#💥┃post-processing

1 messages · Page 17 of 1

frigid heron
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Fixed it, I'm using HDRP, so instead of all the post-processing profiles and stuff, I should use Volumes, and that's it

tough hornet
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how do i exclude my background from post processing

severe slate
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hello, I am about to start working with post processing please recommend me videos, good ones with good explanation please

idle rose
# severe slate hello, I am about to start working with post processing please recommend me vid...

Master EVERY Post Processing effect in Unity!

► Check out AT+Explore! https://bit.ly/AT_E_BR1

● RPG Poly Pack Lite asset: https://assetstore.unity.com/packages/3d/environments/landscapes/rpg-poly-pack-lite-148410?aid=1101lPGj

● HDR and Tonemapping in Unity: https://docs.unity3d.com/Manual/HDR.html
● Filmic Tonemapper(ACES) and Color Grading: ...

▶ Play video
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Simple youtube search for Unity Post Processing will yield many helpful sources

forest fractal
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how do i add a layermask for post processing

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like i only want my ui to have the effects

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not everything

surreal timber
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Hello, I'm having a problem with my PP effect. I don't know if I'm missing some settings but I can't see the bloom effect. Is it because I set my lights source to baked?

mighty stump
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Guides in pinned messages

fossil badge
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im making grass in unity, using a white and alpha color png that i made, but i get these weird black artifacts when i place the grass down, any help?

mighty stump
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If you're using photoshop I think "defringe" effect takes care of the problem

fossil badge
mighty stump
fossil badge
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it only becomes gray when put into unity

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well, black actually

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i fixd it now, but i have no idea what i did

coral mountain
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looks like an aliasing issue with partially transparent pixels

mighty stump
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If you are talking about the grainy fringes on the grass blade edges, then you need a defringing operation on the texture

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Or replace the RGB texture with a solid color in shader

coral mountain
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What would be the simplest way to set up an interior scene with exterior fog, I could make a mesh that wraps around the building but that doesn't seem optimal

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Maybe scripting the fog distance to be relevant to the closest window?

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Something to do with clipping masks?

mighty stump
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@coral mountain Depends a lot on rendering pipeline and how you want the fog to behave

coral mountain
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And for the behaviour, I just want it to work 😂 doesn't need to be animated or interactive just have the interior clear and exterior fogged

mighty stump
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How simple it can be depends on this kind of stuff
If you don't need things like that you can make it easy with a lot of corner-cutting

coral mountain
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Ah true, good questions

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No transition, player will not be leaving the building

mighty stump
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If you have a relatively small interior that you don't need to be able to seamlessly exit, you can get by with just the default fog that technically exists within the interior, but won't take effect beyond a safe distance

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If the interior is big, but you can go up to a window and should be able to see fog there but not inside, I would use render layering in that case

coral mountain
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Yeah I think render layering is what I need

mighty stump
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URP has a neat feature called "camera stacking" which you can use to apply different effects to different parts of the visible scene

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Built-in RP has probably something similar

coral mountain
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mm I was looking into camera stacking and render textures

mighty stump
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I haven't used that for fog but I'm sure there's a way to make it work

coral mountain
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Thanks for the info!

mighty stump
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Good luck 👍

heavy sky
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so hey,for some reason,the post proccessing effect bloom doesn't work while other effects work,i have hdr enabled on my pipeline asset,any help?

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nvm i found the problem

tough hornet
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how do i exclude the background image from being in the post processing (urp)

hushed wing
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Anyone here have any good tutorials on how to make fog? All the ones I've found don't work with URP

tardy steeple
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Is there any way to do post processing for mobile games?

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without the immense lag from post processing stack

slate vessel
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Unity's kinda lie by telling people that URP was made for mobiles (like in general)... They should advertised it for high-end mobiles instead....

tardy steeple
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Yep Fax 💀

cloud pike
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my chromatic abberation does not seem to work. Why could this be. The intensity is 1 and it is attatched to my main camera

fossil storm
# hushed wing Anyone here have any good tutorials on how to make fog? All the ones I've found ...

This is an overview of a shader that creates a volumetric fog effect.

You can download the files for free (or donate) from:
https://aetuts.itch.io/volumetric-fog-unity-lwrpurp-shader-graph
Note: make sure to enable opaque and depth textures in URP settings

Resources:
Sebastian's clouds video: https://www.youtube.com/watch?v=4QOcCGI6xOU
C# Simp...

▶ Play video
fading summit
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would anyone know how (or if) I can remove this kinda pixelated look on the Screen Space reflections

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oh.. i just set settings in editor to high

wicked rampart
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anyone know how to change the reflection distance for SSR/Ray Traced in HDRP?

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objects aren't reflecting if they are outside a range which is too small. This is worse when they suddenly pop into reflection at a close distance

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it's like a light switching on

mighty stump
quaint osprey
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Anyone know how to make my 2d top-down game look more like its a dark and scary forest vibe?

cloud fox
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How do you change the properties of the saturation property at runtime?

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Thanks!

spice elbow
slate vessel
fossil storm
slate vessel
little sundial
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How can I disable this annoying auto exposure control?

slate vessel
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Auto exposure? i am not sure what is that even

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you must override it instead

little sundial
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Coincidentally, I just discovered this effect lol

waxen whale
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how do I add bloom to just one object?

bronze mural
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Make it brighter than everything else and catch only it in threshold or render with another camera.

waxen whale
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I am rendering that object with another cam

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and pasting it on top

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but then it still aplies bloom everywhere

bronze mural
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There's manual pinned in this channel it explains how to use multiple cameras correctly.

waxen whale
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I don't see it

slate vessel
waxen whale
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I did and set it to depth only

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On the post proccesing camera

waxen whale
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@slate vessel

slate vessel
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pls, don't ping, so others would not hesitate to answer you if they can answer your question... I gave you reading material above.. did you read it?

bronze mural
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Also did you find the manual with multicamera usage explanation I was talking about? The pins are right here, top right, the red thing.

waxen whale
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Also sorry for ping

waxen whale
thorn moss
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Hi everyone - I'm trying to create a dither effect for my project. In Shader Graph, how do I go about making it so when something is near the camera, there is no dithering, and far away, there is dithering??

slate vessel
# thorn moss Hi everyone - I'm trying to create a dither effect for my project. In Shader Gra...

This is a tutorial on how to make a shader using Shader Graph in Unity that makes the objects near the camera fade away

Note: to add the other types of textures edit the subshader graph and add them and connect their output to a new slot

This material is part of the URP Material Pack Vol 2:
https://bit.ly/lwrp-materials-2

Checkout my assets...

▶ Play video
thorn moss
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I'm not looking to make it disappear though

slate vessel
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same logic applies

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you just need to clamp it

thorn moss
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Oh okay, thanks

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Unrelated question, is there a way to make a shader property only function when the material is dark?

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Let's say, for example, I want the material to be more metallic when it's dark

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or rather, the darker it is*

slate vessel
thorn moss
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Op, sorry, missed that channel lol

spare osprey
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Is post processing available for built in shaders?

spare osprey
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Nvm, found out that you have to download a package for post processing

slate vessel
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good luck!

valid magnet
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I think for right now you would need to put a plane with a shader infront of the camera for that, same way you would do hud elements. but I saw something in the upcoming features stuff about a fullscreen master node being in the works that would be really good for effects like that

coral shoal
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Built-in post processing, what is the special spell I must use to make this work in unity 2020+?

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Going to the pinned link for instruction and installing it from package manager like it says, using layer and volume- creating a new profile and applying it, simply does not work.

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How would I enable post processing in the inspector of the camera itself?

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@buoyant olive

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I do already have a volume to it

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could be missing it

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that sounds like a URP/HDRP thing

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Yeah the layer thing I already tried setting to "everything" so that wasn't it. But I did the above for fun still not working

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I've got a classic vignette cranked to max intensity so I'll know it when it works

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yes hang on "Is Global" was it- I mean I was checking back and forth between all the variables something must have been conflicting

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yeah that's what it was, thanks for the help clarifying I wasn't going crazy lol

gusty orchid
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hi guys

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can someone tell why the grid is visible when post processing is ticked on?

marsh frigate
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It's just how it works for some reason

gusty orchid
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oh long johnson

hushed cedar
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what does this mean? I was messing with Post Processing bloom and tonemapping effect and this error started to pop up and now I can't get rid of it even when I turn off post processing altogether...
"Dimensions of color surface does not match dimensions of depth surface"

peak cipher
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how to get rtx in unity

slate vessel
dim igloo
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should Tonemapping be on only for non HDR screens?

dim igloo
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Is it possible to apply post processing to a specific layer in URP?

gaunt spindle
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Hiya, is there official docs on how to write custom post-process effectsf for URP?

cobalt wing
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@gaunt spindle there's no official custom PP API for URP yet, people use renderer features for that purpose today

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renderer features have some info around

vagrant fjord
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Don't know where else to put this, but it includes post-processing so I guess this channel is fine?

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How does this look?

timid bear
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is it possible to add like bloom to my game in 2019.3.15f

hushed grove
vagrant fjord
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Yeah I'm asking how the bloom looks

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Well that was timing

hushed grove
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Aah. It looks pretty bright for a cave.

vagrant fjord
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I was gonna delete the message and then reply

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Lol

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Yeah I guess it is bright

hushed grove
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And the walls don't seem to be affected by lighting, so it looks like outside.

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Are there actually walls?

vagrant fjord
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It's supposed to be inside, the lights ate just far from it

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Yeah it's a giant sphere

hushed grove
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Well, they seem to be completely black and without any texture, so it looks weird.

