#💥┃post-processing

1 messages · Page 16 of 1

pine breach
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All depends on what you are using it for.

opal kite
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like what?

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im making a 3d project

pine breach
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What kind of game. Realism on a high end computer , or just a cartoony low poly game?

opal kite
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its not realistic nor low poly

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i cant explain it

pine breach
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Depends on what kind/typenof game, and if your computer can handle it.

opal kite
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im gonna try both

pine breach
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I think you should start with URP. And upgrade if you need to

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You can do alot with URP aswell.

opal kite
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thanks
appreciate the help

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im gonna try urp first

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ty

pine breach
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Go for it 🙂

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Thanx @cobalt minnow for the help and explaining.

opal kite
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hello it worked

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but it still jagged a little bit

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is there a setting on urp to change that?

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nevermind that

swift lark
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dude i challenge someone to fix my problem with post pro
its just impossible to solve
the problem is :
the post pro is not working .

i tried everything
yup im using urp and i removed the package of post pro and trying to work with the urp post pro
yup my camera is set to post pro (the bool is checked)
yup the intensety is 1 in the post pro volume
like there is no solution left to me to do i tried all of them
idk what to do know post pro is so important in the game that i cant ignore using it
i really feel like there is no solution but i know that there are some really professional people here that if they gave me a minute of there time they could help me
**please ** if you can help do it 💙

bronze mural
swift lark
bronze mural
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Did you add an obvious effect you are testing with?

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If you are using bloom to test, 1 (intensity)won't catch non HDR colors normally, so set it closer to 0 to be sure

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Threshold that is

swift lark
bronze mural
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What are you testing effects on?

swift lark
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wait a sec and i will send a screenshot

bronze mural
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Is it UI?

swift lark
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what do you mean

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the post pro has nothin to deal with ui

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but if you mean that i will send a screenshot of the inspector yup

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btw the project is 2d

bronze mural
swift lark
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(and you didn't listen about Bloom threshold settings)
i tried it

swift lark
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sorry im dumb

bronze mural
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The difference in settings that will make it not work in your project

swift lark
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but its all default

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and is this our last hope

bronze mural
rotund steppe
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When I add depth of field, it is not visible, why?

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Or I have to change some values?

empty raven
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Hi! I'm trying to add bloom only on specific objects. Do you have any idea how to achieve that?

bronze mural
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It's a camera effect, use threshold settings to separate what objects should light up which have slightly higher brightness. Or render specific objects with another camera and effects.

empty raven
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yes I tried rendering on another camera, but with depth clear only

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and the effect still affected all the image

bronze mural
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Should follow a tutorial for that

empty raven
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ok thanks

delicate comet
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Anyone know of a good way to render characters separately from environment post processing in URP? I don't want post processing to affect my characters at all. Not sure if I need to do this through camera stacking, or through an added renderer feature to the URP renderer

bleak kelp
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On the Post Processing Volume I guess you can set what Layers it affects

delicate comet
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Yeah I thought that too, there's no layer mixing on the PPV though

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unless there's a way to force that

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There's only the single layer

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Having a culling mask with post processing is what I need I think

bleak kelp
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`Yeah, I managed to do it only using a Overlay Camera

delicate comet
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Yeah we tried this too. Problem here is that it doesn't respect depth. So if our character drops through a platform the character will render in front of it which is unwanted

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basically, the character can't be behind anything with this method

bleak kelp
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There is the rendering Layer Mask, and I guess there is a way to make the PP only affect some of them. But, for sure I would need to search more to be able to give a clear direction

severe slate
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when I add a urp volume the effects don't show, there's no "post processing" checkbox on the camera

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theres no post processing layer component i can add either

radiant kernel
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Hey everyone, is there a way to use the URP post-processing depth of field for a 2D game?

wet stag
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What causes this weird dark SSAO band?

bold viper
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Would anyone know if it’s possible to animate the saturation effect in post-processing from greyscale to color? Trying to change this real time, in-game but I’m not sure how to access it. (URP)

tiny hollow
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Hi guys 🙂 I'm currently trying to create a custom post-processing effect. The project uses Unity 2021.1.6f1 with URP 11.0.0. Does anybody know, if it's possible to create custom PP effects in URP 11.0.0? I heard that URP does not officially support them yet, but maybe anybody knows a workaround?

wanton lion
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Having trouble with unity's depth of field settings for an orthographic camera. Can anyone recommend me settings that might give a rounder blur rather than these two horizontal lines?

errant wind
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I have no idea where to ask this, but it seems related to Post Processing as the Scene view doesn't seem to do this, so I'm going to ask here. I have a cube that only emits white, nothing more, nothing less. I've tried changing the color of the object, decreasing the intensity value, but the only thing that changes it is the DefaultSettingsVolumeProfile's Bloom Tint color option. It isn't making any sense to me. I am using Unity 2020.3.8f1 on Windows.

inner socket
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does it have a material on it? is this 3D? what render engine are you using? what material shader are you using?

severe slate
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hey how come it didnt create default profile?

sharp pebble
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so before i dive into this rabbit hole I was wondering if anyone knows if this is possible... I'm making a puzzle game and wondering if the black 'walls' can be blurred via post processing, but only the walls nothing else, perhaps if they're on a separate layer or something, then sharpened again to achieve rounded corners ?

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perhaps it's an inefficient way of doing it but the alternative is to go through 50 levels and manually replace each wall with hand made sprites of rounded corner variations (of 10 different varieties of sprites) instead of the one square sprite I have now >.<

dull loom
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Hi, i am using Unity 2020.3.8f1. I created a post-processing profile and linked it to main camera but still not working in scene or game?

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any idea why

hasty echo
dull loom
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I was using sky and fog volume just realized...

severe slate
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@hasty echo

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hey bro

hasty echo
severe slate
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i was wondering if you knew why my local volume is activating as soon as the game starts

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but i am no where near my box collider

severe slate
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@hasty echo

hasty echo
# severe slate

no clue actually, but i guess try having a global one, and see if you can make it switch once you enter the box

severe slate
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but is that the way to do it for the local? You wait for the player to collide with box collider and it starts

hasty echo
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It should activate when you are inside it

severe slate
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mmmmh

severe slate
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@hasty echo

hasty echo
severe slate
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nope

hasty echo
# severe slate nope

is your problem still a local volume activating when you are not inside the box ?

severe slate
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no

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now its not activating at all when im touching the box collider

hasty echo
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if you have a global volume try upping the priority of the local volume to 1

severe slate
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global stays 0?

hasty echo
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yes

severe slate
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nope still nothing

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oh well

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i guess im not gonna get my full points on this part

hasty echo
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very wierd here

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as you can see, my global volume is working

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i added a new local and it just worked

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@severe slate if doing what i did here doesnt work, the only problem i can is your post processing not working in general atm

severe slate
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the local volume should activate when the player falls to the basement

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thats the box collider

hasty echo
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you ok with sharing screen ?

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@severe slate

severe slate
hasty echo
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something worked there at the end

severe slate
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i had to make the box collider bigger apparently

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it works

hasty echo
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ah nice

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also try some fish eye effects, since you already have quite a couple maybe it would look cool

dull loom
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Hi any idea how i can change render que on my material in HDRP?

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Made a custom shader graph and applied to a material, but my object turned invisible

gusty shoal
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my project has real bad color banding on tv, unless I switch to HDR mode, but I doubt most users would understand that. Is there a way to convert my output to LDR myself, instead of having the tv do the work badly? I don't really understand why RGB need more than 8bit for output anyway.

bold herald
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how does one make a post processing layer apply only to a certain layer? not all?

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i tried making a new layer, and putting it on the object i want it to apply on, but it still applies on everything

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anyone can tell me the steps to do that so i know if im missing something?

main heath
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There are settings where you can select a layer

jade blade
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I have unity post processing and high defenition pipeline why do the stuff don't work

main heath
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I think you have configured incorrectly or not connected post-processing

unborn musk
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Hi, would this be the right place to ask about issues related to camera projection?

jade blade
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why is my vignette and bloom not working from the hdpr

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here is post processing manager

copper bridge
unborn musk
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Haha. True I just wanted to make sure.

