#💥┃post-processing
1 messages · Page 17 of 1
how do i exclude my background from post processing
hello, I am about to start working with post processing please recommend me videos, good ones with good explanation please
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: ...
Simple youtube search for Unity Post Processing will yield many helpful sources
how do i add a layermask for post processing
like i only want my ui to have the effects
not everything
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?
Baked or not has no effect on post processing
make sure pot processing is enabled in main camera, and that you've set up and using the correct post processing for your rendering pipeline
Guides in pinned messages
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?
Likely because the color map of the grass has black color outside of the grass blade, which bleeds over to the opaque part of the alpha channel
https://docs.unity3d.com/460/Documentation/Manual/HOWTO-alphamaps.html you'll want to do something like this
If you're using photoshop I think "defringe" effect takes care of the problem
the image doesnt even have a gray color, its all pure white
Is the problem the grey or the black?
it only becomes gray when put into unity
well, black actually
i fixd it now, but i have no idea what i did
looks like an aliasing issue with partially transparent pixels
If you are talking about the grainy fringes on the grass blade edges, then you need a defringing operation on the texture
Or replace the RGB texture with a solid color in shader
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
Maybe scripting the fog distance to be relevant to the closest window?
Something to do with clipping masks?
@coral mountain Depends a lot on rendering pipeline and how you want the fog to behave
True, I'm still deciding which pipeline to go down, gravitating towards HDRP but if there's an easy way to do it with built-in RP I'll stick with it to keep things simple
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
I mean for example do you need to be able to transition from fogless interior to foggy exterior, or have fog covering the entrance of the interior when looking at it from the foggy exterior
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
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
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
Yeah I think render layering is what I need
URP has a neat feature called "camera stacking" which you can use to apply different effects to different parts of the visible scene
Built-in RP has probably something similar
mm I was looking into camera stacking and render textures
I haven't used that for fog but I'm sure there's a way to make it work
Thanks for the info!
Good luck 👍
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?
nvm i found the problem
how do i exclude the background image from being in the post processing (urp)
Anyone here have any good tutorials on how to make fog? All the ones I've found don't work with URP
Is there any way to do post processing for mobile games?
without the immense lag from post processing stack
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....
Yep Fax 💀
my chromatic abberation does not seem to work. Why could this be. The intensity is 1 and it is attatched to my main camera
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...
would anyone know how (or if) I can remove this kinda pixelated look on the Screen Space reflections
oh.. i just set settings in editor to high
anyone know how to change the reflection distance for SSR/Ray Traced in HDRP?
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
it's like a light switching on
I believe SSR should reflect almost everything that's visible, but it flat out can't reflect anything that isn't visible due to the way it works
The only real fix is to try to cover it up and not use it for super clear reflections, and use a cubemap for it to fall back on when the reflection is lost
Anyone know how to make my 2d top-down game look more like its a dark and scary forest vibe?
those would work as pretty good clouds too
After watching this, this is not the best implementation... I'm guessing this will have performance drop if the sample count is large than 2
Sorry about that. You will have to find another solution.
No no, you don't have to be sorry.. It was more like an opinion
How can I disable this annoying auto exposure control?
Exposure settings are in the scene's Volume object/component
Thank you! Feels like Unreal engine with the extra component node for the volume lol. My level is now more clear and easy to see! But now I gotta rebake the light map again 😅
Coincidentally, I just discovered this effect lol
how do I add bloom to just one object?
Make it brighter than everything else and catch only it in threshold or render with another camera.
I am rendering that object with another cam
and pasting it on top
but then it still aplies bloom everywhere
There's manual pinned in this channel it explains how to use multiple cameras correctly.
I don't see it
Hopefully this would shed some lights https://docs.unity3d.com/Manual/Layers.html ..if you're using URP there's option for which layers should be affected by it. Good luck!
@slate vessel
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?
Also did you find the manual with multicamera usage explanation I was talking about? The pins are right here, top right, the red thing.
I did, but that's what I'm already doing, I put a pp cam over the normal one that only renders one object, whicj the other cam doesnt. The pp cam has the bloom, but still applies bloom to the whole screen and not just that object
Also sorry for ping
.