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Is that the angle that the player will see?

vagrant fjord
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Yeah it's a very dark sand color

vagrant fjord
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I plan to paint the wall with dirt and stuff

hushed grove
# vagrant fjord Yes

Maybe if you bake lights it will look somewhat better, but I don't think a sphere is good enough for walls/ceiling.

vagrant fjord
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Ok, I'll bake them

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I'll also experiment with different wall shapes

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Thanks

cobalt minnow
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!ban 595701703366410259 scam

wild torrentBOT
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dynoSuccess tanmayaddania#3061 was banned

gaunt spindle
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Anyone know how to use _CameraNormalsTexture in URP? I was able to make the camera generate the texture, and can see it in frame debugger. But, I couldn't find the documentation on how to write a shader to pull data from it.

gaunt spindle
tribal sandal
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is there a way to use pp with hdrp? i wanna get this effect (https://www.youtube.com/watch?v=7od2j4s85ww) but with hdrp it is a little bit complicated

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...

▶ Play video
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or some way to blur everything except of focused object

tribal sandal
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Ok I guess...

tribal sandal
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No. It is a little bit more complicated. Near plane, far plane and all of this stuff

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I tried to use post processing on camera with hdrp and it is not working at all

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Dof for hdrp (in volume) only has this options

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I don't have screenshots

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Gaussian and Bokeh are in URP. HDRP has only this

tribal sandal
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Yeah, I know. But that is more complicated because there's literally no good tutorials about setuping this

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I will check this later btw. Thanks

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oh, and because of the physical camera, the FPS drops very much

severe field
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So the post processing stack is not working. How do I set it up in URP?

slate vessel
severe field
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First thing I tried, and it’s not showing.

mighty stump
ornate finch
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For some reason my post processing doesnt work even though i have installed urp to my project and the "post processing" button on my camera is checked

brittle tartan
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bro

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you have to install post processing package

ornate finch
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thank you

slate vessel
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wait no, you don't need to do that in urp. its already there

mighty stump
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Yes
In fact the package version is the wrong one

crystal igloo
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Can I exclude the SkyBox from the PostProcess in some way?

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I'm using Azure[Sky] an the DOF blur also stars and moon 🤦‍♂️

severe field
slate vessel
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You can't do this in urp, not directly... what you can do is ScriptableRenderPass (somebody, correct me if I wrong)

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But you can do this in HDRP

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been around for awhile now

mighty stump
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It looks pretty weird if objects in the distance are blurred but the sky isn't

plush wasp
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Motion blur problem: Camera is moving with the airplane at the same speed. Relative motion should be zero, yet the objects are blurred? Turning off rigidbody interpolation doesn't seem to help but slightly changes the result.

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I am using URP, version 2019.4.16f1

severe field
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🤷‍♂️might just do a bloom shader graph, then.

severe field
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Anyone got any tuts on how to do that? I modified the ACTUAL bloom shader for what I was looking for, but it constantly resets for some reason.

plush wasp
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I'll try that, thanks

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I hope they get it working some day, the project board looks like its been completely abandoned to me

severe field
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Shall keep that in mind. Will come back with results.

crystal igloo
crisp token
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Ive been doing some simple postprocessing in my game and everything is working, but motionblur isnt, any idea?

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it just doesnt work

mortal drift
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how are you testing it

crisp token
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i just start the game

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and nothing changes

dry token
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What’s the best anti aliasing?

buoyant galleon
mighty stump
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FXAA is cheap, but least accurate
MSAA is very accurate but more expensive than the rest (and might not work well with deferred rendering? Not entirely sure)
TAA is very cheap and accurate, but causes smearing in motion

dry token
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Pog thanks

mystic star
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Hi, I want to apply to SOME objects a bloom effect, so I created this camera that looks only to the objects on the "BackgroundObjects" layer... I added a post processing layer to this camera (you can see it from this screen)

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then I created this volume, but it doesn't work... what am I doing wrong?

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It only works if "Is Global" is checked, but I want to apply the effect only to the objects that are on "BackgroundObjects" layer

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So I can "set" this volume to include every object that is on a certain layer(?)

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oh ok, thank you for your help

mystic star
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I don't know if I can ask here, but what I wanted to do was to apply a different level of bloom to the red and white objects, something like a neon... are there other ways to do it?

bronze mural
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HDR ranges would be much brighter and can be filtered out from other colors

wise hawk
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Does PP need to be installed from the UPM when it's already included in Unity 2020?

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For example, I can just right click in the hierarchy, and select a global volume.

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Hm guess maybe it's different though.

slate vessel
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give it a try and let us know?

bronze mural
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Scriptable Render Pipeline post processing is built-in, if you are using default one then you need to install package

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All the information is in the pinned documentation as well

wise hawk
mighty stump
grizzled otter
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hey guys, i wan to add post processing to my cam but nothing is happening

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nothing is changing in the game mode.

summer jackal
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@grizzled otter which pipeline?

buoyant galleon
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Anyone had success using the new motion vectors in 2021.2? Seeing nothing in multiple test/blank projects that are setup barebones to try test them

shrewd yew
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I'm having a weird error in HDRP when trying to use a volume with a "Depth of Field" effect.
"Error while building Render Graph."
"ArgumentException: Trying to use an invalid resource (pass Depth of Field)."
I did disable DoF in the default camera frame settings long ago, but even putting it back on doesn't solve the problems. ... and I can't find documentation on this error on the net.
Any ideas?

tall spruce
shrewd yew
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Nope: 2021.1 with HDRP 11

buoyant galleon
tall spruce
severe field
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Yeah, it doesn’t work. Everything turns pink with error shaders around.

peak grotto
lofty rivet
peak grotto
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Well I know how to set up 2d lighting, I'm trying to change how the lights look after normal maps are applied

true eagle
peak grotto
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@true eagle do you have access to light intensity in written shaders? I couldn't find any way to modify light intensity in the graph editor

severe field
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Actually? False alarm. It does!
Here's my alpha blended bloom!
I think the failure was because I put it in package manager and not packages.

verbal zealot
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Hi, is it possible to trigger local pp vol from distance with out entering their colliders? I have a pp vol for a fog effect but I want it to only be at the edges off the forest and not globally.

grizzled otter
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hey guys, I want to add post processing to my cam but nothing is happening in the play mode

severe field
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For a 6-player game.

tropic turtle
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Are lookup textures supported in URP? I keep getting an error saying "Invalid lookup texture" even though the texture is a non-sRGB and the size is the same as in the render pipeline asset.

severe field
tropic turtle
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Gotcha, thanks

grizzled otter
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i am not using urp or hdrp i am in standard project

pastel wadi
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Help, I am having a problem with sampling the camera's depth texture

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I just color the fragment shader to the depth texture and in edit mode everything is fine, a smooth gradient in depth. but in playmode everything is just black

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is it not possible in URP?

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will switching to HDRP help?

spark star
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man why is the unity post processing documentation so bad

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like can't even find what function im supposed to use to calculate depth or what "varyings" is

severe slate
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@pastel wadi gonna need more details, chief.

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Where is the depth texture coming from? the URP 12 prepass depth, custom depth prepass, bound to camera target directly...

pastel wadi
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I figured it out, you have to enable it first in URP.

south grove
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Hey there,
I have many post processing V2 profiles to port to URP in my project (like, a hundred), is there any solution to automatically turn them to URP volume profiles ?
I can do that by hand, but it's really time consuming :/

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well, it's a big project. Lot of complex ambiences and visual styles.
thx for answer 🙂

high dock
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Hi, i want to have a gradient overlay on my screen so that say the top of the screen has a blue tint and the bottom has a red tint. Is there a better way of doing in it than placing a sprite in front of the camera? 🙂

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like some post process effect?

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Color grading works but it is a single color

buoyant galleon
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Anyone figured out how to use the 'new' motion vector texture (or even render it at all) on Unity 2021.2 URP for a motion blur effect?

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Or I should clarify, I get "_MotionVectorTexture" as a non-default black texture, but it has no data in it

muted stone
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guys

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i have two cameras and i was wondering how does the game know which one to look from

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because there is a camera that i do not want to look through but the game does it anyway

tall saffron
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The order in which it renders is based on the "Depth" or "Priority" of each camera. (it's called different things in builtin vs URP/HDRP)

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that will determine which one renders "on top"

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But for performance reasons, you should simply disable any cameras that you are not actually using at the moment.

tall spruce
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"how do i turn off shadows and post processing"
Go to your processor volume and disable it. It's in the hierarchy.
Shadows are turned off per light, find your directional light, point light, or whatever light and disable shadows in it

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Also, performance in the editor always have big CPU overhead. Performance will be faster in a build

last dawn
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Is postprocessing stack v2 supposed to work with URP or HDRP? I can't seem to get it to work from scratch, but the FPS creator kit seems to support it... It's got AO which I would like to have outside of the lightmap bakes

bronze mural
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Earlier versions had support, now they have their own built-in

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Details are in the pinned manual here top right.

last dawn
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oh i see! my bad, i didn't think to check the pins. Thank you!