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Essentially I'm trying to make a camera that displays objects the same height no matter the distance, but still changes width relative to distance. Similar to having orthographic view vertically and perspective view horizontally.

unborn musk
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I'm not looking for a straight answer. More just which keywords I should be looking up in the manual etc. I already have an idea of what the view-cone should look like, I just don't really know the best way to customise it.

copper bridge
unborn musk
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Not really, the best way I can describe is it being similar to orthographic view. Here's a detailed description of what I want to do:

The height of objects is fixed for the player no matter the distance. Something far off in the distance appears to be as tall as something right in front of them. But the width stays relative to distance. So a cube close up will look like a rectangle on its side, but another cube far away will look like a rectangle stood up.

unborn musk
copper bridge
unborn musk
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Hey. Yeah it's a tricky question. Thanks for the help though

sand ivy
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@left plover Don't crosspost.

left plover
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Sure thing. 👍

woven fossil
unborn musk
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Been hard to get an answer for this one

woven fossil
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yep, most of the people in here are juniors/amateurs at best - so you can't expect to get the answer from them anyway... sadly - good developers don't like to sit in here

severe slate
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why the motion blur is not working? i started in a default 3d project, and used the unity post-processing effects, and its not working-

swift lark
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hey guys im having a problem with post pro in my 2d project
im using WLRP
and i tried all the solutions that i found online and none work for me
hope if you face the problem or might have an answer you can ping me
thx alot 💙

normal talon
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help

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I am trying to do post processing today

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but it doesn't work

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I tried to add volume and layer in camera,

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adding layer to camera and volume to an empty gameobject

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but any of them didn't work

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anyone?

normal talon
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please help me

marsh frigate
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and the layer should be on the camera object if it's not already

normal talon
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Oh thank you so much

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IT worked!

past linden
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Yo, i'm working on my own Volume Component for URP, and i was looking at the already existing volume components for referencem but i cant figure out how they know which shader to use

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In PPSV2 you assigned it via an attribute, but that doesnt seemt o be the case in the SRP volumes

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Nvm, just saw that custom volume components are not supported

past linden
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yo @gritty folio, i'm currently using your guide on Post processing using a custom blit-render feature, and was wondering if i could somehow make this work in the scene view of the editor, instead of only for the ingame camera

gritty folio
past linden
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Ay thanks for the help, figured it out; It was the RenderPassEvent that i set (after post processing)

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had to set it to something else

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For some reason "AfterRendering" doesnt work in sceneview though SonicThink

winter bone
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hi

queen nymph
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post processing bloom effect doesn't seem to work with my URP project

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how can i fix that ?

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i am using about unity 2021

final hazel
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Also, I don't know if it's done with your picture, maybe did you forgot to assign the render pipeline asset to your graphics settings.

urban plover
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https://www.youtube.com/watch?v=ERA7-I5nPAU&t
I don't really understand how he get the pixelated look, if anyone know how he achieved this, please tell me.

Date of Recording: 2020-11-14

I took a bit of a break from the usual tech updates this week to record a making-of video detailing what it's like to create a scene from start to finish in the Unity-based pixel art game engine I've been developing.

I found some neat modifier stack tricks in Blender for creating procedural, non-destructive detail...

▶ Play video
cobalt minnow
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This is like the third person who's come here asking how to do this. It's far too vague a question, and one that isn't a built in solution or easily achieved ... that person has put months into creating that look and is clearly an advanced technical artist. Try reaching out to them and asking for pointers on how they achieved it.

urban plover
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I don't really have to know exactly. I just wanted how he got it pixelated, is it a setting where you can set the resolution or something?

cobalt minnow
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Well, there's the A Short Hike approach where you render the camera to small texture, then upscale it to create a pixeled look. Not sure what's happening here though.

urban plover
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ok thanks

fallow sapphire
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Are all the unity update available for free unity version ? because i try to get the 2020.1.8 and i only have these two

bronze mural
fallow sapphire
restive locust
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hey guys. i cant get post processing to work :((

fair night
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I don't think so

restive locust
restive locust
fair night
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You need to go into your project and create a post processing profile or whatever it's called

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Create one in your assets

severe slate
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do post processing volumes work in 2d?

fair night
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If you open it, you should see that you can add effects from there

restive locust
fair night
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So in your scene you need a volume that is global

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And that uses this profile

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Haven't done it in a few months so if you could post that volume inspector that would be nice

restive locust
fair night
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Post the screenshot here

restive locust
restive locust
fair night
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Click on that circle on the right of the field

restive locust
fair night
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Eh, then use one of these lmao, and delete the other ones

restive locust
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ok one sec haha

fair night
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And by the way add a notable effect (like a strong vignette) and switch to game view

restive locust
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ok i did it but it still wont do anything

restive locust
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IT WOKRED

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!!!!!

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YAYYYY

fair night
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Oh nice

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What was the issue

restive locust
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tysm ur a legend! ur always on here helping people :))

restive locust
fair night
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Oh alright lmao

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As long as it works, don't touch it :)

pulsar pebble
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Hey guys, im struggling to implement glow on my emission map (for a player sprite sheet). i am following the brackeys tutorial for glow but when I input my sprite sheet Texture2D into a Sample Texture 2D node I get a stretched and completely ruined version of my sprite sheet. this is what it ends up looking like

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I dont know if this is the right place to ask for help, but ive been trying to solve this for a few hours and i dont know what to do

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would reallyyy appreciate any help

charred wadi
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when post processing = pp:

serene adder
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guys i added motion blur to my post processing volume and it doesnt work

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like i cant see it

cloud osprey
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this grid started obscuring my view after i added post processing effects

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how do i make it stop doing that

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nevermind

severe slate
pulsar pebble
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i respect it

serene adder
cobalt minnow
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Stay on topic.

south sun
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i don't assume there's a way to disable the flickering/moving of the film grain aye?

severe slate
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hi how can i animate postPro properties?

naive marsh
low grotto
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Anyone know how I can move layers in my post processing profile?
I just wanna change the order, but idk how to do that without deleting and remaking layers entirely

spring nova
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Pls halp

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Post does not turn on for some reason

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Camera has use post checkmarked

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I have tried volumes, separate globals

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I have no idea what is wrong

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Everywhere selected post process layer where it should be

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Yet nothing shows up

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I can see FPS drops when i change settings so SOMETHING is happening

cobalt minnow
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Is this using the package from the package manager?

spring nova
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Ye

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Fresh

cobalt minnow
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Remove it entirely.

spring nova
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Oh god

cobalt minnow
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URP currently comes with PP built in. Use the Volume component.

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If you use the v2 stack from the package manager, it won't work.

spring nova
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One sec

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done

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Is there somewhere i can find analogous settings in URP?

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k found docs

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thx tho u ended my suffering

uncut ocean
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i'm trying to set up post processing, I've made a new layer and set up a profile (doing bloom), the material has emission enabled with high HDR intensity, the object with said material is in the post processing layer and has the post processing volume component, the camera has the post processing component with itself as the trigger and the post processing layer as the layer... it is still not showing, is there anything I may have missed?

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i'm a noob at this and this is my first time trying post processing so ye

uncut ocean
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(I'm using the standard 3D one)

still vessel
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before post processing

mortal drift
still vessel
cerulean torrent
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What the f is wrong with urp post processing? It just doesn't work

cobalt minnow
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Make sure you're not installing the one in the package manager.

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URP comes with it built int Use the Volume component.

bronze mural
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And what version are you on?