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??
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...
I'm not looking to make it disappear though
Oh okay, thanks
Unrelated question, is there a way to make a shader property only function when the material is dark?
Let's say, for example, I want the material to be more metallic when it's dark
or rather, the darker it is*
Op, sorry, missed that channel lol
Is post processing available for built in shaders?
Nvm, found out that you have to download a package for post processing
Looks awesome 👍
what you're looking for is Custom Renderer... https://docs.unity3d.com/Manual/srp-custom-getting-started.html
if it's just for certain objects that will get the scanline effect then why not just go with shadergraph?
Not sure, but this should get you going I guess https://storyprogramming.com/2019/09/17/shader-graph-scan-effect/
good luck!
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
Built-in post processing, what is the special spell I must use to make this work in unity 2020+?
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.
How would I enable post processing in the inspector of the camera itself?
@buoyant olive
I do already have a volume to it
could be missing it
that sounds like a URP/HDRP thing
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
I've got a classic vignette cranked to max intensity so I'll know it when it works
yes hang on "Is Global" was it- I mean I was checking back and forth between all the variables something must have been conflicting
yeah that's what it was, thanks for the help clarifying I wasn't going crazy lol
hi guys
can someone tell why the grid is visible when post processing is ticked on?
It's just how it works for some reason
oh long johnson
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"
how to get rtx in unity
rtx in Unity or in general is still a bleeding edge tech... either way, here https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@7.1/manual/Ray-Tracing-Getting-Started.html
should Tonemapping be on only for non HDR screens?
Is it possible to apply post processing to a specific layer in URP?
Hiya, is there official docs on how to write custom post-process effectsf for URP?
@gaunt spindle there's no official custom PP API for URP yet, people use renderer features for that purpose today
renderer features have some info around
Don't know where else to put this, but it includes post-processing so I guess this channel is fine?
How does this look?
is it possible to add like bloom to my game in 2019.3.15f
Umm..m what exactly? It's several meshes and point light sources. Possibly pp bloom as well. Is that what you're asking?
Sure.
Aah. It looks pretty bright for a cave.
And the walls don't seem to be affected by lighting, so it looks like outside.
Are there actually walls?
It's supposed to be inside, the lights ate just far from it
Yeah it's a giant sphere
Well, they seem to be completely black and without any texture, so it looks weird.
Is that the angle that the player will see?
Yeah it's a very dark sand color
Yes
I plan to paint the wall with dirt and stuff
Maybe if you bake lights it will look somewhat better, but I don't think a sphere is good enough for walls/ceiling.
!ban 595701703366410259 scam
tanmayaddania#3061 was banned
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.
Thanks, I ended up using renderer features
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...
or some way to blur everything except of focused object
Ok I guess...
No. It is a little bit more complicated. Near plane, far plane and all of this stuff
I tried to use post processing on camera with hdrp and it is not working at all
Dof for hdrp (in volume) only has this options
I don't have screenshots
Gaussian and Bokeh are in URP. HDRP has only this
Yeah, I know. But that is more complicated because there's literally no good tutorials about setuping this
I will check this later btw. Thanks
oh, and because of the physical camera, the FPS drops very much
So the post processing stack is not working. How do I set it up in URP?
Nah, DoF will drop your performance regardless, especially in crowded areas
volume i guess
First thing I tried, and it’s not showing.
Post Processing Stack is for built-in RP or really old versions of URP/LWRP
Modern URP has its own post processing
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
thank you
wait no, you don't need to do that in urp. its already there
Yes
In fact the package version is the wrong one
Can I exclude the SkyBox from the PostProcess in some way?
I'm using Azure[Sky] an the DOF blur also stars and moon 🤦♂️
Yes, but if I want to, say, create my own post processing effect, where do I go for that?
You can't do this in urp, not directly... what you can do is ScriptableRenderPass (somebody, correct me if I wrong)
But you can do this in HDRP
been around for awhile now
That's how depth of field is supposed to work, is it not
It looks pretty weird if objects in the distance are blurred but the sky isn't
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.
