#💥┃post-processing
1 messages · Page 16 of 1
What kind of game. Realism on a high end computer , or just a cartoony low poly game?
Depends on what kind/typenof game, and if your computer can handle it.
im gonna try both
I think you should start with URP. And upgrade if you need to
You can do alot with URP aswell.
hello it worked
but it still jagged a little bit
is there a setting on urp to change that?
nevermind that
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 💙
Did you use the correct Volume? All you need is to follow the quick start guide in the pinned manual...
i did and im using the global volume and i've set it to global in the inspector
Did you add an obvious effect you are testing with?
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
Threshold that is
so sorry for the late response and thx for you trying to help but i have several effects that im testing with and i made sure all of them are set to a value that make them work if the post pro is working
What are you testing effects on?
wait a sec and i will send a screenshot
Is it UI?
what do you mean
the post pro has nothin to deal with ui
but if you mean that i will send a screenshot of the inspector yup
btw the project is 2d
Create a new URP project and follow these steps. https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@11.0/manual/integration-with-post-processing.html#post-proc-how-to
Make it work then compare to your existing project.
(and you didn't listen about Bloom threshold settings)
(and you didn't listen about Bloom threshold settings)
i tried it
like what kind of compare
sorry im dumb

The difference in settings that will make it not work in your project
#💥┃post-processing message
Follow instructions and make it work in default URP project...
When I add depth of field, it is not visible, why?
Or I have to change some values?
Hi! I'm trying to add bloom only on specific objects. Do you have any idea how to achieve that?
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.
yes I tried rendering on another camera, but with depth clear only
and the effect still affected all the image
Should follow a tutorial for that
ok thanks
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
On the Post Processing Volume I guess you can set what Layers it affects
Yeah I thought that too, there's no layer mixing on the PPV though
unless there's a way to force that
There's only the single layer
Having a culling mask with post processing is what I need I think
`Yeah, I managed to do it only using a Overlay Camera
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
basically, the character can't be behind anything with this method
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
Yeah, that is it, you could try adding a Render Feature on your Forward Renderer that will render the "Character" Rendering Layer Mask on a Step after the Post-Processing has take effect. https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@10.1/manual/urp-renderer-feature.html#:~:text=A Renderer Feature is an,Renderer Feature called Render Objects.
I'll try that, thanks!
when I add a urp volume the effects don't show, there's no "post processing" checkbox on the camera
theres no post processing layer component i can add either
Hey everyone, is there a way to use the URP post-processing depth of field for a 2D game?
What causes this weird dark SSAO band?
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)
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?
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?
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.
does it have a material on it? is this 3D? what render engine are you using? what material shader are you using?
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 ?
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 >.<
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?
any idea why
missing the layer ? are ou using the package or volumes ?
Wtsup
i was wondering if you knew why my local volume is activating as soon as the game starts
but i am no where near my box collider
@hasty echo
no clue actually, but i guess try having a global one, and see if you can make it switch once you enter the box
but is that the way to do it for the local? You wait for the player to collide with box collider and it starts
It should activate when you are inside it
@hasty echo
does it work now ?
nope
is your problem still a local volume activating when you are not inside the box ?
if you have a global volume try upping the priority of the local volume to 1
global stays 0?
yes
nope still nothing
oh well
i guess im not gonna get my full points on this part
very wierd here
as you can see, my global volume is working
i added a new local and it just worked
@severe slate if doing what i did here doesnt work, the only problem i can is your post processing not working in general atm
the local volume should activate when the player falls to the basement
thats the box collider
something worked there at the end
ah nice
also try some fish eye effects, since you already have quite a couple maybe it would look cool
Hi any idea how i can change render que on my material in HDRP?
Made a custom shader graph and applied to a material, but my object turned invisible
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.
how does one make a post processing layer apply only to a certain layer? not all?
i tried making a new layer, and putting it on the object i want it to apply on, but it still applies on everything
anyone can tell me the steps to do that so i know if im missing something?
