapphire
#

How do I add HDRP to an already existing project?

sonic cliff
#

Have this weird lighting bug that I can't work out. Looks fine in Substance but when I drag the normal map onto it in Unity the lighting doesn't look right. Using HDRP, any help appreciated.

random wave
#

Hiho, friends! Help me please. How can I transfer blending effects from Photoshop to Unity? Any utilities or tricks to resolve this issue?

copper saffron
copper saffron
#

Question: I'm running URP, and I'm using the BLOOM post process effect. The effect is visible in the editor- but not visible when running the android build. Is it even POSSIBLE to make this work on android? If so, would this imply the issue exists somewhere in my build's "player settings"? (side note: I'm using an android emulator on my PC.. but that shouldn't matter- right?)

wet spruce
#

Hey guys, I have a question about post processing. When I try to add a layer I can't type in any of the "user layer" boxes to name a layer. Any suggestions on this?

copper saffron
wet spruce
#

I've closed the project and reopened it and im still having the issue

soft adder
#

I came across this issue once

#

it kinda fixed itself when I moved it onto a different screen

#

maybe try snagging it out of the editor and make it a separate window?

wet spruce
#

I'll give that a shot, thanks

#

Of course that worked

soft adder
#

The strange wonders of Unity

bronze mural
#

@wet spruce No reaction gifs, please.

wet spruce
#

Sorry. I didn't know that

flat frigate
#

any good free post proccesing assets?

marsh frigate
#

What are you looking for? Because the default post processing stack is pretty featured

flat frigate
#

how do i get the default one?

marsh frigate
#

It's in the package manager, generally pre-installed

#

the docs are pinned to this channel

flat frigate
#

oh thank you

uncut knot
#

Guys, this looks really good, is it using post processing ?

severe slate
#

The postprocessing effects are not visible in mobile build...I dont know why I am using URP can someone help me with this

buoyant galleon
astral trench
bronze mural
#

@severe slate Don't spam and this is not related to this channel.

severe slate
#

fog is post processing. how is that not related?

bronze mural
severe slate
#

well u should have read my question before deleting. cus the second part clearly asks about fog stacking using post processing in unity

bronze mural
#

@severe slate You can find documentation pinned in the channel. Don't mix questions with spam posts next time.

severe slate
#

both were questions. and how is it spam when its posted in the 3 channels it refers to only once. damn what kind of mod are u? bad day?

bronze mural
#

when its posted in the 3 channels

#

And with inflated spacing

bronze mural
severe slate
#

bruh ur blocked

bronze mural
#

!mute 776861053040197662 1d Don't post off-topic. Don't cross-post. Do not ignore warnings.

wild torrentBOT
#

dynoSuccess Fa#2950 was muted

severe slate
graceful scroll
#

Hey there, i´m sorry if i´m wrong here, but i´ll try anyway. I´m trying to build my own game and its coming along really good. But i have a problem with my "style" of the game and i don´t know anything about post-processing to get it done. I´d want to it like the right screen from the screensot, on the left side its my graphic atm . Can anyone help me getting my style a little bit better? Sorry again if i´m at the wrong place here

#

i cant find anything to get those shadows or "sun beams"

bronze mural
graceful scroll
#

thank you 🙂

floral bear
#

how do I add bloom to specific objects only in 2d URP ?

#

for example in Ryder game, the ground is a neon glowing line...

bronze mural
floral bear
#

sry I am still not too familiar with post processing stuff

#

I saw Brackey's ryder tutorial, but the MK Glow script no longer works

bronze mural
#

Default materials usually have a tint color that can be used as brightness.

floral bear
floral bear
bronze mural
#

Select Sprites/Default

#

For URP I always create my own shaders, you multiply tint color to recreate default shader tint settings

#

(in 3d materials you can just use emission + HDR to modify brightness)

floral bear
bronze mural
#

You can have custom effects. With Shader Graph it's easy. Checkout pins in #archived-shaders for tutorials and other resources.

floral bear
#

oh oka, it seems super complex for now tho lol

bronze mural
#

There's a lot of video tutorials as well, you can create sophisticated looking effects just following them.

woven apex
#

Hey ! Is there a way I can increase and decrease post processing like vignette through code while inside the game ?

buoyant galleon
floral bear
# woven apex Hey ! Is there a way I can increase and decrease post processing like vignette t...