I am using URP, version 2019.4.16f1
🤷♂️might just do a bloom shader graph, then.
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.
I'll try that, thanks
I hope they get it working some day, the project board looks like its been completely abandoned to me
Shall keep that in mind. Will come back with results.
You are right but this is not the case 🙄
So we are trying to have moons and stars always on focus and with Unity's DoF we can't set a "far-range" to stop the DoF
Ive been doing some simple postprocessing in my game and everything is working, but motionblur isnt, any idea?
it just doesnt work
how are you testing it
What’s the best anti aliasing?
Have been having the same issue but with the new 2021.2 motion vectors - builtin motion blur doesn't work at all, depth texture is depth only and no motion in G/B channels
Each type has its own considerable tradeoffs
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
Pog thanks
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)
then I created this volume, but it doesn't work... what am I doing wrong?
It only works if "Is Global" is checked, but I want to apply the effect only to the objects that are on "BackgroundObjects" layer
So I can "set" this volume to include every object that is on a certain layer(?)
oh ok, thank you for your help
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?
HDR ranges would be much brighter and can be filtered out from other colors
Does PP need to be installed from the UPM when it's already included in Unity 2020?
For example, I can just right click in the hierarchy, and select a global volume.
Hm guess maybe it's different though.
give it a try and let us know?
Scriptable Render Pipeline post processing is built-in, if you are using default one then you need to install package
All the information is in the pinned documentation as well
Thanks Fog, forgot about the pins here. This worked great.
How I'd do it is to make bloom threshold high, and make the emission intensity of glowing objects also high enough so only they surpass the threshold
That's the same as Fogsight's suggestion I believe
hey guys, i wan to add post processing to my cam but nothing is happening
nothing is changing in the game mode.
@grizzled otter which pipeline?
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
URP?
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?
unity 2021.2?
If so, it might be a bug
Nope: 2021.1 with HDRP 11
Yep
Hmm, you'd have better luck of an answer over at #archived-urp
As far as I know, they should be working. Maybe a bug?
Yeah, it doesn’t work. Everything turns pink with error shaders around.
I was wondering if there was any way to use post-processing to do this? https://forum.unity.com/threads/2d-solid-color-shading-with-pixel-art.1191625/
When I search the web for "unity 2d light sprite normal map" I get some results such as https://www.youtube.com/watch?v=48dsapjS55k and https://www.youtube.com/watch?v=3u_I86tY8oM. Have you tried what those tutorials are describing?
Well I know how to set up 2d lighting, I'm trying to change how the lights look after normal maps are applied
essentially the steps you'd take are: (1) round your position sample to the nearest pixel when calculating light intensity and (2) apply the normal toon-shading step function to light intensity. Should all happen in the fragment shader.
@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
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.
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.
hey guys, I want to add post processing to my cam but nothing is happening in the play mode
For a 6-player game.
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.
They are, but it would have to small, like 128 x 16 or something.
Gotcha, thanks
i am not using urp or hdrp i am in standard project
Help, I am having a problem with sampling the camera's depth texture
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
is it not possible in URP?
will switching to HDRP help?
man why is the unity post processing documentation so bad
like can't even find what function im supposed to use to calculate depth or what "varyings" is
@pastel wadi gonna need more details, chief.
Where is the depth texture coming from? the URP 12 prepass depth, custom depth prepass, bound to camera target directly...
I figured it out, you have to enable it first in URP.
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 :/
well, it's a big project. Lot of complex ambiences and visual styles.
thx for answer 🙂
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? 🙂
like some post process effect?
Color grading works but it is a single color
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?
Or I should clarify, I get "_MotionVectorTexture" as a non-default black texture, but it has no data in it
guys
i have two cameras and i was wondering how does the game know which one to look from
because there is a camera that i do not want to look through but the game does it anyway
It will actually render from all enabled cameras at once
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)
that will determine which one renders "on top"
But for performance reasons, you should simply disable any cameras that you are not actually using at the moment.
"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
Also, performance in the editor always have big CPU overhead. Performance will be faster in a build
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
Earlier versions had support, now they have their own built-in
Details are in the pinned manual here top right.
oh i see! my bad, i didn't think to check the pins. Thank you!