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2021.2 added an extra step to activate post processing that has to be toggled on the renderer's post processing asset

cerulean torrent
bronze mural
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look at the URP assets, one of them has post processing toggle now

cerulean torrent
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It worked at one moment when I made a new profile while the game was running

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But I can't even repeat that now

cerulean torrent
cobalt minnow
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This was for bloom, but it applies here anyway.

bronze mural
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Additional step for the URP Post Processing in 2021.2.

cerulean torrent
cobalt minnow
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Did you remove the package manager version? It can't be in your project.

cerulean torrent
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Yep

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Ah

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Maybe I should restart unity

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Nope

cobalt minnow
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Dunno, try on a fresh project. You're doing something wrong, somewhere.

bronze mural
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Besides that extra step, QuickStart in the manual should be on point on how to make URP Post Processing work. (pinned here)

cerulean torrent
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Got it, forgot the volume mask in the camera 😩

bronze mural
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Pinning it while it's not in the manual yet.

gleaming estuary
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how do I do post processing

cobalt minnow
bleak onyx
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When I use the PostProccessing stack and add a layer + profile and add the effect of vignette, i can see the effect in the editor/scene view but not game view during play or none play

I do have the layer of the camera set to the layer of the profile.

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I have absolutely no idea what RP im using, im using the one that gives u default when creating 2d project

severe slate
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Oh nice the internet is segmented

gritty folio
severe slate
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yeah you are correct, I'll delete that maybe repost later

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Oky got it

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HOW TO ADD POST PROCESSING TO YOUR UNITY URP PROJECT

  1. Window -> Package Manager. Then for Packages select Unity Registry
  2. In the list, select Post Processing and Install it.
  3. In your scene and hierarchy, right-click and add Volume -> Global Volume.
  4. In your object Global Volume -> Profile, click on NEW.
  5. Then click on ''Add Override'' to add any desired effect.

NOTE: If you want something global for your entire project instead of something unique per Scene (game level), you could also manually create a Volume Profile for your Post Processing Volume. With the Volume Profile and can add all the Post Processing effects that you need for your game project. And then link that Volume Profile to your Global Volume (post processing) instead of doing step 4 and 5.

pseudo spade
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Hello hello,
Does anyone know if it's possible to re-arrange the order in which post-processing effects are applied? I'm trying to make a night vision effect in HDRP by using a volume with a color adjustment override. Then I increase the post exposure, crank the contrast, and change the color filter to what I want. Unfortunately the color filter doesn't filter out all colors, as is shown in this snippet using a red point light:

The problem is that I would like to desaturate the view first and then apply the color filter, but I can't seem to get that to work. The desaturate effect seems to always happen after any other color correction effect, rather than before.

pseudo spade
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Alright, I was actually able to get around it by utilizing Color Curves rather than Color Filter. Color Curves seem to happen after the image is desaturated, which is what I want.

nocturne citrus
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post proccessing just doesnt work. ive added global volume with profile and overrides and selected bloom and set the intensity to 100 to see if it works. i clicked on the post processing box in the main camera.

severe slate
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Works here

severe slate
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Hey! I'm using a package from the asset store, and it uses a post processor, but it keeps giving me this error (4 times for one script) And there doesnt seem to be any answers online, anyone seen it before?

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Im gunna be honest, I'm clueless with this, it could be something very obviously, the package may be outdated and it may just be a word change although I would have no clue

buoyant galleon
severe slate
buoyant galleon
nocturne citrus
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Post Processing is currently disabled on the current Universal Render Pipeline renderer

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what does that mean?

severe slate
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Check your main camera, is Post Processing unchecked

severe slate
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Hello, I just need to know what is wrong. I'm trying to achieve what you can see on the left (my scene view), but I am getting this on the right (my game view). How do I fix this?

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I'm using the default PostProcessing package and default 3D scene (no URP, HDRP or anything else)

cobalt minnow
unique stirrup
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Sorry I ddn't know where to upload it 😅

unique stirrup
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Sorry, I don't know

lost lily
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Someone help why cant postprocessing work? i set up PP layer and PP volume as it should, i made a specific layer etc. help

bronze mural
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Need to mention what render pipeline. There are also guides pinned in this channel.

lost lily
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URP

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oh

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thank you

bronze mural
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Only step that it not described in the manual for now is you also need to make sure that it is toggled on Render Data asset as well. (In Unity 2021.2)

lost lily
bronze mural
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I think the toggle wasn't there yet in 2020.3, can always check

lost lily
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okay

bronze mural
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So just toggle on the camera, make sure it's global and set any visible effect.

ornate falcon
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Need a substitute for Unity's bloom. Its performance is too bad for my mobile game

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I also can't use 'fast mode' when setting up the post processing because I'm using URP

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I tried some substitutes on the asset store but none had the same quality as unity's bloom

lost lily
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how to make a void command trigger a post procesing profile

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im using URP

late dagger
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im pretty new to unity so im not sure if this is a post processing thing but how do i change the render from this

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to this

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as in, limiting the render to a select color palette

mighty stump
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You can use post processing to get a similar effect using color LUTs, however

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Simple as doing the color effects on a neutral LUT

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Side effect is that the color regions won't ever be perfectly crisp because LUTs will always do some interpolation from what I can tell

severe slate
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Hi, I have the feeling that the post processing settings aren't changing anything in my scene. Any help?

jovial cape
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You need to give more information

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what rendering pipeline is it, send a screenshot of the post processing settings, etc.

narrow sail
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Anyone open for help?

marsh frigate
narrow sail
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so I already use post processing in my game.I wanted to have fire in my game so I made fire but because of post processing I already use I cannot make colors and glow look real.How can I have my post processing options same and change fire to actually look like fire.

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idk if you get what Im trying to say

narrow sail
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anyone know how to make fire look good and keep my post processing settings

naive zodiac
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How can I deal with the skybox looking washed out/overexposed with color grading, when without color grading it looks as intended? I'm using: post processing stack v2, built-in renderer, Unity 2019 LTS. Any help is appreciated 🙂

jovial cape
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and you want some bloom in the post processing

lavish venture
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uhh waht is postprocessing exactly anyways

cobalt minnow
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It's the process of applying screen effects in post (right before you render it to the viewer).

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Hence the name "post-process". Things like vignette, bloom, colour grading etc.

severe slate
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i was wondering how i could add a more metalic look to every object in unity (sorry if this is the wrong place to ask)

mighty stump
buoyant galleon
buoyant galleon
tall saffron
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Has anyone gotten gaussian blur working in URP 2D? Bokeh works fine but I can't find the mystical combination of settings that causes gaussian to actually do anything to the rendered image

plucky lodge
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hey guys

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how do i add volume to post processing

mighty stump
plucky lodge
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yes

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but if i right click on the hierarchy i dont get the option volume as shown in the tutorial

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maybe bc its an older version?

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the tutorial

mighty stump
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What rendering pipeline is your project on

plucky lodge
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what-

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whats that lol

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sorry im new

mighty stump
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URP, HDRP or built-in RP

plucky lodge
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ohh uhm

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idk but i think urp

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how can i check?

mighty stump
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Well, normally it's a choice you make when picking a project template

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Volumes are for URP and HDRP
If you're lacking the option, you're probably on built-in RP

plucky lodge
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ah ok can i change it?

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indeed i would like to work with URP

mighty stump
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Render Pipeline dictates what technology the project uses for lighting and shaders

plucky lodge
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ah ok but can i switch to URP?

mighty stump
plucky lodge
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oh alright thanks:)

#

so if i follow that then i switch to urp but dont loose my project right?

#

like it will be switched to URP

mighty stump
#

It's recommended you back up your project always before making big changes like these

#

But it won't delete your stuff or anything
It's just sometimes hard to know if the assets you have will be compatible with the new RP

plucky lodge
#

alright thanks a lot

#

ive fixed it and it works thanks a lot!!!

#

@mighty stump hey sorry bothering you again i have another question haha

#

so i have this but i have the asset

#

and its also free

#

so yeah maybe yk how to fix it?

mighty stump
# plucky lodge so yeah maybe yk how to fix it?