Here:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;

public class PostProcessing : MonoBehaviour
{
    // Start is called before the first frame update
    private VolumeProfile p;
    private Vignette d;

    void Awake()
    {
        p = GetComponent<Volume>().profile;
        p.TryGet<Vignette>(out d);
    }

    void Start()
    {
        d.intensity.Override(0.3f);
    }
}
#

I just figured it out yesterday lol

floral bear
floral bear
woven apex
bronze mural
# floral bear The tint color just changes the color, so that didnt work

Tint set to white is at its brightest, you are multiplying to 1 at this point, meaning it will be the default brightness of the sprite. When you set threshold lower than 1, then it starts catching non-HDR colors. So you regulate brightness and bloom by making everything else dimmer to not catch that threshold.

fringe basin
#

hi i have problem i have 4 Light Probe Group and i cant generate lighting using my gpu :/

#

when i generate lighting with all light probe group off it work

#

and when i set 3 probe group on it work

#

but when i set 4 probe group on it switch lightmaper from gpu to cpu :/

#

Anyone had such a problem before?

#

i use unity 2019.4.2

swift lark
#

hi dudes
i have a Q
when i've upgraded my 2d project to urp
the post pro
went off and didnt work any more
any notes you can give me ?
and yea i tried redoing all the process of adding the post pro

cobalt minnow
#

URP doesn't use the post processing found in the package manager. It comes with it built in.

#

Remove the package manager one, and just add the Volume component to the camera. Everything else from there should be the same process.

iron thorn
#

hi all! I need some help. I have two cameras, each of them has the post-processing layer attached to them, and they render different layers. But the second camera does not seem to apply any effect... any idea why?

#

(im using the built-in post)

#

Also it's weird, if I put 'everything' in the post-processing layer of the second camera, then I see the effects applied. But if I select only the layers that the camera is actually rendering, then I don't get any effect

#

Ok solved. I needed to put the post processing volumes into their own layers

swift lark
buoyant galleon
swift lark
#

and didnt work

serene pagoda
#

oh God, please someone explain why do i get this error?

#

when i click it, it opens this script

serene pagoda
#

someone?

#

☹️

granite cape
#

Use an LTS line. Update your PostProcessing package.

serene pagoda
#

i dont know what is it

#

i only have 9 months of experience in unity

granite cape
#

A version of Unity that is under Long-Term-Support. 2020.3.x LTS for example.

pliant gazelle
#

Hi so I have these confettis and I increased the order in Layer a lot so it will be over my UI / Menu but it is stille behind... I looked over the internet and found nothing...

glossy fjord
#

Is there a way to put post processing on one layer only? URP

sturdy remnant
fair gyro
#

Hi, I'm working on a standard 3D project with Unity 2019.4.24f1 and latest post processing and the CV1 oculus rift. When I enable Ambient Oclusion, some of the textures become transparent, without VR there is no issue, any tips how to solve this issue?

glossy fjord
# sturdy remnant What you mean?

More specific I had a post processing on one camera to go over one layer but that would cause problems items would go through other camera layers hiw to fix that

granite cape
#

Might be an issue with switching between Directx11 or 12 or OpenGl. They used different alpha channels. Not sure which one is used by VR. @fair gyro

severe slate
#

I'm building an AR app and I want to create a motion effect on a cube (for example, glitch or wave). I got it working but it's happening full screen (ie my background is also glitching). How can I do it so that only the cube is glitching while keeping my background video in AR intact?

Currently my motion effect is being done on Shadergraph and I have it applied to a Quad, placed in front of the AR camera when activated.

fair gyro
opal kite
#

how to remove jagged edges

#

and lines

pine breach
opal kite
pine breach
pine breach
opal kite
#

where can i find hdrp and urp

cobalt minnow
#

If you don't know which you selected when you started your project, you likely are using the built in pipeline. You can "find" the other two pipelines in the package manager.

You'll have to download and configure your project.

opal kite
#

i found another solution thats about the looking in package manager

#

cant find it

pine breach
# opal kite i found another solution thats about the looking in package manager

Feels like you dont understand us. The post processing stack doesnt exist anymore. Its old, before HDRP and URP. When you start your project, you can choose either 2D, 3D, URP, HDRP and more. To get the a post processing stack you need to choose URP to get the basic post processing stack option. The heavy PP with everything added is HDRP.
If youre starting with a basic 3D and want to upgrade, you need to find URP in package manager and upgrade your project. Or upgrade to HDRP if you want the heavy PP.

opal kite
#

so on package manager?

#

ohhhh

pine breach
opal kite
#

im such an idiot

#

im just gonna create new since i haven't added many things yet

#

urp or hdrp

#

whats better

pine breach
#

Unity isnt easy. But you have to take it easy to be able to figure it out 🙂

opal kite
#

ok ok