I suppose i'll have to stick to the baked AO
I dont have the create volume option in hierarchy (any help? )
@brave scaffold Volume is a component. You can find instructions how Post Processing works in the pins.
how do i make it so the game loks retro / vhs
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
Hey, a bit of a weird issue
I'm getting these weird lighting effects when I have post processing turned off on the camera
however, they go away when I turn on post processing
I haven't set up any sort of post processing in my project, so I'm confused on why this is
Does post processing change the view distance or something?
Do you mean the gray stuff in the game-view?
@robust bobcat I mean the outlines around the grass sprite
You see how in the non-postprocessing version they're lit up as the scene gets farther from the camera
That's not how they're supposed to look
Turning on post-processing fixes it though
but I'm confused at why
Given I haven't setup anything for post processing
i got sent here
how should i achieve a basic effect of this in unity?
example
bottom panel with blur
An asset like this https://assetstore.unity.com/packages/tools/gui/translucent-image-fast-blurred-background-ui-78464
Doing it yourself depends on the render pipeline, and sometimes your setup
@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
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
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?
If you're using built-in/standard pipeline you need to add a post processing layer component to each camera
and set it's layer to Default
and you need to have a post processing volume (create by right clicking hierarchy > 3D > post process volume) and make sure it's global.
Then add effects to it
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?
So just turning bloom off gets rid of that green?
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
yep
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
thanks
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?
(Top view of all of em)
hard to see there are about 20-30 of em
Does anyone know how to make a RWTexture2DArray have more than one mip level? There seems to be no way to do this in the CommandBuffer API
Does anybody know why OnRenderImage is not being called? I'm not using URP or HDRP and I haven't changed any settings
I need help with this ?flickering? how can I fix this? on this display size It's not that bad, but on phone display this is much worse.
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...
Ya that wants the right call.. though I would appreciate some help 😪
Do u really ment those warning signs 🙄🤧
🤷
it looks like you have no anti aliasing on
missing anti aliasing, grass is too saturated
I don't know if this was what fixed it, but I moved the script onto the Camera instead of a different object and it started working
Is it possible to setup Bloom so it never blooms on reflected areas? I only want bloom from pure light sources.
When I have post processing on, Everything becomes see through...?
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
Thanks, but when I say light sources, I also mean emissive materials
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
Also, when I say reflect = mean bounce. So just normal light bouncing. 🙂 Sorry, not quite up to the lingo of this
Now that I think about it, it's more of a lighting question...
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.
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
What do you mean by setting the specular material values? Can we do that?
Well, from code I guess it's just setting the color 🙂
Oh, I thought you were talking HDR 51f,51f,51f. I understand now.
Thanks, I'll try and tweak stuff with your suggestions.
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
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.
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
the question was 'how do you add anti-aliasing to UI', please answer it
Hi all...
I need help making this built in decal system to work also on terrain, but really dont know where to start
This is a sample from unity blog, the sample project can be downloaded on the bottom
https://blog.unity.com/technology/extending-unity-5-rendering-pipeline-command-buffers
I just never touched this thing called CommandBuffer before, hopefully someone can help me make sense of it
hello everyonje
everyone*
Can someone help me exclude 2d sprite from post processing
I did it but every time I click play it dissapear
From our game unstable
https://twitter.com/Unstable_twg
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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
i cannot get any postprocess effects showing up on my main camera, and i cant figure it out for the life of me
Have you checked your camera component? there should be a bool to enable the post processing effects
sorry if im being dumb but i dont see it 😭
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
wait lemme update unity rq, apparently im still on version 2020 😭
lets hope this doesnt break too much
Looked like you are on Standard, while he was on SRP.
I have no idea why they do not have "Use pipeline settings" for post-processing flag in the Camera. Maybe there is a reason, but I'd suspect that reason is "Post-processing is a different team, and we don't communicate between teams to make a coherent experience. Unlucky!".