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I suppose i'll have to stick to the baked AO

brave scaffold
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I dont have the create volume option in hierarchy (any help? )

bronze mural
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@brave scaffold Volume is a component. You can find instructions how Post Processing works in the pins.

cinder apex
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how do i make it so the game loks retro / vhs

robust bobcat
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Guys I need help/sugestion, I'm testing the terrain of my game I added some trees to make it more forest like but I'm encoutering a lot of LOD pop-in for the trees, is there a way to hide that I little bit more in a way the player don't see it that much

mossy wagon
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Hey, a bit of a weird issue

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I'm getting these weird lighting effects when I have post processing turned off on the camera

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however, they go away when I turn on post processing

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I haven't set up any sort of post processing in my project, so I'm confused on why this is

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Does post processing change the view distance or something?

robust bobcat
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Do you mean the gray stuff in the game-view?

mossy wagon
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@robust bobcat I mean the outlines around the grass sprite

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You see how in the non-postprocessing version they're lit up as the scene gets farther from the camera

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That's not how they're supposed to look

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Turning on post-processing fixes it though

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but I'm confused at why

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Given I haven't setup anything for post processing

limpid sequoia
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i got sent here

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how should i achieve a basic effect of this in unity?

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example

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bottom panel with blur

marsh frigate
robust bobcat
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@mossy wagon It could be many things, maybe it because of the assets used, I would suggest to check the settings in the URP script

severe slate
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hi i added post processing to my game and it doesn't seem to show in my 2 cameras at all can i get some advise

woeful nest
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Hey all, I got passthrough working on Quest 2, but when I toggle/adjust opacity/overlay-underlay/adjust depth/etc. my scene objects and/or UI are not showing up. Just black screen. Skybox/Color is not showing up either. I'm using URP. Any ideas why the OVRCamersaRig's camera is not rendering the scene?

tall spruce
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and set it's layer to Default

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and you need to have a post processing volume (create by right clicking hierarchy > 3D > post process volume) and make sure it's global.

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Then add effects to it

hybrid lily
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Hello guys, does anyone know why there's some sort of desaturate-flickering (Like the one I marked on the picture) when apply bloom post-processing?

buoyant galleon
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best guess is it's an HDR/out of range error on the source pixel(s), thought Unity's bloom deals with that edge case but potentially not

latent sundial
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hi, is it not possible to create custom post processing effects for the URP post processing system? seems like renderer features are way more of a pain for that than the old method of creating custom post processing effects

latent sundial
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thanks

radiant laurel
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These are water puddles (Transparent and reflective.) However they will render in from any position from the game and not getting stopped like the car gets when its out of render distance. (Which is also shiny) and the window which is transparent from an house also doesn't get rendered in only from the small radius how can this be and anyone know how to solve it?

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(Top view of all of em)

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hard to see there are about 20-30 of em

toxic scroll
ashen hare
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Does anybody know why OnRenderImage is not being called? I'm not using URP or HDRP and I haven't changed any settings

mortal gorge
jagged marten
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Hey guys @everyone I need to have different pp on my UI than environment... The global volume... I would really like to know if there's a solution.. I'm stuck.. I tried camera stacking but I don't think I did it in the right way...

jagged marten
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Ya that wants the right call.. though I would appreciate some help 😪

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Do u really ment those warning signs 🙄🤧

still harbor
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Why does it look so shit?

slate vessel
tall spruce
rocky ridge
ashen hare
frozen ocean
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Is it possible to setup Bloom so it never blooms on reflected areas? I only want bloom from pure light sources.

raw jackal
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When I have post processing on, Everything becomes see through...?

jovial merlin
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is there any way to remove my skybox from a global volume? I have stars in my skybox but the depth of field is making them look blurry

frozen ocean
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Thanks, but when I say light sources, I also mean emissive materials

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So I guess what I really would like, is to set a maximum amount of light level reflected areas can "emit". Then I could set a higher value for emissive materials and lights, and Bloom threshold higher than that

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Also, when I say reflect = mean bounce. So just normal light bouncing. 🙂 Sorry, not quite up to the lingo of this

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Now that I think about it, it's more of a lighting question...

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The main problem is getting good lighting indoors, and having bloom. I have a point light in the roof as you have in real life, but have to crank the intensity to 2-3, which then makes a really bright reflection in the roof, which triggers bloom.

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That could work for the separated parts. The biggest problem is when I see a roof-light, a fireplace, and the sun. I need to kind of normalize all light intensities, so they go together

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What do you mean by setting the specular material values? Can we do that?

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Well, from code I guess it's just setting the color 🙂

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Oh, I thought you were talking HDR 51f,51f,51f. I understand now.

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Thanks, I'll try and tweak stuff with your suggestions.

jovial merlin
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is there any way to remove my skybox from a global volume? I have stars in my skybox but the depth of field is making them look blurry

spiral dust
#

How would I go about adding Anti Aliasing to UI? I tried using a Post-Processing Layer but that doesn't seem to work so I'd appreciate some suggestions/resources.

spiral dust
#

Yes I understand that. But I'd still like anti-aliasing.

#

That's kinda the look I'm going for really

#

and performance is not an issue

limpid sequoia
#

the question was 'how do you add anti-aliasing to UI', please answer it

rocky onyx
#

I just never touched this thing called CommandBuffer before, hopefully someone can help me make sense of it

narrow sail
#

hello everyonje

#

everyone*

#

Can someone help me exclude 2d sprite from post processing

#

I did it but every time I click play it dissapear

brisk iron
bright hearth
#

I know this is probably painfully simple, but why isn't my post processing showing up in gameview? I'm on URP and the most visibly missing PP effect is bloom.

#

OK, there's a check box for it on the camera, it wasn't checked. Sorry everyone

granite pond
#

i cannot get any postprocess effects showing up on my main camera, and i cant figure it out for the life of me

dusty pagoda
#

Have you checked your camera component? there should be a bool to enable the post processing effects

granite pond
#

sorry if im being dumb but i dont see it 😭

dusty pagoda
#

One sec let me pull up a post process project to see if I can find where the bool should be

#

Here is what I see on mine. It looks like you are on a slightly older version, and I don't remember how it used to look, but hopefully this can still help

granite pond
#

wait lemme update unity rq, apparently im still on version 2020 😭

#

lets hope this doesnt break too much

frozen ocean
gray glade
#

hi

#

so my pc is pretty bad but i get 66 fps (15 ms ) with post processing and 150-170 fps (5-10 ms) without

#

is it normal ?

slate vessel
gray glade
#

how do i profile it? im using bloom,vignette and chromatic aberration rn

frozen ocean
#

Probably normal. I have similar performance issues on Android.

gray glade
#

ok thanks

tall spruce
lusty phoenix
#

Hi, are they gonna fix the post processing combined with Gizmo? Like whenever I use postprocessing in my project world (Im just making a world for vrchat) The grid is visible through all objects. I have been googling the issue and Im not alone and appearantly a bug all people have with the Vrchat unity version.

hushed mortar
lusty phoenix
hushed mortar
lusty phoenix
#

Yeah the unity grid lines, but I read it somewhere that Im not alone with this. There is a bug while using PP the walls turns half transparent and the grid lines go through all objects even tho they should stay under, they do with PP off.

hushed mortar
lusty phoenix
#

I dont know tbh

normal oasis
#

How do I make it so my OnRenderImage happens before the post process using the built in render pipeline?

normal oasis
#

I figured that out... but how could I write into the depth texture that is used for depth of field / ambient occlusion so I can have those working with opaque volumetric stuff I added in the OnRenderImage function? I can't just target SV_Depth because it's a compute shader

bright hearth
#

I'd like to apply in pp the equivalent of a star filter (https://hoyafilterusa.com/pages/how-star-filters-work) - does anyone know of a way to do this, or how I'd go about implementing it? I'm very new to this (but an experienced coder) so all pointers welcome, thanks!

mortal drift
#

UE4 calls it convolution. I haven't found a Unity equivalent. You're looking at building your own shader probably

ornate plaza
#

hey fellows, so i want to use post processing to make everything purple except certain objects, any idea how i should do that?

hexed nova
#

anyone know how to do custom post processing with urp's 2d renderer?

rain pasture
#

honestly i havent learned URP i just want it out of here so i can work on my project and learn it later

#

it makes things pink

strange vessel
#

Ok i need help with green screen stuff on sony vegas

blazing jacinth
#

any recommended PP settings to make stylised character look better?

slate vessel
slate vessel
digital wraith
#

I have an AR scene where the bloom effect is affecting the entire camera feed. Anyone know if its possible to restrict the bloom effect to the gameobjects only? Thanks.

tough frost
narrow spire
#

i have a scene with a global light using postprocessing bloom, i would like to have more control over what gets "bloomed" because i want the sun and sky to glow but the characters to have very subtle if not no glow. anyone can point me to how to do this?

narrow spire
#

Oh 😅 thank you very much

true saddle
#

i need help

#

so im watching this brackeys tutorial

#

Master EVERY Post Processing effect in Unity!

► Check out AT+Explore! https://bit.ly/AT_E_BR1

● RPG Poly Pack Lite asset: https://assetstore.unity.com/packages/3d/environments/landscapes/rpg-poly-pack-lite-148410?aid=1101lPGj

● HDR and Tonemapping in Unity: https://docs.unity3d.com/Manual/HDR.html
● Filmic Tonemapper(ACES) and Color Grading: ...

▶ Play video
#

and at around 1:50 hes able to add a volume to the heirarchy

#

and in my unity i dont have that option

tall spruce
true saddle
#

i did and that option doesnt show up

true saddle
#

also later in the video he shows an option in the camera to add dithering but thats not in my unity either

gritty folio
# true saddle https://www.youtube.com/watch?v=9tjYz6Ab0oc&t

Brackeys is using the Universal Render Pipeline (as mentioned around 1:14) which has it's own integrated post processing (the "Volume" script, https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@13.1/manual/integration-with-post-processing.html). The video title is named pretty poorly as it can easily be confused with the Post Processing Stack v2, which is that Post Processing package.