Not sure
Seems like a vague credentials issue
Restarting everything would be the first step, then confirming that login is okay in unity hub
If it persists after that you could google the error to see what others have tried

plucky lodge
#

alright will do

#

uhm

#

cant see to find answers

#

but its alright

plucky lodge
#

What? i just opened unity again and got this out of nothing

#

how can i fix it

#

i cant see a way to

#

and im not even using that font in the current scene

mighty stump
rocky onyx
#

Not sure if i should ask here but. I'm making a simple underwater effect with PostProcess.ColorGrading
Just gonna play with the temperature and brightness value
When the camera goes inside a water body, it'll calculate the:

  1. Dot value. Comparing the water center pos - camera to camera.forward
  2. Dot value like above, but against global.down
  3. Pos of camera compared to depth to the bottom of the water
  4. Pos of camera compared to global y position (i guess makes more sense for underwater caves with waters)
  5. Pos distance of cam to center of water body

I'll have a few kinds of water body. Lava and clouds are also "water body". So the water body will hold the values for min/max temperature/brightness, with AnimationCurves

Water body for Sea will use #2 and #4
Clouds will use #1 and #5
And so on. Maybe

Anyone have done something like this before? And is this a good/bad approach?

mighty stump
agile saddle
rocky onyx
#

Its working pretty well. Just having a bit of problem with when transitioning from multiple body of water. But whatever, its indicative enough right now

mighty stump
rocky onyx
#

To calculate the final PP values

bright hearth
#

I'm having a weird issue since I changed my skybox from default to a material based on a shader I wrote. I've graduallyt narrowed it down to the volume profile in the scene. It has Bloom turned on, and it's causing massive blown out bloom. I can mess with the bloom settings and get it to disappear etc, but what's going on?

#

It seems to be originating at the horizon, and showing on the ground plane and over the sky (I've turned it right down here, and tinted it blue)

naive zodiac
buoyant galleon
mighty stump
naive zodiac
buoyant galleon
rocky ridge
#

With post it looks way too vibrant and non realistic imo

severe slate
#

See 3rd comment

#

@gloomy coyote

molten hornet
#

How can I create this post processing effect for mobile ? ☝️

brazen crescent
#

Hey, I'm having an issue with an edge detection post process, on windows it looks great (first image), just the way I want it to be, both depth and normals create outlines. But on linux and webgl (possibly mac too) the outlines don't seem to get the normal data, it looks like they're made from just the depth (second image). I'm using the built in pipeline. This is the outline post process I'm using: https://github.com/AGM-GR/EdgeDetection

GitHub

Edge Detect / Outliner for Unity Post-Processing Stack v2 - AGM-GR/EdgeDetection

severe slate
#

How do you add this Edge Detection post processing effect to the URP?

#

I already have post processing that works.
But Im not able to use this effect. Even when I try to add a Post Processing Volume that detects this Effect. It just doesn't work on screen

brazen crescent
#

¯_(ツ)_/¯

#

Also they say on the github that you should use Edge Detection (Before Stack) for SRP's so maybe it does work actually?

severe slate
#

Too bad.

brazen crescent
solar mauve
#

Hello im having an issue where in the editor (left) my game looks fine, but on building and running the game on my phone the game has this weird green/blue effect, i figured this could be something to do with the bloom post processing but i'm not sure, i appreciate any help. I am using the URP.

wicked wing
mighty stump
severe sigil
#

Anyone here modified there Volume coponent with code before in URP,when i change the values for like motion blur it doesent take affect in the scene but in the inspector i see it change

wicked wing
#

@severe sigil How are you testing whether it's taking effect? Sometimes the effects can be subtle so you might not notice if it changes

severe sigil
#

I literally check in the inspector and the value(Intensity goes up)

#

But when i edit the effect after its changed in code it doesent work anymore

wicked wing
#

Does changing the value in the inspector without first changing it in code work while the game is running? Yesterday I was being trolled by changing some HDRP volume setting and it not updating in the world while the game was running, and I wasn't even trying to change anything through code

#

@severe sigil

severe sigil
#

I can change valuesfine before it executes in code

wicked wing
#

🤔

severe sigil
#

So i have no idea whats wrong

wicked wing
wicked wing
# severe sigil So i have no idea whats wrong

Indeed, that's very confusing. I'd love to start a new project and see what results I got on my end but I need to go to bed cuz I would prefer to be awake tomorrow for work. It was snowing here this morning so I was up early to look at the snow 💤

severe sigil
#

Like i want to increase motion blur for when i like gain speed on the ship for example

wicked wing
severe sigil
#

Nah its fine for trying to help 🙂

wicked cedar
#

Hi everyone,
anybody an idea how i can keep Depth of Field from Post Processing to blur the skybox? It looks really weird

mighty stump
#

From the looks of it your DoF is blurring things that are far away
The sky is really far away

wicked cedar
#

i am on HDRP and yes from a technical perspective it is correct but somehow it "feels wrong" right now

mighty stump
#

On HDRP camera stacks don't work great, but Custom Passes might be the solution https://youtu.be/vBqSSXjQvCo
Still, I implore you to reconsider the effect from a design perspective
By excluding the sky it'll still look weird when distant objects are blurry against a sharp sky

wicked cedar
#

hmmm maybe i should just scrap the DOF. doesn't seem to add much to the feel

sleek cairn
#

Hey there! Does anyone know of a simple Gaussian Blur effect? The effect suggested in this (https://forum.unity.com/threads/legacy-blur-for-post-processing-stack-v2.488222/) forum post works in the editor, but not in a Windows build. The console output just says "Invalid Shader"? I've attached the blur effect script and shader, as well as the error message in the zip file. Thanks!

idle citrus
#

Kino has everything ever

sleek cairn
#

Fantastic! Thanks so much!

#

@idle citrus Can't find a simple Gaussian blur effect though?

severe slate
#

Isnt there already a gaussian blur effect in URP

idle citrus
#

Homey got 642 repos all of which are if not perfect damn close...no find("camera"); awful js ports

sleek cairn
sharp whale
#

How can I enable anti-aliasing in the scene view?

mighty stump
exotic coyote
#

Hi! I need some help with setting up post processing -- what components should I be adding, where, and what layer should things be in? I dont have a game itself yet, just a small 'mock-up' start screen, made with text.

mighty stump
exotic coyote
exotic coyote
#

Am I doing something wrong here?

#

I think it has something to do with applying post processing to canvas -- but I could be wrong. Any help is appreciated,,

mighty stump
#

Normally UI is excluded from post processing

#

Looking at your configuration
Vignette intensity of 0 means it won't show up
Bloom threshold of 1 means most lights won't cause any bloom

exotic coyote
# mighty stump Have you tried getting it to work on anything except the canvas?

Just tried applying it to a 2d square separate from canvas, still nothing;;

For canvas, I set the render mode to "Screen Space - Camera," and set its render camera to "Main Camera" (which was something I saw online while researching)-- are the effect settings the problem here? I'm trying to make the screen look "retro"-- like an old TV effect.

mighty stump
#

So did both of your previous Overrides, looking at them

#

Your Post Processing Volume component is disabled entirely

exotic coyote
#

Ohh alright, thank you so much!

pine breach
#

Anyone know why this is happening? look at the yellow/orange glowing shot. It gets masked by the asteroid and the earth for some reason:

#

i have 2 cameras. one main Orthographic. And one Overlay with perspective.

#

think i figured it out. i switched the camera projection. so the overlay is the orthographic.

severe slate
#

anyone know what extra settings the URP Test scene comes with? my terrains and lights and post-pro are all the same. yet looks completely different

#

some hidden ACES setting or something

merry token
#

hii

#

I'm need for some help..
I have a custom post processing effect. I'd like to turn it on or off in runtime using another c# class, but the effect (Recolor in this case) doesn't inherit VolumeComponent like the examples shown in the documentation..