There are settings where you can select a layer
You can watch this - https://www.youtube.com/watch?v=Ts2F2SxeRSY&ab_channel=DitzelGames
This time we will talk about the new post processing layer that will supersede the post processing stack in the near future. I will tell you how you can use different profiles in your scene and how you can upgrade to the new post processing flawless.
I have unity post processing and high defenition pipeline why do the stuff don't work
I think you have configured incorrectly or not connected post-processing
Hi, would this be the right place to ask about issues related to camera projection?
why is my vignette and bloom not working from the hdpr
here is post processing manager
if u get an answer then it is 😛
Haha. True I just wanted to make sure.
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.
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.
do u have some reference similar to what u want?
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.
Is that helpful?
truth is, i cannot imagine the result or how u could achieve this effect. However, If you haven't looked up, already, the projection types, might be helpful to start from there.. https://en.wikipedia.org/wiki/Orthographic_projection
Hey. Yeah it's a tricky question. Thanks for the help though
@left plover Don't crosspost.
Sure thing. 👍
This is called non-Euclidean geometry shader - try searching for them in git/Google
Awesome, thanks!
Been hard to get an answer for this one
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
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-
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 💙
help
I am trying to do post processing today
but it doesn't work
I tried to add volume and layer in camera,
adding layer to camera and volume to an empty gameobject
but any of them didn't work
anyone?
please help me
The volume should be on its own object on the volume layer you have declared
and the layer should be on the camera object if it's not already
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
In PPSV2 you assigned it via an attribute, but that doesnt seemt o be the case in the SRP volumes
Nvm, just saw that custom volume components are not supported
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
The blit should already work for scene view as well, as long as the Forward Renderer it is applied to is set as the default one on the URP asset
Ay thanks for the help, figured it out; It was the RenderPassEvent that i set (after post processing)
had to set it to something else
For some reason "AfterRendering" doesnt work in sceneview though 
hi
post processing bloom effect doesn't seem to work with my URP project
how can i fix that ?
i am using about unity 2021
are you using the volume component from the URP post process or the post process script from the standard render pipeline ? It can be confusing and I know I felt in the trap few times ^^
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.
I tried both
i didn't forget
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...
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.
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?
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.
ok thanks
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
If you want to get older version, there's a link to archive in the steps description text.
It was obvious, sorry and thanks !
hey guys. i cant get post processing to work :((
Inactive you say
I don't think so
haha fair enough
so do you know where i should go from here?
You need to go into your project and create a post processing profile or whatever it's called
Create one in your assets
do post processing volumes work in 2d?
ok i did that
If you open it, you should see that you can add effects from there
yep ik how to add the effects. but it doesnt change anything 😦
So in your scene you need a volume that is global
And that uses this profile
Haven't done it in a few months so if you could post that volume inspector that would be nice
hmm it wont let my drag my profile in
Post the screenshot here
it wont let me drag my profile into that space
Click on that circle on the right of the field
the only ones that show up are the ones i accidentally made before by pressing the 'new' button
Eh, then use one of these lmao, and delete the other ones
ok one sec haha
And by the way add a notable effect (like a strong vignette) and switch to game view
ok i did it but it still wont do anything
yea thats exactly wot im doin haha
IT WOKRED
!!!!!
YAYYYY
tysm ur a legend! ur always on here helping people :))
idk it just started working when i deleted the others
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
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
would reallyyy appreciate any help
when post processing = pp:
guys i added motion blur to my post processing volume and it doesnt work
like i cant see it
this grid started obscuring my view after i added post processing effects
how do i make it stop doing that
nevermind
im not gonna help a person with that pfp
i respect it
i dont get it it's just a nice girl eating her food
Stay on topic.
i don't assume there's a way to disable the flickering/moving of the film grain aye?
hi how can i animate postPro properties?
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
Pls halp
Post does not turn on for some reason
Camera has use post checkmarked
I have tried volumes, separate globals
I have no idea what is wrong
Everywhere selected post process layer where it should be
Yet nothing shows up
I can see FPS drops when i change settings so SOMETHING is happening
Is this using the package from the package manager?
Remove it entirely.
Oh god
URP currently comes with PP built in. Use the Volume component.