The video kinda ignores that the built-in render pipeline still exists which is what you're probably using. It tends to use the package instead (more info here : https://docs.unity3d.com/Packages/com.unity.postprocessing@3.2/manual/index.html), there's likely other videos if you look up "Unity Post Processing Stack v2" too.

desert epoch
#

I have set up Post Processing v2 in my project but it doesnt work

true saddle
gritty folio
granite magnet
#

I'm following a tutorial on a glow effect and it tells me to attach a color node to the albedo slot. However, there isn't one.

#

feel free to ping me if you have an answer

severe hearth
granite magnet
#

Thanks!

mossy plover
#

I'm trying to add a bloom effect selectively to neon signs in built in pipeline. I've created two cameras, one is rendering just the layer with the neon signs in and has a post processing layer with a global post processing volume also assigned to that layer. However, the bloom effect applies itself to everything else during play mode. Any idea where I'm going wrong?

severe slate
#

why my vigiinet isnt working

cobalt minnow
#

Are you using URP?

lucid fox
severe slate
#

ok

#

turned it on

lucid fox
#

you also dont have a volume in your scene

#

go to the hierarchy and create a new volunme

#

then put your profile in there

severe slate
#

ok

#

wath type?

#

it also added another cammera

severe slate
#

why my vigginiet isnt working

cobalt minnow
#

Are you using the Post Processing Stack v2 package? Because that's not compatible with URP.

#

URP has it's own volume built in, which you should be using.

severe slate
#

wait

cobalt minnow
#

There are tutorials for this pinned in this channel. Check them out.

severe slate
#

this is the package

cobalt minnow
#

Yes, remove that for starters.

severe slate
#

i shuld remove this packAGE?

wanton veldt
#

why is my chromatic aberration not working?

hushed mortar
#

One quick question, can I use Postprocessing with VFX Graph?

hushed mortar
marsh frigate
#

The documentation is pinned to this channel

hushed mortar
marsh frigate
hushed mortar
marsh frigate
#

If you have manually installed a post processing package, you should remove it

#

and use the volume system built in to URP

hushed mortar
#

I installed it from the package manager, is that the wrong way, so many versions installed, sorry if I miss the right path for them 😄

marsh frigate
#

If you have manually installed a post processing package, you should remove it

hushed mortar
#

Okay, manually was not the term I would have used for the official package manager version, got it. Let me try , thanks for your help

hushed mortar
hushed mortar
#

So if I want to move particles from a skinned mesh renderer with perlin noise, anyone did that before? Kind of struggeling how to use the noise node

marble spoke
#

How do I have a post process effect apply to my UI? I have multiple UI elements that get called upon due to me using Adventure Creator

severe slate
#

I feel like motion blur barely has an effect

#

What are the "best" settings for it?

#

In the build it looks a lot better tbh

surreal timber
#

cause I have a total of 3 cameras, and I only see the effect in this camera(main camera)

latent sundial
#

hey, does anyone have experience with custom render passes? if so, does anyone know how to transform the scene normals texture's content to world space? seems I can't use any of the matrix provided by unity since this is being done in a blit
and the camera has a camera to world matrix but afaik the normals are in clip space

slender pier
#

Um ok so yea just switchjed over to the HDR pipeline and everything turned pink...

#

How would i fix this...

#

Nvm i got it

fluid edge
#

why could the weird oval be here?

#

I really do not like how it looks but do not know how to fix it

cobalt minnow
#

You probably have vignette turned on.

buoyant estuary
#

hey, so I'm working in 2020.3.10f1 cuz i don't want to install ANOTHER version. too much space plus crappy internet. i'm trying to apply a custom render pass and it's not working...?

#

here's a screenshot from my 2020.1.8f1 project, where it works fine:

#

but in the 3.10f1 version, it looks like this

#

there's no space for the script...

#

also sorry abt the material name i just noticed it ik its not professional i was just getting really frustrated and so i get bad at naming things

#

anyways i havent been able to find any reason for why i can't add my own render pass feature script, and I'm just confused and tired asf. is this just a bug with 2020.3.10f1 or am i doing something wrong?

#

also it won't remove another renderer feature i already removed from it...

buoyant estuary
#

..still kinda waiting for an answer if anyone's got one

gritty folio
#

<@&502884371011731486> Remove this please ^

bronze mural
#

Thank you. Left over bot didn't remove

halcyon plover
#

How i can have 2 vignette on 1 scene

I just want to do mirror reflection of this vignette at the left side to make another at right side

coral stratus
#

how can i fix this

#

that the things are gray

gritty folio
coral stratus
#

where is llighting window?

coral stratus
gritty folio
#

Will be somewhere under the Window heading on the top bar

coral stratus
#

thx

#

im finding the fog settings now

#

done

drifting violet
#

i created a material and set emission color & intensity for it, then applied it to an object, but emission didn't affect on bloom
bloom itself works fine, but the problem is color and intensity of emission materials don't work (there isn't any difference when i enable-disable emission)
note: i'm using URP with 2Ddata

thin widget
#

What's the difference between Scale-able Ambient Obscurance

#

and Multi Scale Volumetric Obscurance?

foggy dragon
#

<@&502884371011731486> delete scam ^^

scarlet temple
#

I wanna check something

foggy dragon
#

Yeah, I see so many of those these days that I don't really care anymore 😅

scarlet temple
#

By a quick Google it turns out he also stole about 5000€ in ETH & BTC a couple of years back

#

I really hate those

#

Apparently they are all Russian as well

#

Sorry btw thus had nothing to do with post processing

sleek sierra
#

I was following this tutorial and I did everything in order

#

It still doesn't work

#

I use cinemachine btw

#

Unity 2020.3.24F1

lyric rivet
#

for the lens distortion, is it impossible to have a Z multiplier?

#

I'm trying to achieve something similar to the losing sanity effect from amnesia where the lens basically pulsates back and forth

lyric rivet
#

Nvm i think panini projection is what i need for that

lyric rivet
#

now i can't figure out how to apply it to UI hmm

fathom summit
#

I can't get post processing to work. I followed the guide, made the post process volume, it's global, made a new layer, made a profile, etc, but it's not appearing?

onyx reef
#

build in RP?

fathom summit
#

urp

onyx reef
#

did you set this checkbox in the camera?

fathom summit
#

I have no rendering section

onyx reef
#

hm

#

Which URP version?

#

This screenshot is coming from URP 10.7 with Unity 2020.3.25f1

fathom summit
#

12.1.2

#

Baring in mind I started with a regular 3d setup and added URP later

onyx reef
#

same here

#

converted my build in RP project to URP

#

also tried the newest version but it was too unstable for me, as i remeber there should also a rendering section

#

Can you send a screenshot of your camera component?

#

from the Unity Docs there should a Rendering section in your camera

#

also dont create the volume in the camera gameobject, create a empty gameobject and add the volume there set to global

fathom summit
onyx reef
#

if its URP u should not use the postprocessing stack from unity

#

but weird, looks like the build in Camera

#

but for the postprocessing stack i mean u have to add the Camera to the Postprocessing layer or add the cam layer as processing layer

#

for the URP PostProcessing, i use the default layer for the volume

fathom summit
#

what

onyx reef
#

in URP your PostProcessing setup should look like this

fathom summit
#

Again, the camera doesn't have those settings

onyx reef
#

you use this

#

but its just URP supported until 7.x

#

uninstall the post processing stack v2 package in the packagemanager and restart unity

#

also did you setup the URP correctly?

#

you said you switched from build in, so you have to configure the SRP to URP in the Project Settings

#

Here is a guide for this

#

its done in some minutes

#

i think this step of setup is missing, thats why your camera looks like the build-in renderer cam

fathom summit
#

Hmm, I've got it all set up now, and can anti-alias too, but the post processing still isn't appearing.

onyx reef
#

switch your layers to default

fathom summit
#

They are

onyx reef
#

can you share a screenshot again?

fathom summit
onyx reef
#

Remove the old post processing component

#

uninstall the postprocessing stack v2 and maybe a unity restart is needed

#

but should work then

fathom summit
onyx reef
#

ok

#

u added 2 effects

#

both with a 0 intensity

#

so you cant see them

fathom summit
#

Ooooh

onyx reef
#

but now you got the right setup for URP 😄

fathom summit
#

I can't find ambient occlusion

fathom summit
onyx reef
#

i think urp does not have ambient occlusion in the pp stack

#

but not sure, also switched a few days ago, still have to explore

fathom summit
#

Right ok, so, now that I've got that working i need to uninstall it and install hdrp XD

onyx reef
#

You can add a renderer feature

#

to get SSAO

weak cove
#

Hey I added Motion Blur to my post processing volume profile and on one scene it's working okay, but on another it's perma blurred

onyx reef
#

you should also post the volume settings from both scenes

weak cove
#

ah yes sorry

#

they use same settings/profile so it's weird one works and the other one doesn't

lyric rivet
#

anyone got a nice way of making an underwater effect on pp?

violet pulsar
#

Is there a good way to change Volume Profile overrides at runtime that (A) propagates changes to Volumes and (B) doesn't persist changes on playmode exit/application quit? I'm trying to move away from referencing the volume itself with volume.profile or volume.sharedProfile; hoping not to have to reference anything in the scene itself.

severe slate
#

its possible to exclude objects from motion blur in urp?

granite pine
#

try this @severe slate

severe slate
#

broooooooo i appreciate the fact that you googled it for me

#

i need to exclude just from motion blur

#

not the entire bloom and other effects

#

im still stuck st bro @granite pine

granite pine
#

sorry dude i gotta go to bed

#

gl

severe slate
#

so you will watch me being stuck

#

and not doing anything ?

viral zephyr
#

How would I go about adding VHS style post-processing effects to a game?