#

(it actually inherit the CustomPostProcessVolumeComponent, but TryGet<> doesnt seem to handle it)

tall saffron
severe slate
severe slate
#

Ok changing the Rendering Color Space from Gamma to Linear worked

mighty stump
#

Almost impossible to keep track of all the settings

severe slate
#

@mighty stump yeah theres a lot xD
but unfortunately it costs too many frames, and our project is for android so that isnt an option anyway anymore 😛

sharp rain
#

How the heck do i setup something like post-processing O-o

#

this stuff looks damn Scary o-o

mighty stump
sharp rain
#

memes my ass, it was " . _ . "

somber bronze
#

I'm trying to make a game that uses the bloom effect, after i opened up the URP and deleted everything to start from scratch i got this error

merry token
mighty stump
somber bronze
#

I deleted the files that came with the sample scenes

#

So maybe that’s why

mighty stump
somber bronze
#

Just random error

somber bronze
#

i started a new project and this time i just placed the files in one folder

#

but now that i gave the project some bloom im trying to give it also some texture to the ground

#

but the bloom is making everything glow when i want it to just affect the ball

mighty stump
#

Both are possible options but the process is different

#

@somber bronze I'm going to sleep so here's both options:

  1. Make the material emissive. Increase bloom threshold until scene is no longer glowing. Increase material emission intensity until material is glowing.
  2. Put your object on its own layer. Disable this layer from your main camera and make another identical camera that has only that layer enabled. Render them on top of each other. The exact process varies by Rendering Pipeline. In URP it's goes by name "camera stacking".
somber bronze
#

Hmm gotcha

#

I’ve also tried the Post Processing thing but it doesn’t even affect anything so I’ll try that again thanks!

rancid birch
#

Hi guys , I have a question, that when I plan to implement a new effect, should I choose the custom pass or the custom post process?

buoyant galleon
tribal sandal
#

Unity 2021.1.5 post processing is not working. Help

bronze mural
tribal sandal
#

Im using standard render pipeline. Volume layer is set to everything. Target is current camera. Weight is 1. Is global - true.

#

Neither vignette nor bloom are not working

bronze mural
#

Standard uses old postprocessing package.

tribal sandal
#

Oh and I have custom bloom script. It is working ONLY in scene view when post processing is off

bronze mural
#

How to use it also pinned here.

tribal sandal
bronze mural
#

Yes, but make sure the components in use are correct.

#

Volume script is a URP one

coral spoke
#

hello
im trying to set up post processing in the built in renderer
ive followed the steps exactly
but im not seeing any actual effect in my scene or game view

bronze mural
#

@coral spoke There's a link pinned for PPS V2, make sure you are using correct components, there's a Getting Started guide.

hushed cedar
#

how do you change post processing effects using scripts?

#

for examplw how would you add chromatic aberration to your stack?

bronze mural
#

Just like anything else. It's an object you access. Lookup in the manual (pinned here) what properties to access and how.

tired rose
#

Anyone available to help troubleshoot?

#

I can't get any post processing to work at all

bronze mural
#

There's a guide pinned top right.

tired rose
#

Oh nice thank you

#

that should be the default..

#

@bronze mural thank you

torpid wing
#

Hi, I was wondering if there is any way to get antialiasing of some sort in the Scene tab, just to make it look better. Is that possible?

brittle tartan
#

how to make a main camera post process

mighty stump
split bay
#

Anyone know why my post processing effects aren't working? I've been following every step from like 3 entire tutorials on it and I feel like I'm still missing something. I have the newest versions of URP and Post Processing

#

What I did:

  1. Create a new layer for post processing
  2. Add "post processing layer" to main camera, and assign the layer from 1) to it
  3. Check the "post processing" mark on the camera component
  4. Add a new post processing profile (like bloom) and make it global
  5. Add this profile to the main camera (I also tried it with seperate gameobjects)
#

Anything i skipped or missed?

bleak kelp
#

You are trying to use the Post Processing v2 on URP, which doesn't work.

#

Post Processing v2 only works on the Built-in Render Pipeline

#

The URP has its own Post Processing system on it

#

1 - First, remove all related components (Post Processing Volume, Post Processing Layer, Post Processing Debug) from your Game Objects

#

2 - Then, remove the the Post Processing v2 on the Package Manager

#

Now your project will have only URP and its own Post Processing System (Volume).

#
  • On the Camera: After that you can enable the Post Processing on your Camera and on Volume Mask set it to use the Post Processing Layer.
#
  • On a new Game Object: Add the "Volume" Component (only Volume, not Post Processing Volume) and assign the Post Processing Layer for that object.
#

This is the component used for URP PP

#

Note that your Camera should have the PP Layer on the Volume Mask parameter, not on the game Object Layer (only if you do not want to create a new Game Object to control your Volumes, but this is a good practice to have it separated from the Camera)

#

@split bay

split bay
#

On it! Thank you, I'll try it out right now

#

It's working! Thank you again for the write up, I was really lost here

#

much better

strange grail
#

well done I like it

fickle gate
#
  • gpu instancing for materials
#
  • object batching
#
  • mark objects that wont move as static
#
  • use DOTS
bleak kelp
#

This would be a better question to do on #archived-hdrp. If it is indeed related to post processing, note that the Built-In and URP Volume effects might work different on each pipeline depending of the effect (usually URP PP effects are more performance oriented, so it might not be the case).

idle citrus
#

is there a way i can make my game look more better instead of less good

mighty stump
idle citrus
#

i have looked, i admit this was a bit of a hail mary

zinc oasis
#

It sure would help if you can first identify the source of the problem that makes your game look less good.

narrow sail
#

hi, I need help

#

I am using post processing on first person character camera, I want to make fire particle but colour looks very weird because of post processing but I dont want to change settings of post processing, how can I keep my settings and have fire colour look good?

dapper relic
#

Hi guys! I'm trying find a way of implementing tilt shifting like in TinkerTown game https://twitter.com/tinkertown
What i want is to have not just blur effect less in center and greater near screen borders, but blur image also depending on object's position.

I have noticed that in this game ground blured depending on Y screen position only and blured smoothly, but for example tree blured not smoothly because it "standing" on a ground.

I thought about to write custom post-processing effect which will take custom buffer (filled by any object, which want custom blur) and use it like a mask for common gaussian blur effect.

But i'm using URP 2D and unity 2020.x because of DOTS compatibility limitations, and in 2020.x URP 2D has no render features (which are released in some 2021.x AFAIK). I don't know ways to write such a custom post processing without render features.

Also i can write simple gaussian blur effect in shader graph and use it for each sprite which want be blured, but all those sprites needs to be in transparent mode and i think such approach can lead to performance problems even for PC. So i think using post processing in this case are more suitable but i don't know how.

I will be glad to any advice, links to threads/posts/articles !

Gather your friends and come to Tinkertown - A refreshing new Multiplayer Sandbox Experience.
Join us on Discord: http://discord.gg/TqWMkVU

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vernal aurora
#

Hello could anyone help me with set up for post processing ?

#

I been looking at shit ton of stack overflow posts, youtube videos and comments

#

but nothing seems to work

#

here's how far I got:

#

Main Camera has Volume layer

#

Sorry for so many screenshots I am just starting to lose hope at this point

#

Tag me if you have even a small hint or smth

vernal aurora
#

still not working tho

mighty stump
mighty stump
vernal aurora
#

Oh shit it finnaly works!!!!!!!!

#

I though I gonna shit my pants from all this happens after fixing something, I been trying to fix for all weekend

#

thank you soo much bro

olive bone
#

Guys show me your scene with post processing, looking for inspiration

#

I will stand and clap in return

tardy steeple
#

So the problem is the car has some kind of artefacts rendered or like flickering when it reaches a high speed

#

I thought it was motion blur but i removed it and the problem still persists

mighty stump
tardy steeple
#

Ill try disabling that

severe slate
#

Do I need to do this in hdrp or can I use the default 3d game for post processing?

cobalt minnow
#

All pipelines support post processing.

severe slate
#

Ah ok now I gotta figure this crud out

#

Idk how to get the post processing file thing I see everyone witb

#

@ me to send help or a tutorial ima start looking

cobalt minnow
#

They're pinned in this channel.

severe slate
#

ok thanks!