If you use the v2 stack from the package manager, it won't work.
One sec
done
Is there somewhere i can find analogous settings in URP?
k found docs
thx tho u ended my suffering
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?
i'm a noob at this and this is my first time trying post processing so ye
(I'm using the standard 3D one)
looks good, does the first one have chromatic aberration?
yes, not much
What the f is wrong with urp post processing? It just doesn't work
Make sure you're not installing the one in the package manager.
URP comes with it built int Use the Volume component.
And what version are you on?
2021.2 added an extra step to activate post processing that has to be toggled on the renderer's post processing asset
I'm on 2021.2
Yes I realized that midway and now I'm trying my hand at the urp postFX
look at the URP assets, one of them has post processing toggle now
It worked at one moment when I made a new profile while the game was running
But I can't even repeat that now
Yes it's toggled
Additional step for the URP Post Processing in 2021.2.
That is what I did
Yep
Did you remove the package manager version? It can't be in your project.
Dunno, try on a fresh project. You're doing something wrong, somewhere.
Besides that extra step, QuickStart in the manual should be on point on how to make URP Post Processing work. (pinned here)
Got it, forgot the volume mask in the camera 😩
Pinning it while it's not in the manual yet.
how do I do post processing
There's guides pinned to this channel. Alternatively, you could just find a video tutorial.
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.
I have absolutely no idea what RP im using, im using the one that gives u default when creating 2d project
Oh nice the internet is segmented
This isn't really correct for more up-to-date versions of URP. The Post Processing package is only supported in v7.x versions.
v8+ (Unity 2020 onwards) instead has it's own system, which is that other "Volume" script in your image. The page here goes through setup : https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@11.0/manual/integration-with-post-processing.html
yeah you are correct, I'll delete that maybe repost later
Oky got it
⚡ HOW TO ADD POST PROCESSING TO YOUR UNITY URP PROJECT
- Window -> Package Manager. Then for Packages select Unity Registry
- In the list, select Post Processing and Install it.
- In your scene and hierarchy, right-click and add Volume -> Global Volume.
- In your object Global Volume -> Profile, click on NEW.
- 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.
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.
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.
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.
Works here
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?
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
What package? But yeah looks like a version issue
It was the amazing flooded grounds one! I thought it would be, I’ve decided to instead learn into the unity built in post processing although if I could somehow fix that I would be a happier guy haha
Yeah I'd just straight up remove whatever postpro package that one came with and re-download from package manager or wherever
Alright I will try, thanks!
Post Processing is currently disabled on the current Universal Render Pipeline renderer
what does that mean?
Check your main camera, is Post Processing unchecked
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?
I'm using the default PostProcessing package and default 3D scene (no URP, HDRP or anything else)
@unique stirrup No crossposting please. This is a #archived-lighting topic.
Sorry I ddn't know where to upload it 😅
Anyone?
Sorry, I don't know
Someone help why cant postprocessing work? i set up PP layer and PP volume as it should, i made a specific layer etc. help
Need to mention what render pipeline. There are also guides pinned in this channel.
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)
i use 2020.3, should that be a matter?
I think the toggle wasn't there yet in 2020.3, can always check
okay
So just toggle on the camera, make sure it's global and set any visible effect.
Need a substitute for Unity's bloom. Its performance is too bad for my mobile game
I also can't use 'fast mode' when setting up the post processing because I'm using URP
I tried some substitutes on the asset store but none had the same quality as unity's bloom
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
to this
as in, limiting the render to a select color palette
This is called color quantization, and is usually done with shaders or on the render pipeline rather than post processing
You can use post processing to get a similar effect using color LUTs, however
Simple as doing the color effects on a neutral LUT
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
Hi, I have the feeling that the post processing settings aren't changing anything in my scene. Any help?
You have to show what you did for the post processing
You need to give more information
what rendering pipeline is it, send a screenshot of the post processing settings, etc.
Anyone open for help?
Just ask your question.
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.
idk if you get what Im trying to say
anyone know how to make fire look good and keep my post processing settings
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 🙂
You need a good fire shader
and you want some bloom in the post processing
uhh waht is postprocessing exactly anyways
It's the process of applying screen effects in post (right before you render it to the viewer).