#

This includes chromatic aberration (which I believe is already built into the post-processing stack), film grain, noise and displacement.

#

There are some pretty cool looking plugins which I may end up investing in, but would be nice to know how to do it from scratch

plush wedge
#

noise is, well, noise

grave arch
#

apologies if this is the wrong channel, but i figured post processing was the best place to ask about blitting

i'm trying to generatee a blurred version of a texture

to do this i make a new texture with extra width/height to add padding for blur kernel

i want to blit the source texture into the middle of the new target texture, taking into account the added padding pixels. i have this working, but scaling/offsetting this way results in messed up tiling/stretching at edges

var rt = RenderTexture.GetTemporary(target.width, target.height, 0, source.graphicsFormat);
// Blit with clear pixels
Graphics.Blit(Texture2D.blackTexture, rt, Vector2.one, Vector2.zero);
// Blit original texture in middle, offsetting and scaling source texture to account for additional padding pixels
var sourceScale = targetSize / (Vector2)sourceSize;
var sourceOffset = -kernelSize / (Vector2)sourceSize;
Graphics.Blit(source, rt, sourceScale, sourceOffset);

is there a better way to draw a texture into the center of another texture?
this is what it looks like when i add 6 pixels of padding to the target texture

wild quiver
#

I want to make the world darker at distance. Anyone has an idea how i could do it with post processing if this is possible?

uneven copper
#

maybe use a light, dark-colored fog?

ember pivot
#

how do i make a material glow?

#

i already have emission and post processing layer in a empty gameobject and post processing volume in the camera

#

and i need it in 3d (not urp or hdrp)

#

(nvm i found a way)

mortal drift
wild quiver
#

Already found a solution but thanks

frigid wasp
#

I'm trying to make a flashlight in my hdrp project, but the spotlight attenuation is way too bright at near objects, so it barely illuminates stuff at a distance, but completely blows out to white when it gets close to an object
what's the preferred method for fixing that?

fleet mica
#

How do I make post process bloom only apply to a certain layer and not the camera?

#

I added Post process layer to my camera and set trigger to the camera and then selected which layer I wanted to have it act on but nothing happens unless I make my camera the same layer?

fleet mica
main prism
#

I'm using post processing and i made a volume game object and a layer in the camera but it just doesn't seem to show up?

dark ermine
#

is there a way to access post processing through a script in built in pipeline?

lyric rivet
#

did they change something or

granite pine
#

are you using the new post processing stack or no

lyric rivet
granite pine
#

in your packages

lyric rivet
#

ill check

#

@granite pine it says v2

#

so i assume it's the new one

cobalt minnow
#

It depends on which pipeline you're using.

#

If you're using built in, then use the v2 in package manager. If you're using URP, then remove it (if you've downloaded it), URP comes with it built it, just add a volume component.

hazy oak
#

I asked this in general just now but maybe it's better to ask here - graphics.blit, all I want is to copy a texture to another texture at a given offset and scale, then save that off to a texture.

#
Texture2D CreateTextureAtlas(Texture2D [] sourceTextures, Vector2Int AtlasSize, Vector2Int CellCount, string TextureFileName, bool createEvenIfExists)
{      
    Vector2Int cellSize = new Vector2Int(AtlasSize.x / CellCount.x, AtlasSize.y / CellCount.y);
    RenderTexture mergedTextureRT = RenderTexture.GetTemporary(AtlasSize.x, AtlasSize.y, 0, RenderTextureFormat.Default, RenderTextureReadWrite.Linear);   
    RenderTexture prev = RenderTexture.active;
    RenderTexture.active = mergedTextureRT;
    Vector2Int cpos = new Vector2Int(0, 0);
    int ci = 0;
    Vector2 cellSizef = new Vector2(cellSize.x, cellSize.y);
    Material mat = new Material(Shader.Find("Universal Render Pipeline/Unlit"));
    for (int y = 0; y <  CellCount.y; ++y)
    {
        cpos.x = 0;
        for (int x = 0; x < CellCount.x; ++x)
        {
            var sourceTex = sourceTextures[ci];
            Vector2 scale = new Vector2(cellSizef.x / (float)(sourceTex.width), cellSizef.y / (float)(sourceTex.height));            
            Graphics.Blit(sourceTex, mergedTextureRT, scale, cpos);  //have tried numerous different methods here
            cpos.x += cellSize.x;
            ++ci;          
        }
        cpos.y += cellSize.y;        
    }            
    Texture2D mergedTexture = new Texture2D(AtlasSize.x, AtlasSize.y,TextureFormat.RGBA32, false);     
    Graphics.CopyTexture(mergedTextureRT, 0, 0, mergedTexture, 0, 0); //I can write to these pixels directly and copytexture works if 'mergedTextureRT' is a texture2D but from 'mergedTextureRT' all I get is grey
    //code from here writes to PNG, that works fine
}```
#

doing this though, all I get is grey. Either 'Graphics.Blit' from the source texture to the RT doesn't work or 'CopyTexture' from an RT to a texture doesn't work.

hazy oak
#

I've tried a few different shaders too. It seems this shouldn't be so hard, it's an easy enough thing to do in vanilla GL.

#

I'm wondering if it's about when I'm doing this. I'm not doing this during a render loop, this is fired from an editor command

hazy oak
#

For anybody who's interested, the solution is this:

RenderTexture.active = mergedTexture;
mergedTexture.ReadPixels(new Rect(0, 0, mergedTexture.width, mergedTexture.height), 0, 0);
RenderTexture.active = whateverItWasBefore;

The texture2D has a CPU copy internally and a GPU copy. I was rendering to the GPU copy but Unity requires a manual read-back stage to the CPU copy, which is where the 'encodeToPng' bit does its work from. The inverse of this is 'Apply' which copies the CPU texture data to the GPU. This is equivalent to something like 'glTexImage2D' (for write to GPU) and 'glReadPixels' (for read)

lyric rivet
#

unless im missing something obvious

cobalt minnow
#

That's all you need in terms of components. You also need to create a post processing asset to add it it, and turn on post processing on the camera.

There's guides pinned to this channel.

tight parcel
#

How to achieve a clean Fog Depth Effect ?

cosmic sierra
#

anyone had success with getting a camera background to render bloom before?

#

ah, figured it out sorry

fading summit
#

anyone know why volumetric clouds dont work in play mode, but do in the editor?

tall spruce
# fading summit anyone know why volumetric clouds dont work in play mode, but do in the editor?

This could be a few things.
First thing to do is to make sure Volumetric clouds are enabled in HDRP global settings (found in project settings), and in the camera per-frame setting.

Second, disable "local" mode clouds in volumetric clouds. Since if it's local, your camera needs a very large "far" view on your camera to see the clouds. You can also try increasing it on your camera and see if it fixes the issue.

I'm assuming this is HDRP, you should post HDRP stuff in the future within #archived-hdrp - easier for people using HDRP to see your post

fading summit
coarse storm
#

Hello Everyone,
Does anyone know how to sample depth texture in single pass rendering for VR?
I'm trying to convert sabastian shader for VR I'm stuck at sampling depth.
https://github.com/SebLague/Clouds
https://docs.unity3d.com/2017.4/Documentation/Manual/SinglePassInstancing.html
I have followed this to conver it into the single pass rendering.

GitHub

Cloud rendering test. Contribute to SebLague/Clouds development by creating an account on GitHub.

waxen whale
#

so I just added URP to my project

#

I then made a volume

#

turned on HDR in my asset that I assigned

#

but then the pp volume doesnt do anything

#

only in the scene view

#

in game it doesnt show anything

#

oh nvm mb

clever gyro
#

Hey, I am using URP, and for some reason Vignette works but bloom doesn't have any ideas?

#

The yellow part is supposed to glow

cobalt minnow
#

What's the intensity value of the materials emission?

clever gyro
#

2.416924

#

this

cobalt minnow
#

Lower your threshold. Play around with those values.

clever gyro
#

When I lower the emission value (in material) it just gets darker

#

And when I increase it it just becomes more yellow

#

And in post-processing, it is just 0 intensity is same as 1000 intensity

cobalt minnow
#

Lower your clamp too, you have wildly high values.

clever gyro
#

Yeah I do that in distress and I have set it to 100 and it still doesn't change anything

novel wraith
#

Hi folks, getting a visual artifact that I'm not familiar with - still learning. I see this weird circle forming in a radius around the camera

#

Probably super obvious to those who know, would appreciate just a pointer in the right direction on what could be causing it

#

Whatever it is I see it's also affecting shadows somewhat at certain range

#

Got it, "Shadow cascades" seems to be the key

tall spruce
frigid wasp
#

Is there a good resource on how to achieve certain aesthetics with post processing? In particular, I want to try and aim for that P.T./RE7 found footage aesthetic, but it's kinda hard to find any resources on that
https://www.gamerspack.com/wp-content/uploads/2017/01/re7-review-08.jpg

I feel like it's a mixture of the lighting and the color grading, but I'm really just guessing at that point, it would be nice if there was an article that breaks it all down

zenith scaffold
#

Im trying to add post processing, and im getting this message. I cant find color space in project settings, where is it?

zenith scaffold
#

Can someone help me?

#

Nevermind, found it.

chrome island
#

how to use post-processing in UI ?

vapid turret
#

maybe not exactly the right place, but i want to make a "pixelated" game that renders at a set resolution and only nearest neighbor scales up to windows in integer multiples of that - any recommendations where i should look for getting started with that?