#

@cobalt minnow i mean like it takes me there but where do i download the asset?

cobalt minnow
#

Depends. URP for example has it built in using the Volume component. The original pipeline (Built-In), requires you to download it from the package manager.

severe slate
#

ok

#

time to find that

severe slate
cobalt minnow
#

"Post Processing" would probably be a logical start.

severe slate
#

ok lemme try that

#

ok thx

#

but this is v2

cobalt minnow
#

Yes, which is used with the original built-in pipeline.

severe slate
#

ah ok if ya say so

#

see it shouldt work

#

ye its not working

#

send help

#

@cobalt minnow

cobalt minnow
#

Is your cameras rendering Deffered + HDR as it says?>

#

I'm not really invested in this though, I'm on a work call.

severe slate
cobalt minnow
severe slate
#

thats weird i dont have any other options than this

severe slate
#

what camera settings do i need?\

#

thx @cobalt minnow i figured it out 🙂

#

nm

#

crud

severe slate
#

is there a way i can make 2D bloom effect pixel perfect?

mighty stump
severe slate
#

thanks

#

it required me to convert movement to pixels but i managed to do it

mighty stump
bronze mural
#

@silent magnet Don't cross-post.

silent magnet
#

Sorry

bronze mural
silent magnet
#

Yea but i dont think it was a problem, i just think thats how unity is

bronze mural
#

@silent magnet Fresnel is visible only on smoother rounded shapes. That's the nature of the effect.

silent magnet
#

Yea

gray goblet
#

how can i make just one layer to glow in URP

bronze mural
gray goblet
#

i tried by myself but i didin't got it work

bronze mural
#

@gray goblet The pinned manual in this channel has a guide explains how to use multiple cameras among other things.

ember acorn
#

idk if i should ask this here, but my game looks way too ugly, how could i make it more appealing without needing any shaders, because idk how to use them yet

bronze mural
soft trellis
#

can someone help me
when i added the post processing layer script to the layer
it gives me this
Invalid pass number (1) for Graphics.Blit (Material "(Unknown material)" with 1 passes)

#

pls don't say this is off topic

bronze mural
#

@soft trellis This is a very specific error, did you even try looking it up online?

soft trellis
#

the sprite is now just... this

bronze mural
#

Try using compatible shader with current renderer

soft trellis
#

what is the problem in this ?

#

this component is from the camera

bronze mural
#

It's a setting for volume trigger. Not relevant to your problem. You have unsupported material throwing error trying to do a render pass. Change the material. (or shader on the material)

lucid fox
#

Hi there

#

I'm trying to render the UI through a separate camera, to allow it to not be affected by post processing, but when I do so the lighting all changes

#

any ideas why?

#

Here are my two cameras, the first one is the UI one

#

when this is enabled it completely changes the lighting but there is definitely still post processing active

#

any ideas why this is happening?

#

got it don't worry

#

if anyone else has this problem you need to disable HDR under the secondary camera

bronze mural
#

You need to exclude everything but UI on the UI camera. Otherwise it probably multiplies colors from both. Need to set Render Type, I think.

stoic stream
#

how can I change motion blur intensity in script? motionblur.intensity doesn't exist

halcyon plover
#

Hi, I want to make a post processing effect active when pressing a button, should that effect be active initially then make it inactive at start?

#

here is my script```cs
public class PlayerController : MonoBehaviour
{
[SerializeField] private PostProcessVolume volume;
private Vignette vignette;

 void Start()
{
    
    volume.profile.TryGetSettings(out vignette);
}


void Update()
{
     if (Input.GetKeyDown(KeyCode.Q) && gameManager.slowMotion)
    {
        StartCoroutine(SlowMotion());
        
    }
    
}


private IEnumerator SlowMotion()
{
    gameObject.GetComponent<timeManager>().SlowMotion();
    vignette.enabled.value = true;

    yield return new WaitForSeconds(2.2f);

    vignette.enabled.value = false;
}

}

brittle rune
#

I have no clue where this is supposed to be but the building scene is taking forever!

Is it supposed to take this long?

dire flax
#

I want to make a glow effect for my walls but using urp bloom effect it makes the metal glow as well. Is there a way to make my emission map for my walls the only thing that glows?

bronze mural
#

Have to render glow with separate camera

mighty stump
#

Or increase the emission intensity and bloom threshold so it's the only surface bright enough to hit the threshold

ember acorn
#

i am having problem with my post process in URP, i want to use a vignette and doesn't work at all

mighty stump
marble delta
#

Trying to figure out why its not working in my project

#

I installed 2.1.8

cobalt minnow
#

Just off the top, PPV2 doesn't work with URP or HDRP if that's what pipeline you're using.

marble delta
#

Just the SRP

cobalt minnow
#

Then install Post Processing via the package manager.

marble delta
#

2017.1 doesnt have package manager unfortunately lol - Its why I went to the github

#

Im pretty sure I have it installed correctly- maybe its something with my project? This is what I have on my camera

#

and most of the graphics settings

cobalt minnow
#

Try something other than bloom, because that's assuming you've set up your materials correctly as well.

#

Something like vignette.

marble delta
#

Makes sense, no luck though

ember acorn
#

post processing not working with URP, i hope someone can help please, i've enabled post processing on camera, created global volume object and profile, and doesnt work

mighty stump
ember acorn
#

i've done what is on pin message and post process still doesn't work, im trying to create a vignette effect. but no black edges appear

mighty stump
short sail
#

how to use post processing

short sail
#

ok

cobalt minnow
short sail
#

lol

marble delta
#

What post processing stack do I need for unity 2017.1?

#

2017.4* - No package manager and using the SRP

#

I essentially want to use some simple emission materials to bleed onto the environment and dynamically adjust the emission intensity

#

If its the PPStack v2, then its what I have installed atm (not working)

deft swallow
#

HI there, I'm a Unity beginner using URP to make a little 2d platformer. I'm attempting to get a blur/depth of field effect on my 2d sprites, ie having background and foreground blur but the midground/player in focus. My problem I'm currently experiencing is when I blur the foreground, it's appearing to blur the entire screen. Does anyone have a solution for this? Happy to provide any more information if needed!

#

also as a side question, the DOF start and end distances appear to not effect anything despite placing sprites on different z-depths?

mighty stump
deft swallow
mighty stump
deft swallow
#

the main camera currently has post processing disabled

mighty stump
#

Interesting
Worth testing with both cameras having post processing, with only one overriding the blur

deft swallow
#

its probably something really simple haha, just a few days in

mighty stump
#

I'm spotting any obvious issues

deft swallow
#

I just tried making another post processing profile with dof specifically disabled on the main camera and the FG camera still blurs everything

mighty stump
#

Hm
Perhaps it needs some kind of special masking
In case the empty space counts as "blurred"

deft swallow
#

how would you go about masking the foreground layer/camera? I'm unsure how

#

from what I understand, my foreground camera is already an overlay camera, so shouldn't the masking happen automatically?

mighty stump
#

One would think

deft swallow
#

taking a look now, appreciate the help!

deft swallow
#

okay I think I see what’s happening now- I’ll need to hunt down a blur shader with alpha I think then! Thank you

shy ingot
#

i dont see a way around that

#

your first camera will blur everything and is the background camera, it only renders background layers

#

you have another camera that only renders the middle stuff and overlays the texture ontop of that

#

and another camera that only renders the foreground stuff but also blurs it then overlays that

vale skiff
#

i have a model which i want to have a glow effect but when i turn up the emission the model to bright before glow starts showing. How can I add glow without changing the models color?

bronze mural
#

Bloom has a threshold, set it higher to reduce sensitivity.

vale skiff
#

even if I turn it up the model still gets to bright when turning up emission

deft swallow
rare tree
#

what is post-processing?

cobalt minnow
#

Filter effects applied to the screen. Think instagram filters for games.

rare tree
#

can post-processing help apply saturation to a sprite?

cobalt minnow
#

That would be on the material shader level.

real mist
#

Hello !
I don't know if it's in the right channel, so sorry if it's not.
I am now on HDRP v11 to have some features like decals and better lighting.
But I have a problem, as you can see in the video, the image gets blurry, and the crosshair in is like doubled and not sharp. It's really weird and I can't fix it, I'm trying to turn off motion blur in frame settings, but the problem is still there. Do you have any idea where this might come from?

real mist
#

Ok the problem was on the camera, I delete it and put a new without touching anything and it's gone.

ashen gate
#

Anyone know how to toggle a specific post processing effect in the URP PP stack =

#

?

#

Having a hard time figuring this out

#

I could access it by index

#

nevermind, figured it out!

autumn geyser
#

Is saving system hard to make?

brittle rune
#

I don't know where to post this but when I build my project the sensitivity on the horizontal axis gets slower then quicker as shown by video.