Hence the name "post-process". Things like vignette, bloom, colour grading etc.
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)
It's not really related to post processing, but if your objects are 3D meshes you can make a new material with full metallicness value and assign that material to your meshes
I develop an asset that works very well on mobile but you will never find an asset that looks perfect and performs perfect. You have to pick what you want, maximum performance or quality
Any inspector before/after screenshots?
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
Did you look at tutorials/documentation how to implement post processing using volumes
yes
but if i right click on the hierarchy i dont get the option volume as shown in the tutorial
maybe bc its an older version?
the tutorial
What rendering pipeline is your project on
URP, HDRP or built-in RP
Well, normally it's a choice you make when picking a project template
Volumes are for URP and HDRP
If you're lacking the option, you're probably on built-in RP
Render Pipeline dictates what technology the project uses for lighting and shaders
ah ok but can i switch to URP?
Make a new project with the URP template or follow this guide to upgrade your existing project
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@11.0/manual/InstallURPIntoAProject.html
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
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
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?
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
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
Not really related to post processing either but it's a warning, not an error
If it doesn't break anything you don't need to worry about it
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:
- Dot value. Comparing the water center pos - camera to camera.forward
- Dot value like above, but against global.down
- Pos of camera compared to depth to the bottom of the water
- Pos of camera compared to global y position (i guess makes more sense for underwater caves with waters)
- 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?
What are you using all those calculations for?
Make sure you haven't hidden the asset on the asset store.
To see where the camera is/direction compared to the body of water
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
What are you using this data for
Am I missing something obvious
To calculate the final PP values
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)
Hi, sorry for the late reply! Above screenshot is with postprocessing on and below is off (I had to decrease the skybox exposure with postprocessing on or else it would've looked too washed out)
Weird, would be interested to see your inspector settings. Looks to be a tonemapping issue most likely
I don't really know, but my best guess is that enabling tone mapping also enables filmic color space which makes things look washed out until it's offset with tonemapping settings
sure, here you go:
yeah I think it being a screenspace effect, everything on screen is affected and probably not that simple to just ignore the skybox, if that's even possible. I guess my best course of action now is just keep tweaking the color grading until it looks less washed out or modify the skybox in an image editor to offset the effect
Increasing gain will contribute to a washed out skybox, gain = the higher/brighter parts of the image
Without post looks way better imo
With post it looks way too vibrant and non realistic imo
I'm getting some strange flickering from the ambient occlusion effect in the PostProcessing stack.
[IMG]
(If the image doesn't load, here is a link:...
See 3rd comment
@gloomy coyote
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
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
I'm pretty sure you have to use a pretty old version of URP to use custom effects in ppv2, or just this effect doesn't work on urp
¯_(ツ)_/¯
Also they say on the github that you should use Edge Detection (Before Stack) for SRP's so maybe it does work actually?
Too bad.
URP is production ready 🤣
Alright I fixed that, the issue wasn't the effect itself, but the default unity unlit shader. Apparently, it just doesn't include normal information in build (it works in the editor for some reason), so I had to write a custom unlit shader:
https://hastebin.com/ofebagubux.properties
Now the outlines work fine on all platforms (hopefully!) 
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.
I think volumes are also for the post processing stack on builtin if you install the post processing package, aren't they?
Yea I think it has a system like that too
Never used the stack though
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
@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
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
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
I can change valuesfine before it executes in code
🤔
So i have no idea whats wrong
Try disabling post processing and running it on the phone again and see how it looks. That'll give you a starting point at least
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 💤
Like i want to increase motion blur for when i like gain speed on the ship for example
Yeah and that's a completely legit reason to change the values. I've never done that so I can't really offer any more suggestions off my head 😦
Nah its fine for trying to help 🙂
Hi everyone,
anybody an idea how i can keep Depth of Field from Post Processing to blur the skybox? It looks really weird
Perhaps render the sky using another camera stack layer, if you're on URP
More importantly, isn't this the expected result?