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 ?
what do you think?... profile it yourself, we don't know your rig's setup
sorry, first time using post procesing
how do i profile it? im using bloom,vignette and chromatic aberration rn
Probably normal. I have similar performance issues on Android.
ok thanks
You need a post processing Layer component on your camera, and set it to Default.
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.
You want the Unity gizmos to be affected by a Postprocess?
No, I dont want the grid lines to go through the objects even when they are above.
Okay, what are those gridlines? The unity standard ones?
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.
So do your materials/shader write into depth buffer?
I dont know tbh
How do I make it so my OnRenderImage happens before the post process using the built in render pipeline?
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
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!
Announce Posts: https://forums.unrealengine.com/showthread.php?145762
Image Based (FFT) Convolution for Bloom is a brand new rendering feature in 4.16. With this new post-process upgrade, you can create physically-realistic star-burst effects for your bloom. David Hill joins the stream to show off how to activate the feature and when you will w...
UE4 calls it convolution. I haven't found a Unity equivalent. You're looking at building your own shader probably
hey fellows, so i want to use post processing to make everything purple except certain objects, any idea how i should do that?
anyone know how to do custom post processing with urp's 2d renderer?
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
Ok i need help with green screen stuff on sony vegas
any recommended PP settings to make stylised character look better?
upgrade your project materials
Learn how to color grade, a quick googling would get you somewhere with the topic
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.
let me know if u ever figured this out, i was wondering the same thing
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?
Oh 😅 thank you very much
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: ...
and at around 1:50 hes able to add a volume to the heirarchy
and in my unity i dont have that option
download post processing from package manager
i did and that option doesnt show up
also later in the video he shows an option in the camera to add dithering but thats not in my unity either
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.
I have set up Post Processing v2 in my project but it doesnt work
so should i use the universal pipeline or keep using the default
That's up to you. If your project is using custom shaders you probably don't want to switch to URP as they would need rewriting / recreating in shader graph. If you just need post processing use the package in the built-in RP.
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
If you're using URP, the albedo slot is called Base Color.
Thanks!
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?
Are you using URP?
check if you have post processing enabled on the camera
you also dont have a volume in your scene
go to the hierarchy and create a new volunme
then put your profile in there
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.
wait
There are tutorials for this pinned in this channel. Check them out.
Yes, remove that for starters.
i shuld remove this packAGE?
why is my chromatic aberration not working?
One quick question, can I use Postprocessing with VFX Graph?
Yes
How would I go about activating it?
The documentation is pinned to this channel
So I have postprocesisng installed, somehow my vfx particles are not affected.
If you're using URP or HDRP, post processing is built-in to them
Ehm, I got PostProcess in and using URP, so what could be the reason particles are not affected?
If you have manually installed a post processing package, you should remove it
and use the volume system built in to URP
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 😄
If you have manually installed a post processing package, you should remove it
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
Thanks a lot, that seemed to do the trick, weird it did not give any errors. Anyway, thanks again!
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
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
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
cause I have a total of 3 cameras, and I only see the effect in this camera(main camera)
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
Um ok so yea just switchjed over to the HDR pipeline and everything turned pink...
How would i fix this...
Nvm i got it
why could the weird oval be here?
I really do not like how it looks but do not know how to fix it
You probably have vignette turned on.
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...
..still kinda waiting for an answer if anyone's got one
<@&502884371011731486> Remove this please ^
Thank you. Left over bot didn't remove
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
Looks like fog, check the Lighting window, I think the fog settings are there
where is llighting window?
wgeres the loghting window
Will be somewhere under the Window heading on the top bar
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
What's the difference between Scale-able Ambient Obscurance
and Multi Scale Volumetric Obscurance?
<@&502884371011731486> delete scam ^^
I wanna check something
@foggy dragon https://who.is/whois/discoord-apps.com that's the entire personal info (including address and name) of the guy who owns the scam site
discoord-apps.com whois lookup information.
Yeah, I see so many of those these days that I don't really care anymore 😅
By a quick Google it turns out he also stole about 5000€ in ETH & BTC a couple of years back
52 votes and 27 comments so far on Reddit
https://who.is/whois/discordgifts.com another one that is quite popular
discordgifts.com whois lookup information.