It works normally in Unity Engine but not when built

#

I exported from Premier Pro so don't judge me on the file..

#

😦

#

Anyone know what I'm doing wrong?

brittle rune
#

Would it be controller.Move(new Vector3(0, currentVelY * Time.deltaTime, 0));?

#

or currentVelY += gravityFactor * Time.deltaTime;

mighty stump
#

@brittle rune This does not sound related to post processing

brittle rune
#

I know but I didn't know where else to put it

light quest
#

at the end of the void u sett just put

#

controller.Move(moveDirection * Time.deltaTime);

velocity.y += gravity * Time.deltaTime;
controller.Move(velocity * Time.deltaTime);

#

that will make it work fine i think

brittle rune
#

At the end of my movement script I've put this

        controller.Move(new Vector3(0, currentVelY * Time.deltaTime, 0));```
bold kettle
#

hello, unity noob here 👋
quick question, is there a way to create "exclusion volumes" to exclude post-processing in certain areas?
say you are in a submarine and you want the exterior to have insane fog but you dont want it ( or other post processing effects) to bleed into the cockpit

bronze mural
#

If you want to exclude things you need to render them with separate camera

bold kettle
#

oh that makes sense

#

it's kind of like i am compositing layers of the game onto each other to get the final image

#

many thanks @bronze mural

#

i hope it's not too taxing on VR

severe slate
#

How do I make a post processing profile? Everywhere says to click Assets > Create > Post-processing Profile but the option doesn't exist

grave merlin
severe slate
grave merlin
#

go in package manager

#

and search post processing

#

@severe slate

severe slate
#

don't have it

#

how do I install that

#

nvm found it

grave merlin
#

send a screenshot of package manager

#

Go to Window > Package Manager and switch the view from In Project to All. Select Postprocessing in the list. In the right panel you'll find information about the package and a button to install or update to the latest available version for the version of Unity you are running.

@severe slate found this on unity website

severe slate
#

i said I found it lol

grave merlin
#

oh XD

grave merlin
severe slate
#

im just trying to add a simple vignette to my game

grave merlin
#

hmm

severe slate
#

why is it all greyed out

#

@grave merlin hello?

severe slate
#

still need help on this

#

why is the vignette thing greyed out

cobalt minnow
#

You have to turn on the properties themselves.

severe slate
#

man post processing is awesome

#

before

severe slate
#

how do I have separate post processing on UI elements without affecting the entire scene

grave merlin
#

not sure

severe slate
grave merlin
#

might be someone else can help i am not much familiar with post processing

severe slate
#

8 hours, still no response from anyone?

#

cmon guys

mighty stump
bronze mural
severe slate
bronze mural
#

...separate camera...

severe slate
#

like in my screenshots, I want to affect only the fuel and pressure gauge

severe slate
bronze mural
#

Then don't use same post processing on the camera where you don't need it

severe slate
#

what?

bronze mural
#

PP is a camera effect, if your camera renders it then you have it on on it.

severe slate
#

but the scene and UI cameras are linked to 2 different effect volumes

#

and on 2 different layers

bronze mural
#

Make sure they are setup properly, test separately. Also make sure you are stacking cameras properly.

#

Resources are pinned here.

mighty stump
#

If you get stuck, you need to be specific with your questions and give info for people here to be able to help you with more than very generic advice

severe slate
#

the main camera FX don't affect the UI, but the UI FX affect the main camera

bronze mural
#

You need to read pinned resources how to setup volumes so layers setup with unique cameras would use them. In global mode they are used by everything.

severe slate
bronze mural
#

This is manual for HDRP

severe slate
#

this does not help

#

literally all I want to do is have the UI effects only affect these 2 things and not the entire scene

#

it's already separate volumes on separate gameobjects on separate layers rendered by separate cameras

atomic pulsar
#

Hey,
I have hit a rather frustrating hurdle on my basic project, I want all of my sprites to be one colour, on one side of the screen I need it to be a colour (eg. Green) and on the other I want it to be another colour (eg. Red).
I have implemented an inverter shader on a sprite covering half of the screen and now I need to replace white -> green, black -> red on the entire screen. How can I replace these colours dynamically as I really don't understand any of the sources I've searched for online.

#

If anyone knows the best procedure for simple colour replacement effects I would love it if you can help,

west delta
#

so is the only way to make something glow with post processing?

mighty stump
west delta
#

Emit light of a certain color from inside of it probably no? lol

#

I just can't find any tutorials using anything other than post-processing but that won't work long term because it makes everything have bloom

mighty stump
#

<@&502884371011731486>

west delta
#

^

cobalt minnow
#

!ban 677862405908201485 scam

wild torrentBOT
#

dynoSuccess Babu VIGNESH Kumar BLR#5083 was banned

mighty stump
#

Without anything else glowing

#

It's possible to render the glowy parts only to a separate overlay camera and apply bloom or some other type of blur to those, but that's honestly rarely worth the hassle

west delta
#

hm

mighty stump
#

The other bloom alternative I can think of is faking it with particle sprites or additive material surfaces

severe slate
severe slate
#

in my 2d game there is a spot of darkness where there is light and i have no idea why its there can someone help

trim plume
#

Hi, I am trying to use URP and have created a Global Volume with some Overrides like Bloom and Vignette. I've selected URP in Project Settings -> Rendering. I've enabled Post-processing for my main camera. However, these changes are not showing up in the editor or the Game. What am I missing? 🙂

trim plume
#

I'm getting this error
Metal: Error creating pipeline state (Universal Render Pipeline/Terrain/Lit): Link failed: fragment input user(TEXCOORD0) was not found in vertex shader outputs

#

Found it. Needed to check post processing checkbox in the URP Renderer in my project

gleaming sun
#

where can i find how to install post processing?

zinc oasis
#

HOW TO ADD POST PROCESSING TO YOUR UNITY URP PROJECT

  1. Window -> Package Manager. Then for Packages select Unity Registry
  2. In the list, select Post Processing and Install it.
  3. In your scene and hierarchy, right-click and add Volume -> Global Volume.
  4. In your object Global Volume -> Profile, click on NEW.
  5. Then click on ''Add Override'' to add any desired effect.

NOTE: If you want something global for your entire project instead of something unique per Scene (game level), you could also manually create a Volume Profile for your Post Processing Volume. With the Volume Profile and can add all the Post Processing effects that you need for your game project. And then link that Volume Profile to your Global Volume (post processing) instead of doing step 4 and 5.

#

@severe slate

#

Did you create a project with Unity - Universal Rendering Pipeline (URP)?

mighty stump
#

You can implement post processing with or without URP, but the process is different
Don't change rendering pipeline unless you have to, as that's a whole different can of worms

ashen gate
#

how do I apply a color palettisation as a post processing effect ontop of the entire screen

#

i can't seem to find anything when searching for 'color indexing' or 'post process palettisation'

mighty stump
#

The linked method is only for built-in RP I think

small minnow
#

anyone knows a way to have 2 cameras using same post processing volume in urp without strange bugs ?

small minnow
#

go it already, somehow with multiple cameras the post processing doubles even when using local mode, i turned of motion blur and it's gone

mighty stump
#

I'll keep an eye out for that

primal ravine
#

how tf do you make something glow with bloom without giving every object in the scene bloom?

#

simulating the bloom with a shader?

mighty stump
# primal ravine simulating the bloom with a shader?