From the looks of it your DoF is blurring things that are far away
The sky is really far away
i am on HDRP and yes from a technical perspective it is correct but somehow it "feels wrong" right now
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
hmmm maybe i should just scrap the DOF. doesn't seem to add much to the feel
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!
Fantastic! Thanks so much!
@idle citrus Can't find a simple Gaussian blur effect though?
Isnt there already a gaussian blur effect in URP
Homey got 642 repos all of which are if not perfect damn close...no find("camera"); awful js ports
Hmm, does it work with the post processing stack? Can’t seem to find it online?
How can I enable anti-aliasing in the scene view?
Never seen a working solution to this
In built-in RP people say AA works once you configure it through post processing stack
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.
@exotic coyote http://docs.unity3d.com/Packages/com.unity.postprocessing@3.1/manual/index.html here's the instructions
I supposedly did everything, but I guess sometimes went wrong because it’s still not showing—
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,,
Have you tried getting it to work on anything except the canvas?
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
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.
Your lens distortion effect has "off" button selected
So did both of your previous Overrides, looking at them
Your Post Processing Volume component is disabled entirely
Ohh alright, thank you so much!
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.
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
did you bake your lighting?
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)
can you just adjust the weight of the VOlume itself?
No, both dont have baked lighting. It must be a project setting.
Ok changing the Rendering Color Space from Gamma to Linear worked
Glad you sorted it out!
Almost impossible to keep track of all the settings
@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 😛
How the heck do i setup something like post-processing O-o
this stuff looks damn Scary o-o
Pinned messages have a lot of resources and instructions
Memes are not considered appropriate here
memes my ass, it was " . _ . "
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
yeah.. i solved it by looking through the list by the name. not the best but it works
Vague editor errors usually go away with a restart
If not, I have to wonder how much stuff did you delete 😅
Is some feature broken or is it just a random error?
Just random error
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
Is the ball supposed to emit light and glow because of that?
Or does the bloom need to be limited to the ball just because
Both are possible options but the process is different
@somber bronze I'm going to sleep so here's both options:
- Make the material emissive. Increase bloom threshold until scene is no longer glowing. Increase material emission intensity until material is glowing.
- 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".
Hmm gotcha
I’ve also tried the Post Processing thing but it doesn’t even affect anything so I’ll try that again thanks!
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?
What effect are you trying to implement? In general Custom Post Process is best for most PostPro
Unity 2021.1.5 post processing is not working. Help
Make sure you go through all instructions on how to activate it pinned here. Additionally there's now a toggle on the renderer itself. It might be off if project was upgraded.
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
Standard uses old postprocessing package.
Oh and I have custom bloom script. It is working ONLY in scene view when post processing is off
How to use it also pinned here.
3.1.1
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
@coral spoke There's a link pinned for PPS V2, make sure you are using correct components, there's a Getting Started guide.
how do you change post processing effects using scripts?
for examplw how would you add chromatic aberration to your stack?
Just like anything else. It's an object you access. Lookup in the manual (pinned here) what properties to access and how.
Anyone available to help troubleshoot?
I can't get any post processing to work at all
There's a guide pinned top right.
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?
how to make a main camera post process
Guides are in pinned messages
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:
- Create a new layer for post processing
- Add "post processing layer" to main camera, and assign the layer from 1) to it
- Check the "post processing" mark on the camera component
- Add a new post processing profile (like bloom) and make it global
- Add this profile to the main camera (I also tried it with seperate gameobjects)
Anything i skipped or missed?
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
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
well done I like it
- gpu instancing for materials
- object batching
- mark objects that wont move as static
- use DOTS
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).
is there a way i can make my game look more better instead of less good
https://youtu.be/nvbQ9_bzx1k could try this
I'm sure there's a lot of tips and tricks around for even as broad of a question as that
i have looked, i admit this was a bit of a hail mary
It sure would help if you can first identify the source of the problem that makes your game look less good.
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?