I really hate those
Apparently they are all Russian as well
Sorry btw thus had nothing to do with post processing
Want To Add Post-Processing to your Unity project? Then this is the tutorial for you. Doesn't matter if your using Unity 2D or 3D, you can easily make you're game look much better.
Play My Games - https://jumbo-jump.itch.io/
About Me:
Hey, I'm Jumbo Jump, an indie game developer who uses the Unity Engine. I make videos of the games I make for ...
I was following this tutorial and I did everything in order
It still doesn't work
I use cinemachine btw
Unity 2020.3.24F1
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
Nvm i think panini projection is what i need for that
now i can't figure out how to apply it to UI hmm
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?
build in RP?
urp
I have no rendering section
hm
Which URP version?
This screenshot is coming from URP 10.7 with Unity 2020.3.25f1
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
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
what
Again, the camera doesn't have those settings
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
Hmm, I've got it all set up now, and can anti-alias too, but the post processing still isn't appearing.
switch your layers to default
They are
can you share a screenshot again?
Remove the old post processing component
uninstall the postprocessing stack v2 and maybe a unity restart is needed
but should work then
aaaa
Ooooh
but now you got the right setup for URP 😄
I can't find ambient occlusion
Yeah it's working 🙂
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
Right ok, so, now that I've got that working i need to uninstall it and install hdrp XD
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
you should also post the volume settings from both scenes
ah yes sorry
they use same settings/profile so it's weird one works and the other one doesn't
anyone got a nice way of making an underwater effect on pp?
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.
its possible to exclude objects from motion blur in urp?
Remove objects from being affected by your post processing stack by using multiple cameras and layers. Very simple, very quick.
You can create complex visuals by separating your objects into layers and applying certain effects on each layer.
❤️ Become a Tarobro on Patreon: https://www.patreon.com/tarodev
Alternatively, you could use my affili...
try this @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
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
so for post processing shaders you get the previous frame as a texture input
displacement is simply changing where you sample the input texture from
noise is, well, noise
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
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?
maybe use a light, dark-colored fog?
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)
turn off the light in your room and squint a little
Already found a solution but thanks
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?
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?
tried this but the opposite but not getting any effect to appear 🤔
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?
is there a way to access post processing through a script in built in pipeline?
i cant add the postprocess component as i dont have it
did they change something or
are you using the new post processing stack or no
where do i check that
in your packages
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.
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.
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
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)
yeah i added the volume component but thats he only post processing related script i could find
unless im missing something obvious
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.
How to achieve a clean Fog Depth Effect ?
anyone had success with getting a camera background to render bloom before?
ah, figured it out sorry
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
hi, thanks for the tips, I'm going to check those out, I tried a completely new scene and its fine so I think it must be something I've changed in the nest of settings in the project quality settings. I've definitely also fiddled with the local property too!
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.
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
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
What's the intensity value of the materials emission?
Lower your threshold. Play around with those values.
I've been playing for the last 1 hour
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
Lower your clamp too, you have wildly high values.
Yeah I do that in distress and I have set it to 100 and it still doesn't change anything
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
https://github.com/Unity-Technologies/Graphics/pull/6758
This is finally getting fixed. I've seen so many popular built-in games suffering from this. It's been ages.
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
Im trying to add post processing, and im getting this message. I cant find color space in project settings, where is it?
how to use post-processing in UI ?
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
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?
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...
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
Oh yes I fixed it, I just had to remove using Postprocessing thing and only use URP
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?
exclude it from lights? give it a shot
will try, thanks
Almost anything with a material allows you to give it a color
As the color is multiplicative, a black color will make it black
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
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
not sure if this falls under post processing but does anyone know how to recreate this after image effect across the entire screen
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...
or you could try this https://github.com/staffantan/unity-vhsglitch
thx but I meant like the kinda echo effect when you get chased
Like how it looks like she’s moving really fast
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 ?
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
That's old, primitive type of full screen motion blur, which isn't supported by default much anywhere from the looks of it
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
oooo thx
Yeah probably
I think he used like unity 4 for the game
anyone have any idea why post processing wouldnt work in urp?