There are bloom shaders out there which only give bloom to certain parts of the render
In URP it's also possible to use stacked cameras and layering to apply the bloom selectively
In HDRP custom passes can be used for the same purpose

#

The simplest way though is to use the existing bloom but with a high threshold, then make the intensity of the glowing objects so high that they pass the bloom threshold

stable basin
#

Post processing is not working in my urp project, it is enabled in the camera settings and i do have a global volume but no matter the overwrites i see no change in the view

mighty stump
stable basin
#

I think I enabled that, not sure though, I'll check when I get back home

mighty stump
#

If everything else fails you should be able to copy that stuff over from the urp sample scene

stable basin
mighty stump
stable basin
#

yeah

mighty stump
#

So steal the volumes, cameras and whatnot from there

#

see if that works

#

If that doesn't work, you'll know the volumes and cameras aren not the problem

stable basin
#

ight

#

wth

#

now it seems to be working

red lion
#

Hello, how can I add dynamic depth of field on a Volume on URP and using cinemachine cams?
I only see the Depth of field override, however once adding the extension on the cinemachine cam it keeps showing this message:

stray mountain
wise sapphire
#

you don’t need to i’m pretty sure, the grey values are what it defaults to

wise sapphire
stray mountain
mighty stump
#

The instructions in the warning seem pretty clear

stray mountain
#

i didnt notice he put it on cinemachine ?

red lion
#

this is how it should look but this is not active track just the regural DOF

#

the second I activate focus tracking everything goes sharp as if the effect wasn't taking place

#

I figured out

#

In my case I had to put the ofset focus in the -numbers

#

thanks guys!

mighty stump
wise sapphire
#

oh i’ve never used the cinemachine focus track, does it just autofocus based on what you’re looking at? can it be used in first person?

mighty stump
wise sapphire
#

that’s true but my only problem with that is it’s too abrupt of a change when you look at something close and then something far right next to jt

#

i tried adding some smoothing but it didn’t work as well as i wanted it to :p

wise sapphire
#

can’t remember it was a while back but i remember it didn’t look as smooth as i wanted it to

mighty stump
#

There are many types of smoothing

#

I would use a smoothstep formula in that situation

wise sapphire
#

maybe i’ll revisit it soon

#

problem is i always forget how to access urp volume overrides from script

stray mountain
#

some cool focusing stuff

wicked cedar
#

anybody remember where one can change fog in unity urp 2020? Google says its on the bottom of the lighting window but there is no such option

gilded karma
#

how do I get a camera's depth texture from code, I'm using shader graph and a custom render pass to draw my custom postproccessing effect? (with urp)

small minnow
#

if i use post processing in urp (bloom) on a textmeshpro and want to fade out to transparent, what should i do?

#

Alpha value is intensity in this case also i guess, but i need both?

#

hmm almost works when using the color instead of facecolor, but im wondering anyways if someone knows whats the way to go here

small minnow
#

ok, looks like alpha is not intensity, i think i figured out

gilded karma
wicked cedar
#

unity shader graph has a scene depth node if not mistaken

wicked cedar
# gilded karma What about in shader graph tho .__.

In this video, we'll take a look at how we can use the Shader Graph feature in Universal Render Pipeline, or URP for short, with Unity to create a water shader! The water shader can be simple or complex, and include the features you desire. Let your imagination get wild in this tutorial, or simply follow step-by-step to get about the same result...

▶ Play video
#

it is explained here how to use the depth node in shader graph

#

even tho further questions about shader graph related topics would go into #archived-shaders i'd say

#

your entire topic seems to be shader and emission related and not so much bloom / post processing related (or i missunderstand your problem)

gilded karma
prime ivy
real cove
#

ye alot of things moved for some reason

quick pewter
#

Does anyone have Post processing working with additive scenes? From some tests I have run it only seems to work on objects located in the initial active scene and the camera also has to be in the same scene as the PP volume and other related objects.

shy plover
#

anyone know why my mirror looks so strange

#

it's using SSR with HDRP

shy plover
#

nevermind, disabled it and used planar reflection probe instead, much better

red lion
wicked cedar
torpid gust
#

I'm making a Billiards game and wanted the atmosphere to have that black void with just a light lighting the pool table. How would I do something like that in HDRP? I'm kinda new to Unity.

median flare
#

I am super beginner to this. What are, in your opinion, the most important (or essential) post processing effects for a 2d game? Not talking about special effects such as motion blurs, just effects that make the whole "image" of the game look better.

red lion
# median flare I am super beginner to this. What are, in your opinion, the most important (or e...

That really varies from game to game and the aesthetics/look you are trying to achieve, but if you are looking for a starting point so you can experiment an iterate on it, then I can personally suggest that if you are using URP to add this overrides:
-Tonemapping (ACES)

  • Color Adjustments
    -Bloom (go easy on the Bloom 🙃 )
    -Vignette

That would keep you going, Also is best to not use everything you see in the overrides for your game since they do eat your fps count, some more than others.

I hope this helps to get you experimenting and going ✌️

south jackal
#

Is it possible to only give 1 certain color of an object bloom/emission?
right one is the normal one and the left one is the one with bloom.
I only want the orange part of the object to "Shine"

mighty stump
uncut ocean
#

is there some way of increasing dithering in HDRP, I have bloom on but i don't see any dithering at all and there's still color banding in places

jagged inlet
#

is tehre a way to change urp pp in realtime? The Volume class just doesn't exist despite the fact that rendering.universal and rendering is imported

slender berry
#

jai, there's any solution to this? That mean to be glass

#

that's how it seems in blender

bronze mural
#

You need to recreate and switch in Unity incompatible materials that you import.

slender berry
#

oohh, thanks

severe slate
#

Does anyone know how i can create this glitch effect on the edges of my screen?

static ivy
fluid flare
#

is there any guide on seperating URP glow only for vfx layer? Currently it is affecting everything on my 2D game.

severe slate
#

Thank you!

near drum
#

Does anyone know how to make a shader that does this

#

you give a palette of source colors and then it replaces all of the colors for an alternate palette

#

i think im close to the answer but the replace color function didn't work as i expect it

shell spindle
#

hey bro which visual scripting you used in picture

near drum
#

shadergraph

shell spindle
#

ohh

#

i am new at unity

near drum
#

its real good

shell spindle
#

and i don't know how to use bolt in unity

#

i don't like coding (because i am little lazy😅 )

#

can any one please send me bolt tutorials

wise sapphire
# near drum

the reason the result looks so weird is because it’s using the position of those bands of color and seeing whether it needs to switch it, it’s not seeing each individual color and checking the whole image

the way i would do it is make the original texture in grayscale, with each different color as a different shade of gray, then feed that into a sample gradient node into the “time” input, and match the input gradient with your color palette with the blending set to constant (i think that’s what it’s called)

mighty stump
#

I also recommend the greyscale to color gradient way

#

Otherwise you'll need to use Replace Color for each color

molten olive
#

Is there any way to change a post processing value via script? Like uh
Lerping the Chromatic aberration for instance

versed slate
#

im actually having that exact issue rn

molten olive
#

Oh wait a sec yeah, I uh
I figured out how to get this to work
If you create a new volume with the Universal render pipeline, what I did was

#

Well, it's pretty clunky, but I basically just refer to the gameobject the volume is in, and then refer to that volume script.
Then I create things like public ChromaticAbberation, public bloom, etc, etc

#

I check for if the Volume script has these things, and if they do the variables' data changes to reflect so
And then I can change stuff!

#

Now to see if I can't do some funky mathf stuff

slate vessel
# near drum

You can shift its hue.. I think the Boat Attach example has a shader for that

severe slate
#

Hey all I've got a quick question if anyone could help would be massive appreciated, I'm using shader graph to attempt to do some post processing on randomly generated white images, does anyone have a decent idea of how one would generate a gradient black to white (edge to inner) border on the inside of an texture to use as a normal map for a texture using shader graph?

celest bobcat
#

Hmmmm - anyone know if there's a way to make the Auto Exposure effect in PP v2 act in unscaled time?

rigid trench
#

how can i add a profile to post processing unity

cobalt minnow
rigid trench
cobalt minnow
#

Click this icon at the top of the channel to see the pins.

elfin tide
#

guys how can i acces my Volume from my BoxVolume in script?

#

nvm i found out how

frigid heron
#

Hey guys, I need some help regarding the vignette post-processing effect in Unity. So I think I've done everything I need to get the Vignette effect to work, but somehow it didn't show anything...What did I do wrong?

#
  1. I created a new layer called PostProcessing
  2. I created a Vignette Post-Processing Profile
  3. I attached Post-process Volume and Post-process Layer to the main camera GameObject
  4. I Linked my Post-processing profile to the Post-process Volume
  5. I switched the Post-process Layer to the PostProcessing layer
    I did all that, it still didn't do anything to the camera