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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785
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
You seem to be mixing URP's post processing volumes and Post Processing Stack volumes, which are entirely two different systems
How could I fix this?
use only URP volume system if you're on URP, PPStack if you're on built-in
Pick one and follow a setup tutorial
Okay thanks
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
Guys show me your scene with post processing, looking for inspiration
I will stand and clap in return
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
Looks like some kind of temporal artifact, perhaps from TAA
If it's TAA, I don't know why it follows the car even if it stays stationary in relation to screen
I have applied a default high msaa anti aliasing
Ill try disabling that
Do I need to do this in hdrp or can I use the default 3d game for post processing?
All pipelines support post processing.
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
They're pinned in this channel.
ok thanks!
@cobalt minnow i mean like it takes me there but where do i download the asset?
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.
what do i search for in package manager?
"Post Processing" would probably be a logical start.
Yes, which is used with the original built-in pipeline.
ah ok if ya say so
see it shouldt work
ye its not working
send help
@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.
oh sorry
Make sure you're using HDR. This doc tells you where to do that for each of the pipelines:
https://docs.unity3d.com/Manual/HDR.html
im confused
what camera settings do i need?\
thx @cobalt minnow i figured it out 🙂
nm
crud
is there a way i can make 2D bloom effect pixel perfect?
"upscale render texture" option in pixel perfect camera takes care of that
Pixel perfect camera normally snaps all sprite movement to pixels
@silent magnet Don't cross-post.
Sorry
@silent magnet #archived-shaders was the correct channel.
Yea but i dont think it was a problem, i just think thats how unity is
@silent magnet Fresnel is visible only on smoother rounded shapes. That's the nature of the effect.
Yea
how can i make just one layer to glow in URP
PP is a camera effect. You need a separate camera to render effect for separate things.
do you know good tutorials about it
i tried by myself but i didin't got it work
@gray goblet The pinned manual in this channel has a guide explains how to use multiple cameras among other things.
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
Let’s make Unity look beautiful!
● Get Unity: https://store.unity.com/?aid=1101lPGj
● Post Processing Stack: http://bit.ly/2vFhxSD
● Uber Shader: http://bit.ly/2wJz9k9
● Nature Starter Kit 2: http://bit.ly/2xy4nbo
● More on Baked Lighting: http://bit.ly/2xN88cm
● More on Forward vs. Deferred: http://bit.ly/2wiEMEO
● More on ACES Filmic Tone M...
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
@soft trellis This is a very specific error, did you even try looking it up online?
the sprite is now just... this
Try using compatible shader with current renderer
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)
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
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.
how can I change motion blur intensity in script? motionblur.intensity doesn't exist
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;
}
}
I have no clue where this is supposed to be but the building scene is taking forever!
Is it supposed to take this long?
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?
Have to render glow with separate camera
Or increase the emission intensity and bloom threshold so it's the only surface bright enough to hit the threshold
i am having problem with my post process in URP, i want to use a vignette and doesn't work at all
That's zero info to give any advice based on
Does it work if you make a post processing setup from scratch on an empty scene
it doesnt
https://github.com/Unity-Technologies/PostProcessing/tree/2.1.8
Will this work with Unity 2017?
Trying to figure out why its not working in my project
I installed 2.1.8
Just off the top, PPV2 doesn't work with URP or HDRP if that's what pipeline you're using.
Just the SRP
Then install Post Processing via the package manager.
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
Try something other than bloom, because that's assuming you've set up your materials correctly as well.
Something like vignette.
Makes sense, no luck though
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
"Doesn't work" is still not enough info for any kind of advice
Did you follow the instructions, including the newest one in pinned messages, if applicable
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
URP sample scene has post processing including vignette, copy it from there
The last time you were repeatedly using the wrong settings despite explicit instructions, so I don't fully trust I'm able to guide you
how to use post processing
ok
I think I'm having deja vu
#💻┃unity-talk message
lol
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)
This is from the Postprocessing github https://github.com/Unity-Technologies/PostProcessing/tree/v2
Says to use version 2.3.0 for unity 2017.2+ which is what I would need. Anyone know where to find this? Does seem to be in the dropdown of available versions
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?
Do your cameras have separate post processing volume profiles?