#

i remember doing this with a camera and render texture years ago but with everything that's been going on i'm not sure if there's a better approach

midnight raft
#

I am getrings this phenomena on my water surface created with Gaia. I imported my scene into the „Hurricane VR Physics“ Sample Scene and reassigned all variables. After building the project on my quest2 all looks great besides this and I am getting double vision on my headset when enabling Post Processing on my camera object… Any idea what I can try to fix this?

severe slate
#

Hey anyone here knowing all the namepaces for PostProcessing effects, I could need them and I dont know where to find them xD 🙂 pls

#

I cannot find the namespace for DepthOfField and MotionBlur...

severe slate
#

But when I use public DepthOfField dof;
I get this Error: Assets\Files\Essentials\PostProcessing\PostProcessingManager.cs(18,11): error CS0104: 'DepthOfField' is an ambiguous reference between 'UnityEngine.Rendering.PostProcessing.DepthOfField' and 'UnityEngine.Rendering.Universal.DepthOfField'

#

Same for Motion Blur function

slate vessel
#

you're using the old stack?

#

what unity version you're on

severe slate
#

Oh yes I fixed it, I just had to remove using Postprocessing thing and only use URP

lean osprey
#

Hey mates, I hope I'm correct here: is it possible or achievable, to have an asset like this here and color it completly in black?
Do I need a specific shader for that? Or how could I achieve this?

slate vessel
#

exclude it from lights? give it a shot

lean osprey
#

will try, thanks

mighty stump
turbid fox
#

Hey I’m trying to add post processing to my game and nothings happening I put a post processing layer and volume on to my camera but nothing changes in game

#

Nvm I figured it out

solemn river
#

Hey everyone, anyone have experience with the VR tunneling script from the Asset store?
Because I can't get mine to work. It detects the motion/acceleration, I can see that in the debug tab. But the script doesn't apply the limiting FOV

frosty tartan
#

not sure if this falls under post processing but does anyone know how to recreate this after image effect across the entire screen

mortal drift
#

https://www.youtube.com/watch?v=CHUS0udL9Nk this guy just plays a video on a loop as an overlay. Disable raycast

Hello, and welcome to this new video, today for this first tutorial, we propose you to create a VHS effect.

the mp4 file needed for the effect : https://drive.google.com/file/d/1M2q0jB7_0_4sOucFg7QllOlAJxDMtoK3/view?usp=sharing

Feel free to ask questions about important points or give advice and suggestions.

You can follow us on twitter : @Ga...

▶ Play video
frosty tartan
#

thx but I meant like the kinda echo effect when you get chased

#

Like how it looks like she’s moving really fast

queen remnant
#

Hello

#

I have 2 box volumes ( one for All other post processing effects) & (another used for brightness) on gameplay scene and need to reference them in the start menu scene where i can change them too so how can i do that please or is there a better way to do it ?

surreal timber
#

Hello, I have problem with post processing on operating to all my cameras. I have multiple cameras in my level and the post processing effects were all enables, but the PP effects only showed to one of my cameras. The other cameras are also set up in the timeline, so they're only enabled when I activate the timeline for the cameras. Am I missing any values in my camera components or in the post processing component?

#

this should be environment of the scene,

#

but when I replaced the main cam with the other camera, the environment changes

mighty stump
#

It's fairly simple to make but only if you know how to deal with render targets or custom passes

#

The game you're referring to probably got it as a part of a VHS effect asset from the store

frosty tartan
#

oooo thx

frosty tartan
#

I think he used like unity 4 for the game

unborn oracle
#

anyone have any idea why post processing wouldnt work in urp?

cobalt minnow
#

Incorrect configuration would be the obvious guess.

mortal drift
#

gotta make a forward renderer asset

#

and enable PP on the main camera

glad cipher
rough birch
#

hey so i wanna enable post processing, and so im following brackeys' latest tutorial on it, and in that he says to check a box in the camera which looks like this:

#

but my camera looks like this

#

is it due to the version or something?

mortal drift
#

you have to install the URP package in your manager

#

and create a new forward render asset

rough birch
#

but how do i create a new forward render asset?

mortal drift
#

in your project directory

#

right click > create > rendering > urp > pipeline asset

rough birch
#

ohh

#

ok

#

ill try it out and see if it works

#

if it doesnt ill let u know here

rough birch
#

ok so i created a new render pipline asset

#

but the camera is still the same

rough birch
#

@mortal drift sorry for pinging, but could u help me?

#

if not its fine

mortal drift
#

I'm at work :\ honestly sometimes it's just easier to make a brand new urp project and move all your assets into it

rough birch
#

sry fr disturbing u

#

does anyone else know?

waxen star
#

anyone knbow why bloom doesnt work on android

#

never mind needed to enable hdr

static tiger
#

Why is my post processing not working?

midnight lotus
#

@static tigertry setting the PostProcessingVolume to Graphics/post processing layer 😉

static tiger
midnight lotus
#

oh

#

nice

#

👌

rough birch
#

i had the same issue but im not able to find the post processing option under the camera

charred birch
#

Color Grading bug (2021.2.8 / 2021.2.9)

grizzled otter
marsh frigate
#

Share your volume and camera settings, renderer pipeline, details

grizzled otter
#

this is the volume and the cam settings

marsh frigate
#

Expand the camera so that there is info visible.

grizzled otter
marsh frigate
grizzled otter
rough birch
#

i had the same problem, but i dont see the post processing option under the camera

grizzled otter
rough birch
#

i did that but its not there

#

this is what my camera looks like

plain kite
#

Presumably you're using the built-in render pipeline

rough birch
#

prob idk

#

i installed the urp package and then created a new render asset

#

but its still like this

woeful carbon
#

Hey, I need help, I'm trying to have a bloom effect on a cube but it doesn't show even when I put it in front of the camera, even though I did all these things

mighty stump
#

@woeful carbon Your post process volume needs to be on layer "glow", not the object
The post-process layer in your picture component is disabled (and should be on the camera, in case it isn't)
Anyhow, bloom and other post processing effects are per-camera, not per-object

woeful carbon
#

It's on the camera and it was on enabled, but I will try to check the layer

#

I don't understand, you can't set a layer to the volume

mighty stump
raw jackal
#

Is there a way to do post processing in code?

versed otter
#

does anyone know how I can prevent flickers like this from happening? possibly from post processing effects. although nothing I change seems to be stopping it

versed otter
#

yes AA is on in that clip

#

just at default setting

fringe tree
#

Ok

#

I don't really know sorry

#

I'm not too good at unity

versed otter
#

oh yea no problem im sure i'll eventually figure it out

#

i assumed that would be the fix for it too and i am 8 years in to unity

#

oh yea switching to temporal anti aliasing actually fixed it

fringe tree
#

Lol

#

I thought is was an AA issue

mighty stump
#

The only fix is to increase render scale, but that's expensive and only doubles the flicker-free viewing distance at maximum

#

On the other hand you have workarounds, the most important one being LODs
If your LOD models have less details as they should, there will be less flickering

#

Textures are much more resistant to this than geometry, as mip maps blur details over distance so there's nothing to flicker, and they have alpha coverage settings that can control how transparency gets treated over distances

#

Usually your LOD model would replace geometric details with texture details so they fade smoothly

#

In the rare case that an object cannot be represented by a texture far away, and cannot be distance culled, its LOD model could be made subtly thicker so it occupies more pixels

severe field
#

Mip maps would be your best friend in this case.

rough birch
#

i tried adding post processing to my project using the global volume thingy, but emmision isnt rly working on my materials

#

working as in its not glowing

rough birch
#

ok so i got it working, but its not working as intended

#

this is how i want it to look like

#

and this is how it looks

#

i think the white ground is making it look bad, but im not rly sure

severe field
#

Well, it is set to additive blend.

#

Like, do you want it to brighten such pixels softly(screen) or make it a different color altogether(just straight up alpha blend)?

severe field
mighty stump
#

There's something wrong with the color space, tonemapping, hdr or something, can't guess

severe field
#

I could see they’re not implementing any sense of tone mapping. Color space is gamma. Don’t know if you want linear or not, but hdr is definitely working as intended. It’s only the object is full on yellow it would appear darker than the additive bloom itself.

rough birch
#

it seems to work how i want it to on black surfaces

rough birch
#

sry

severe field
rough birch
#

ohhk

#

ty

severe field
#

De nada!

quiet stratus
#

so why does emission not work on semi-transparent objects

severe field
quiet stratus
#

just transparent

#

but not alphaclipped

severe field
#

Oh! Well, it does, but there isn’t much of a shader built in for it. You would need to code one, yourself. And this’s also because it’s the nature of alpha blend, the formula for it being:
(Destination * alpha) + (sourceRGB * alpha).
The image needs to be darker to get the effect.

quiet stratus
#

ahh okay thanks for the good explanation ill give it a shot

severe field
#

There’s always shadergraph to make this easier(PBR and make it transparent from opaque.)

cosmic sierra
#

just realized my global volume's fog ovveride didn't come with the checkbox for volumetric fog, anyone else come across this problem before?

#

this is the example from the manual for what it may look like

tall spruce
#

HDRP hides many, many settings behind that which is "additional properties"
in later versions the settings icon is removed and you have to click the stacked dots and find "additional properties" then turn it on

#

also better place to post this is #archived-hdrp since most users of HDRP are there

cosmic sierra
#

ah thank you max, turns out the problem with the overide wasn't the mip values that were hidden by the settings button but rather the type of project i created. i'm not %100 sure which type it was but it wasn't the regular 3D base - but rather either one of these bottom two

#

this has been a problem for a lot of things. i'm just going to have to port the whole game really

tight parcel
#

Anyone able to help me with a PostProcess Effect in URP (Custom RenderPassFeature) I've already detailed it here : #archived-urp message

severe field
#

Now my question would be more how to pass HDR color...