Incorrect configuration would be the obvious guess.
PP on main camera is what I forget every time lol
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?
you have to install the URP package in your manager
and create a new forward render asset
i have done this
but how do i create a new forward render asset?
I'm at work :\ honestly sometimes it's just easier to make a brand new urp project and move all your assets into it
oh ok
sry fr disturbing u
does anyone else know?
@static tigertry setting the PostProcessingVolume to Graphics/post processing layer 😉
I fixed it with adding default global volume element and opening Camera/Render/Post Processing option
i had the same issue but im not able to find the post processing option under the camera
Color Grading bug (2021.2.8 / 2021.2.9)
i even upgraded to urp
can someone help me with this problem please #💻┃unity-talk message
Share your volume and camera settings, renderer pipeline, details
this is the volume and the cam settings
Expand the camera so that there is info visible.
Post processing is not ticked
oh ahhh, who the f turn it off, btw thx
i had the same problem, but i dont see the post processing option under the camera
go to camera and rendering and under renderer
Presumably you're using the built-in render pipeline
prob idk
i installed the urp package and then created a new render asset
but its still like this
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
@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
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
The volume component is usually on its own gameobject, and you set the layer on that gameobject
i had the same problem too
Is there a way to do post processing in code?
@raw jackal i assume you found out by now. but a post in https://forum.unity.com/threads/change-post-processing-values-on-runtime.481186/ someone made a good BlurryEffect at runtime script
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
Is anti-ailiasing on?
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
This is not exactly an error caused by anything, rather the effect of trying to render objects and details that are smaller than one pixel
As the object shifts between pixels, it seems to rapidly blink in an out of existence
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
Mip maps would be your best friend in this case.
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
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
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)?
#💥┃post-processing message
Such examples of the alpha-blend route seen above.
That, and there’s just, well, dampening the bloom. It seems to set fairly high.
There's something wrong with the color space, tonemapping, hdr or something, can't guess
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.
im not rly sure what u mean
sry
Oh there’re other blend modes that could help with that, but it seems you took care of that. Avoid pure whites as much as you can.
De nada!
so why does emission not work on semi-transparent objects
Semi transparent?
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.
ahh okay thanks for the good explanation ill give it a shot
There’s always shadergraph to make this easier(PBR and make it transparent from opaque.)
¡Y de nada!
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
click the settings icon
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
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
Anyone able to help me with a PostProcess Effect in URP (Custom RenderPassFeature) I've already detailed it here : #archived-urp message
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.).
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
URP's motion blur has a Clamp setting that limits the blur and would help in this situation, if that's an option for you
It would seem like a good idea to calculate the blur based on distance / real time instead of frames
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
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.
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?
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
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
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...
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:
@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.
I think adding through the package manager is broken (can't seem to find Rendering.Universal namespace), I only just added it yesterday but must have made a mistake. Should still be able to download the files and put them in assets though.
That's what I did first actually, but I can try again. Just putting everything under the asset folder should make it possible to add the blit as a render feature, correct? Or am I misunderstanding something? I'm using all of this for the very first time.
Afaik adding just under assets should do, I'll test on my end too.
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.
Doesn't help on my end
It's this puzzle piece looking file, there's also one in the Editor folder
Is there any errors in the console?
Okay, you'll need to use the older branch : https://github.com/Cyanilux/URP_BlitRenderFeature/tree/2019-(v8)-to-2021.1-(v11)
Also remove the feature from package manager if you haven't, can see some conflict errors at the top there.
Okay, so I removed everything, restarted unity and added the package you linked by downloading and extracting to assets. Now I got these errors:
Oh, I think the UNITY_2020_1_OR_NEWER on line 54 should actually be UNITY_2020_2_OR_NEWER
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
Does the 2D Renderer even support render features? I didn't think it did back then, unless they rolled that update back
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 🙂
Then yeah, probably need to be in 2021.2 for render feature support in the 2D Renderer.
Though I've also used this as a workaround (in v10, not sure if it'll work back in URP v8) : https://gist.github.com/Cyanilux/8fb3353529887e4184159841b8cad208
No worries. Sorry mine had so many errors 😢 Will look into fixing them
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?