No i think they're using the same
I believe this means they share settings, so if one has blur, the other will too
the main camera currently has post processing disabled
Interesting
Worth testing with both cameras having post processing, with only one overriding the blur
I'm spotting any obvious issues
I just tried making another post processing profile with dof specifically disabled on the main camera and the FG camera still blurs everything
Hm
Perhaps it needs some kind of special masking
In case the empty space counts as "blurred"
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?
One would think
@deft swallow https://gamedev.stackexchange.com/questions/144865/unity-blur-on-one-camera-effects-the-other-as-well I don't know what rendering pipeline or post processing system this is so I'm not sure if it's 100% applicable, but at least someone else has been wrestling with a similar issue
taking a look now, appreciate the help!
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
you are going to have to compose 2 render targets in 2d, and blur the first pass of the background
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
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?
Bloom has a threshold, set it higher to reduce sensitivity.
even if I turn it up the model still gets to bright when turning up emission
yeah I think I had that exact setup and it wasn't working because i was applying post processing DOF blur to the foreground layer/camera (which blurred everything despite layer seperation) instead of a making a blur shader
what is post-processing?
Filter effects applied to the screen. Think instagram filters for games.
can post-processing help apply saturation to a sprite?
That would be on the material shader level.
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?
Ok the problem was on the camera, I delete it and put a new without touching anything and it's gone.
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!
Is saving system hard to make?
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?
Would it be controller.Move(new Vector3(0, currentVelY * Time.deltaTime, 0));?
or currentVelY += gravityFactor * Time.deltaTime;
@brittle rune This does not sound related to post processing
I know but I didn't know where else to put it
i think that's part of your mouvement script
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
At the end of my movement script I've put this
controller.Move(new Vector3(0, currentVelY * Time.deltaTime, 0));```
Here's the file so you can get a better idea of the code
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
If you want to exclude things you need to render them with separate camera
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
How do I make a post processing profile? Everywhere says to click Assets > Create > Post-processing Profile but the option doesn't exist
do you have post processing installed from package manager?
don't know, how do I see
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
i said I found it lol
oh XD
no problem
im just trying to add a simple vignette to my game
hmm
You have to turn on the properties themselves.
how do I have separate post processing on UI elements without affecting the entire scene
i think you need different cameras and layers
not sure
i have that
might be someone else can help i am not much familiar with post processing
Sounds to me like you were on the right track
Separate camera was the correct answer. And UI has to be in camera space to be affected by post processing.
but the question I have is how do I affect the UI without affecting the rest of the screen
...separate camera...
like in my screenshots, I want to affect only the fuel and pressure gauge
thats what im DOING
Then don't use same post processing on the camera where you don't need it
what?
PP is a camera effect, if your camera renders it then you have it on on it.
but the scene and UI cameras are linked to 2 different effect volumes
and on 2 different layers
Make sure they are setup properly, test separately. Also make sure you are stacking cameras properly.
Resources are pinned here.
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
look, here's a recording of the problem
the main camera FX don't affect the UI, but the UI FX affect the main camera
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.
so all this has told me is that I can't? https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.6/manual/UI-Best-Practices.html
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
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,
so is the only way to make something glow with post processing?
Well, no, but that really depends on your definition of "glow"
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
<@&502884371011731486>
^
!ban 677862405908201485 scam
Babu VIGNESH Kumar BLR#5083 was banned
Not everything
Just things that are above the threshold brightness
So what you can do is make the threshold high, and increase the intensity of emissive materials enough that they start glowing
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
hm
The other bloom alternative I can think of is faking it with particle sprites or additive material surfaces
set up the pp to only effect ui layers
It already is like that
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
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? 🙂
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
where can i find how to install post processing?
⚡ HOW TO ADD POST PROCESSING TO YOUR UNITY URP PROJECT
- Window -> Package Manager. Then for Packages select Unity Registry
- In the list, select Post Processing and Install it.
- In your scene and hierarchy, right-click and add Volume -> Global Volume.
- In your object Global Volume -> Profile, click on NEW.
- 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)?