#

Onto the UI(Screen-overlay, as opposed to Worldspace, seen above. alpha's set at 50% for both.).

waxen peak
#

how do i make motion blur not increase as the game lags? there seems to be several things wrong about it:

  • the extra motion blur causes more lag, creating a loop
  • it just doesn't look good rip

it seems like it's caused by the camera jumping between frames, which makes the game think it's moving very fast, so if there was a way to make it account for Time.deltaTime, that'd be great

mighty stump
tawdry terrace
#

How would i pull something like this off?

#

I was told to look or ask here

gaunt prairie
#

how can I enable/disable/manage the specific effects on code?

severe slate
# gaunt prairie how can I enable/disable/manage the specific effects on code?

you use shared profiles on the volumes HDRP or URP

 using UnityEngine.Rendering;
 using UnityEngine.Rendering.Universal;
 using UnityEngine;
 
 public class PostProcessingData : MonoBehaviour
 {
     private Bloom bloom = null;
     private ChromaticAberration chromaticAberration = null;
 
     public float chromaticAberrationIntensity;
 
     // Start is called before the first frame update
     void Start()
     {
         Volume volume = GetComponent<Volume>();
 
         volume.sharedProfile.TryGet<Bloom>(out bloom);
         volume.sharedProfile.TryGet<ChromaticAberration>(out chromaticAberration);
     }
 
     // Update is called once per frame
     void Update()
     {
         if (chromaticAberration != null)
         {
             chromaticAberration.intensity.SetValue(new NoInterpMinFloatParameter(chromaticAberrationIntensity, 0, true));
         }
     }
 }
#

volumes are basically just fancy scriptable objects

gaunt prairie
#

oh okay I see

#

thanks for the information!

acoustic plume
#

I'm having difficulty getting any post processing to show up.
I've added a post process layer to my camera, and a post processing volume component to an object with the profile I want.
The shader the profile uses should be making everything a solid color (just for testing), but the game still looks perfectly normal (not a solid color).

#

I tried adding other effects to the volume, just to be sure it wasn't the shader I was using, but even at full intensity those do nothing either.

acoustic plume
#

I'm able to get the post processing to work in a separate blank project, but not in my main one, even though I'm adding and setting up the components exactly the same way. Any ideas?

acoustic plume
#

Figured it out. Was an issue with the canvas being in screen space - overlay
Now I just need to figure out why my post processing shader draws a single coloured triangle in the view, rather than acting on the entire screen

waxen peak
#

how do i edit post processing effects in scripts? i've been trying a lot of things from google but none of them seem to work

tiny hollow
#

Hey guys 🙂 I'm following this tutorial: https://www.youtube.com/watch?v=MLl4yzaYMBY in Unity 2020.1.6f1, but it doesn't seem to work for me. (description of the video lets me believe it should work with my Unity version). Anybody able to help me figuring out where my mistake was made?

✔️ Works in 2020.1 ➕ 2020.2 ➕ 2020.3 🩹 Fixes for 2020.2 and .3:
► When you create a shader graph, set the material setting in the graph inspector to "Unlit"
► Editing properties must be done in the graph inspector instead of the blackboard

Renderer features are custom render passes you can add to your game using Unity's Universal Render Pipelin...

▶ Play video
#

Code:```
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;

public class SimpleDesaturateFeature : ScriptableRendererFeature {
class RenderPass : ScriptableRenderPass {

    private Material material;
    private RenderTargetIdentifier source;
    private RenderTargetHandle tempTexture;

    public RenderPass(Material material) : base() {
        this.material = material;
        tempTexture.Init("_TempDesaturateTexture");
    }

    public void SetSource(RenderTargetIdentifier source) {
        this.source = source;
    }

    public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) {
        CommandBuffer cmd = CommandBufferPool.Get("SimpleDesaturateFeature");

        RenderTextureDescriptor cameraTextureDesc = renderingData.cameraData.cameraTargetDescriptor;
        cameraTextureDesc.depthBufferBits = 0;
        cmd.GetTemporaryRT(tempTexture.id, cameraTextureDesc, FilterMode.Bilinear);

        Blit(cmd, source, tempTexture.Identifier(), material, 0);
        Blit(cmd, tempTexture.Identifier(), source);

        context.ExecuteCommandBuffer(cmd);
        CommandBufferPool.Release(cmd);
    }

    public override void FrameCleanup(CommandBuffer cmd) {
        cmd.ReleaseTemporaryRT(tempTexture.id);
    }
}

private RenderPass renderPass;

public override void Create() {
    var material = new Material(Shader.Find("Shader Graphs/Desaturate"));
    this.renderPass = new RenderPass(material);

    renderPass.renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
}

public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) {
    renderPass.SetSource(renderer.cameraColorTarget);
    renderer.EnqueuePass(renderPass);
}

}```

(I haven't changed anything, that's from the repo in the video)

#

Shader graph:

#

Added the script as new render feature, but sample scene still looks identical:

tiny hollow
#

@gritty folio I'm now trying to add your https://github.com/Cyanilux/URP_BlitRenderFeature blit render feature to my project. When I go to the renderer and want to add the blit feature via the "Add Render Feature" it doesn't show up. How is it supposed to be used? Or am I missing something general to make it work? It's a brand new URP project in Unity 2020.1.6f1.

gritty folio
tiny hollow
gritty folio
tiny hollow
gritty folio
#

Yeah that also seems to be broken by the asmdefs. Whoops.
Deleting the two asmdef files fixes it though. I'll have to look more into how to set those up properly.

tiny hollow
#

Doesn't help on my end

gritty folio
#

It's this puzzle piece looking file, there's also one in the Editor folder

#

Is there any errors in the console?

tiny hollow
gritty folio
tiny hollow
#

Okay, so I removed everything, restarted unity and added the package you linked by downloading and extracting to assets. Now I got these errors:

gritty folio
#

Oh, I think the UNITY_2020_1_OR_NEWER on line 54 should actually be UNITY_2020_2_OR_NEWER

tiny hollow
#

Yes, that fixed it 🙂

#

Will this also work with projects that use the 2D renderer it was called I believe? (for projects using 2D lighting)

#

Looks like it does

gritty folio
#

Does the 2D Renderer even support render features? I didn't think it did back then, unless they rolled that update back

tiny hollow
#

Ah wait, I'm stupid, the project I'm on uses the normal URP forward renderer as well.

#

Well, thanks a ton for helping (again). Saving my life again 🙂

gritty folio
gritty folio
tiny hollow
#

No need to apologize for providing us with such great content over the years ❤️

#

is it possible to tag the MainTex for the post processing as repeatable?

gritty folio
#

Like Repeat wrap mode rather than Clamp?

tiny hollow
#

Like you can set the wrap mode for textures to repeatable so you can create scrolling UVs

#

Yes

gritty folio
#

If you're using Shader Graph I'd probably just connect a Sampler State node to the SS port on the Texture Sample 2D. That way you can override what the wrap mode is for the texture.

tiny hollow
#

Perfect, thanks.

gusty magnet
#

i need help. none of my post processing effects are showing up. my camera has a post processing layer component and I have a global volume thingy in my project. Post processing is enabled in my camera. I added the universal render pipeline before beginning. not sure why no effects are showing up.

marsh frigate
#

If you are using and have configured your project to use URP it has a built-in post processing stack. The post processing package should not be used with it.

gusty magnet
#

oh mah gosh. i dont even really know what that means. doesnt the URP template come with the post processing package?

marsh frigate
#

So you started your project with URP?

gusty magnet
#

nope

#

I made a new project to test it

#

I think I've configured it correctly, but I'm not totally sure?

marsh frigate
#

Are you are using URP materials and they do not appear pink?

gusty magnet
#

yep

#

I did the thingy

marsh frigate
#

If so, it's configured. You need to remove your Post Process Layer, and add a Volume component to the scene. The Volume should have a Volume Profile in it that is the post processing

#

If you have a Post Processing package installed in the project it should be removed.

gusty magnet
#

okay, is there an easy way to remove packages?

#

i found it apologies

marsh frigate
#

via the package manager

gusty magnet
#

literally all I had to do was remove it 🙏🙏🙏🙏

#

you're my new favorite moderator in any discord

severe slate
#

i need help i want to do using post-processing a blur if i have a ui open

#

but the blur is going over the ui

forest stone
#

how do I make my game look like this?

#

someone pleaseeeee

marsh frigate
#

Research CRT/VHS post processing shaders

onyx reef
#

i switched from build in to URP and everything is fine, but how can i limit the post processing effects to specific layers like in the pps V2? I got now bloom on my UI 😦

mortal drift
#

well with bloom you can mess with the settings in the post processing volume settings

#

if your UI is blooming then turn off emissives on it

odd drift
onyx reef
#

yes you right, i swapped the PP Layer selection with that in my mind...