What do you mean by repeatable?
Like Repeat wrap mode rather than Clamp?
Like you can set the wrap mode for textures to repeatable so you can create scrolling UVs
Yes
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.
For shader code it's equivalent to inline sampler states (see bottom of https://docs.unity3d.com/Manual/SL-SamplerStates.html)
Perfect, thanks.
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.
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.
oh mah gosh. i dont even really know what that means. doesnt the URP template come with the post processing package?
So you started your project with URP?
nope
I made a new project to test it
I think I've configured it correctly, but I'm not totally sure?
Are you are using URP materials and they do not appear pink?
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.
via the package manager
literally all I had to do was remove it 🙏🙏🙏🙏
you're my new favorite moderator in any discord
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
Research CRT/VHS post processing shaders
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 😦
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
How i thought layer based pp effects doesnt exist even on pp v2?
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?
Switching the UI render mode to Overlay (rather than Camera) should make sure the UI is rendered after the post processing is applied. Or could try using an Overlay Camera & camera stacking.
ahhh alright thanks!
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?
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
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
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:
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
(Have answered this in #archived-shaders)
#archived-shaders message
@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
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
Anyone have a good low poly post processing profile?
What do you mean by this
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
I dont think you can just use others profile and expect it to look good on your game. Different lighting and material colors requires different post processing. You have to learn how to use post processing yourself to make your scene look good. Maybe you could post image of your scene here so someone could give you some tips of what type of adjustments your scene needs
Sure. I made improvements to it, but still feel it can get better . I’ll post in a little bit where it started to where it is and see what y’all’s feedback is for further improvement
@odd drift
Anyone available to assist with an issue with ambient occlusion not showing up in my project
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
Thanks @odd drift
I really like the blue - orange contrast on the right image, keep that 👍
linear workflow also makes the lighting usually look nicer but it adds some overhead too (as does every pp effect)
alright
My PP Dont work in build but in editor it does, i got unity 2021.2.11f1 what can be wrong?
yeah some bug in unity i think, i downgraded to 2020.3.27f1 and it worked
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
How can i add post processing?
@severe slate The pins are top right
Do post processing not work with 2021.2.11f1 in build ? Can somebody help me try
Becouse it does not work for me
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 ?
Thats the way i understand it ye
Docs say default is 0.9 *in urp
0 means everything blooms
0.5 would mean that only pixels with brightness above 0.5 will bloom
The higher the threshold, the less bloom there is and the brighter the pixels need to be to bloom
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?
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?
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?
Do any of the other post processing effects work?
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?
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
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.
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
How do I make the camera except a layer from rendering in URP?
I dont see a culling mask option in the inspector
SC Post Effects has a tunnel effect
Is that in the package manager?
Pretty muchc exactly the effect I want but ye seems like post fx stack doenst have it
This might be of interest: https://halisavakis.com/my-take-on-shaders-radial-blur/
Perfect! Thank you!
No worries, I actually just came across it today and figured you might find it useful
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
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
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?
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
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
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.
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
Check the packages folder in your project window to see what you have installed.
Maybe this will help also, when I change my renderer from Default Renderer(UniversalRendererPipelineAsset_Render) to this one, then this message pops up:
Compared to this:
So I thought maybe I was using the wrong Renderer, and the right one doesn't have post processing enabled maybe?
Checked and nope its not in there
Check the URP asset that you have assigned in your graphics settings.
It is the one that I created, the UniversalRenderPipelineAsset (Universal Render Pipeline Asset):
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.
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...
But the post processing effects dont work on either of those renderers
sorry, i'm not sure what you mean by that
is this in terms of using blur effects?
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
this is about the depth of field, the color in the screenshot is the post processing debuger
oh, i'm not sure how to help then rip
oh btw, external assets might have a different shader.
if that's the case, you'll have to change very material manually which is time-consuming as hecc
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?
why?
I asked a question on hdrp shader errors
If I post it here, they'll ban me again
I mean, if you want.
Screw it, I'm video taping this censorship
Otherwise, you'll just get cautioned like everyone else.