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
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'
the Color LUT effect can do that
Or you can do it with a shader like here
https://medium.com/@cyrilltoboe/code-first-game-boy-post-processing-shader-for-unity-ef140252fd7d
The linked method is only for built-in RP I think
anyone knows a way to have 2 cameras using same post processing volume in urp without strange bugs ?
Strange bugs?
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
I'll keep an eye out for that
how tf do you make something glow with bloom without giving every object in the scene bloom?
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
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
If you're on 2021.2. or newer version there's an extra step detailed in pinned messages
I think I enabled that, not sure though, I'll check when I get back home
If everything else fails you should be able to copy that stuff over from the urp sample scene
the only settings i have are these
The steps to get post processing to work are spread over half a dozen different places
Does the post processing work in the sample scene?
yeah
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
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:
Uh you only selected the type of blur but not actually given it any values with the start and end?
you don’t need to i’m pretty sure, the grey values are what it defaults to
also you gotta switch the mode from gaussian to bokeh and turn on the focus distance
oh ya u right. early am brain fart.
The instructions in the warning seem pretty clear
i didnt notice he put it on cinemachine ?
Hey thanks for the advice. However even after activating Bokeh and adjusting the parameters of the DOF it stills looking sharp as normal. Am I missing an extra step here?
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!
Good to know!
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?
I presume it's based on the Look At target which is defined in the vcam
You could define your own focal point using raycasts, no need for cinemachine
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
Why not?
can’t remember it was a while back but i remember it didn’t look as smooth as i wanted it to
There are many types of smoothing
I would use a smoothstep formula in that situation
maybe i’ll revisit it soon
problem is i always forget how to access urp volume overrides from script
some cool focusing stuff
This is the first of a new series where I explore and play around with experimental design and coding ideas. Since the Post Processing video I had wanted to play around and try to control Depth of Field on a camera dynamically here's how it went...
Making Progress Bars: https://www.youtube.com/watch?v=J1ng1zA3-Pk
Custom Playables In Unity: http...
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
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)
enable it in your URP asset and use _CameraDepthTexture
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
ok, looks like alpha is not intensity, i think i figured out
What about in shader graph tho .__.
unity shader graph has a scene depth node if not mistaken
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...
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)
Okay sorry I'll move to the shader channel but im pretty sure the scene depth node is the depth of the mesh so the depth will just be the camera near plane or some other value that isn't what I'm looking for
window > render > lighting > environment
ye alot of things moved for some reason
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.
nevermind, disabled it and used planar reflection probe instead, much better
It should be in the tab that says Environment. You can find it in there. I hope this helps.
oh yeah found it thanks @red lion @prime ivy
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.
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.
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 ✌️
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"
You can make an emission texture with only the orange parts drawn on it and plug that into emission map slot
Right now it seems you've applied a red emission over the entire texture
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
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
jai, there's any solution to this? That mean to be glass
that's how it seems in blender
You need to recreate and switch in Unity incompatible materials that you import.
oohh, thanks
Are you sure that's not just chromatic abberation?
I agree
is there any guide on seperating URP glow only for vfx layer? Currently it is affecting everything on my 2D game.
Oh that's what it's called 😅
Thank you!
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
hey bro which visual scripting you used in picture
shadergraph
its real good
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
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)
I also recommend the greyscale to color gradient way
Otherwise you'll need to use Replace Color for each color
Is there any way to change a post processing value via script? Like uh
Lerping the Chromatic aberration for instance
im actually having that exact issue rn
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
You can shift its hue.. I think the Boat Attach example has a shader for that
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?
Hmmmm - anyone know if there's a way to make the Auto Exposure effect in PP v2 act in unscaled time?
how can i add a profile to post processing unity
Check the pins in this channel.
i cant find it
Click this icon at the top of the channel to see the pins.
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?
- I created a new layer called
PostProcessing - I created a Vignette
Post-Processing Profile - I attached
Post-process VolumeandPost-process Layerto the main cameraGameObject - I Linked my
Post-processing profileto thePost-process Volume - I switched the
Post-process Layerto thePostProcessinglayer
I did all that, it still didn't do anything to the camera