#

But anyway how can i avoid the UI gets Bloom etc?

gritty folio
onyx reef
#

ahhh alright thanks!

wintry wagon
#

Really don't know the solution to this issue, any help would be awesome! Post processing volumes and layers work in the editor, but when the game is built the effects are not in the built game. Using standard/built in render pipeline unity edition 2021.2.10f1. Oh and to clarify further, I'm pretty sure bloom is the only effect that works in both modes, every other effect doesn't. Anyone know a solution on how to fix it?

wintry wagon
#

Apparently it is a bug in unity 2021.2.10... I submitted a bug report and the unity representative said it is fixed in unity 2021.2.12f1. That edition is not out yet. Guess i just have to wait with a broken project

severe slate
#

hey guys. I imported some free assets from asset store and the scene doesn't look like the one displayed on the asset's page on unity asset store.
I will attach two images, first one is how it looks in my scene and game window, and 2nd one is asset store page of the asset

rancid fulcrum
#

Hi everybody, I think this might be the right place to ask. I'm trying to do some post processing effects for VR. I've followed this article in order to blit properly in VR:

https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@13.1/manual/renderer-features/how-to-fullscreen-blit-in-xr-spi.html

But the article explains only how to blit the _cameraOpaqueTexture. How can we blit including transparents?

I tried using the renderer.cameraColorTarget but this doesn't seem to break the stereo and the image appears only in one eye and with wrong perspective. Any ideas?
Thank you in advance for any help, quite lost here

gritty folio
mighty stump
#

@severe slate The asset demo scene has no post processing set up, but includes the profile for it

#

It'll look like advertised if you implement the post processing to the scene, switch project to linear color space and enable HDR

#

Though ambient occlusion seems to be broken with the shader used for grass and leaves

next phoenix
#

Anyone here knows how SRP works from inside?
Let's say if I don't have game objects at all.
And draw stuff using Graphics API directly.
Can all those fancy features still be applied to my rendering?

#

I'm interested in this stuff because I can use GPU instancing indirect on literally all my sprites

#

and I don't want to have game object dummies with renderer component

neon sapphire
#

Anyone have a good low poly post processing profile?

mighty stump
neon sapphire
#

Looking for a good post processing volume profile that looks really vibrant for low poly style assets.

#

Also need it to get rid of some of my jagged edges and I have temporal aliasing about as good as I can get it but still kind of sucks

odd drift
neon sapphire
#

@odd drift

trail maple
#

Anyone available to assist with an issue with ambient occlusion not showing up in my project

odd drift
# neon sapphire <@!689758471003963472>

I think you could try to color the left one first and then add post processing on top of it. If the image is such non saturated (pretty much greyscale), it may be hard to do all the correction in post processing. id try to get close to what you have on the right iamge but using only materials/colors and then adding pp on top of that. if you have to saturate image a lot using pp, all already saturated colors gets oversaturated. the right one looks pretty good already tho. vignette is one of my favourite pp effects, it helps keeping the focus on the center of the screen and is very easy to use

#

hdr + tonemapping also usually adds more depth to the scenes. I like to use the ACES one to get cinematic look

neon sapphire
#

Thanks @odd drift

odd drift
#

linear workflow also makes the lighting usually look nicer but it adds some overhead too (as does every pp effect)

neon sapphire
#

alright

frank silo
#

My PP Dont work in build but in editor it does, i got unity 2021.2.11f1 what can be wrong?

frank silo
#

yeah some bug in unity i think, i downgraded to 2020.3.27f1 and it worked

junior yoke
#

Hi, has anyone come up with issues with motion blur while using alembic in HDRP? There is no per object motion blur if the camera is not moving. There is a support for Add precomputed velocity in Hdrp shader, but that is not similar to traditional motion blur. To mention, the alembic package version being used is 2.3.0

severe slate
#

How can i add post processing?

bronze mural
#

@severe slate The pins are top right

frank silo
#

Do post processing not work with 2021.2.11f1 in build ? Can somebody help me try

#

Becouse it does not work for me

supple hull
#

is a standard / or common bloom threshold set to 1.0 ? I dont remember what I had it at, but i set it to 2 and i noticed alot of my original items blooming weren't until i set the bloom value to 2.0 or higher. is 1.0 mean that nothing blooms under 1 and so that would be normal lights and etc wouldn't get it ?

odd drift
mighty stump
cinder stream
#

Hi all! Does anyone have experience with the Screen Space Reflections post-processing effect? I'm running into an issue where deep parts of the scene are reflecting shallower parts. Not sure if there's a way around this, but it seems like it should be solvable in theory. (The part circled in red shouldn't have reflections realistically).

I can get around this by decreasing the reflection distance, but that seems like a hack, since I'd need to update it whenever the camera moves, and it wouldn't scale to multiple light sources at different distances. Any advice?

rancid fulcrum
#

Hi, has anybody manage to do some post processing urp effects in oculus quest?

I'm just testing the most simple test that I could think of, and it kills performance from 90 fps to 20 fps...

I register a render pass that does the following

                cmd.SetRenderTarget(new RenderTargetIdentifier(cameraColorTarget, 0, CubemapFace.Unknown, -1));
                cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, passMaterial, 0, 0);

The material simply returns a green color.

        half4 FragTest(VaryingsTAA i) : SV_Target
        {
            UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
            float4 _color = float4(0, 1, 0, 1);

            return _color;
        }

How can that cost over 40 ms ? Any idea what could be killing performance?

tiny crag
#

Hello, so I've been messing around and trying to make a parkour game. I want to add an effect when sprinting to create this tunnel like motion blur effect on the camera but getting Motion Blur in post processing and adjusting values doesnt seem to do anything really, how would I be able to achieve this goal?

cinder stream
#

Do any of the other post processing effects work?

tiny crag
#

yeah

#

I'm currently using Post Processing Stack

#

not hdrp or urp

cinder stream
#

Are you moving the camera?

#

Or are you moving the enviroment?

#

Actually, from what I can tell, it doesn't matter. The effect can be subtle. Have you tried moving an object in play mode at ~100 units per second, pausing it when it's passing by the camera, and tried toggling the effect on and off?

tiny crag
#

Yes, but either way its either too subtle or non existent, plus its not the effect I'm trying to get

#

I'm trying to get a tunnel vision sort of effect but guess the post processing way isnt the way to get it

cinder stream
#

It sounds like you want to apply a blur effect on the edges of the screen; sort of like a Vignette, but with blur instead of black? I think that post-processing would be the appropriate way to do it, but I'm not sure that there's a built in effect for it.

lofty forge
#

uh, how to make particles bloom in URP?

mighty stump
# lofty forge uh, how to make particles bloom in URP?

Do the necessary steps to enable bloom in URP, then make a new material with URP particle shader and increase the emissiveness of the particle material
That material will then glow when assigned to the particle system

mortal turtle
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How do I make the camera except a layer from rendering in URP?

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I dont see a culling mask option in the inspector

plush laurel
tiny crag
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Is that in the package manager?

tiny crag
cinder stream
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No worries, I actually just came across it today and figured you might find it useful

sharp crest
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hi 👋 I would just like to know if what is in the white area is supposed to be blurred or not ? because it isn't and in don't know why

topaz dune
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holy shit idk why i didnt come to unity discord earlier. i am having an excruciating issue if anyone can help fuckign than you i will give u a kiss

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Ok so I am a student working wiht post processing for the first time. I took a project i already have, went through the process of installing Universal RP and then configuring it and updating all my materials to URP but it doesnt seem to be working?

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I dont think it is working because post processing is not working. I have it enabled on my main camera, I have a global volume and to test it I am just adding a Vignette to the overrides. But its not working. No overrides are working

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The scene itself has definitely changed, my lighting is much better(was tweaking it after I converted my scene to URP) so i dont know why post processing stuff wotn work

cobalt minnow
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If the project was previously using the built in pipeline and you've installed Post Processing v2 for it, you need to remove that package. URP comes with post processing automatically.

topaz dune
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Is there a way I can check if I have Post Processing v2? In my Package Manager I do not have the regular "Post Processing" installed

cobalt minnow
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Check the packages folder in your project window to see what you have installed.

topaz dune
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Maybe this will help also, when I change my renderer from Default Renderer(UniversalRendererPipelineAsset_Render) to this one, then this message pops up:

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Compared to this:

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So I thought maybe I was using the wrong Renderer, and the right one doesn't have post processing enabled maybe?

topaz dune
cobalt minnow
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Check the URP asset that you have assigned in your graphics settings.

topaz dune
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It is the one that I created, the UniversalRenderPipelineAsset (Universal Render Pipeline Asset):

cobalt minnow
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Hmm ... dunno then. If that's enabled, and you've enabled it on the camera, I don't see why a simple test vignette wouldn't show.

There must be a mismatch somewhere if you're getting that warning though.

topaz dune
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Yea the warning is the only guess I have. I don't have the warning if I keep it on Default Renderer(Universal...) I only have the warning when I switch to 0: UniversalRender...

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But the post processing effects dont work on either of those renderers

waxen peak
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is this in terms of using blur effects?

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but anyway, how do i add two separate post processing effects to 2 different cameras? i'm trying to have all objects have a bunch of post processing effects except for the ui, which doesn't have blur but has everything else. i used an overlay camera and now the ui doesn't have any effects

sharp crest
waxen peak
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oh, i'm not sure how to help then rip

supple panther
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if that's the case, you'll have to change very material manually which is time-consuming as hecc

snow loom
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hi, what is best practice for placing textures into unity? Should I download always max high resolution textures and then in game it will be resized based on user choice of graphics settings or the texture stays always high resolution?

cerulean stirrup
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These mods are ban happy

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Can't even ask a question

snow loom
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why?

cerulean stirrup
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I asked a question on hdrp shader errors

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If I post it here, they'll ban me again

cobalt minnow
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I mean, if you want.

cerulean stirrup
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Screw it, I'm video taping this censorship

cobalt minnow
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Otherwise, you'll just get cautioned like everyone else.

cerulean stirrup
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Ban then caution?

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We kill people then warn them not to tresspass.

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I just asked a question about hdrp