#š„āpost-processing
1 messages Ā· Page 18 of 1
Who the fuck is banning you, what are you on about.
I dont even have access to those forums anymore
We don't mod the forums, we mod this discord community.
I literally don't have access to shader/hdrp anymore
And all we ask is that you keep your questions to a single channel.
I call discord forums
I wanted to ask in two places since I didn't know if it was shader or hdrp relevant
now I don't have either of those forum channels anymore
I will ask in only one
then wait 8 hours
and ask in another then.
Please unban me from shader and hdrp forum please?
Click on the channel category to extend it
oh ok
Do you think it is better hdrp or shader then?
Since we're focused on this.
You're not banned in this discord server at all. The very fact you're typing here shows that.
So my posts only got removed? Ok, that's passable.
I thought I was banned from shader forums
I removed them yes, because they're violating our crossposting rules.
It's not possible to ban people from individual channels, no.
Check. I'll ask in a different manner if not answered.
You're either banned in the server, or you aren't. You aren't.
Cool
Thank you
I'll delete my question here then since it doesn't belong
I think it belongs in shaders/hdrp or particles because the error messages say it... I'll start asking in shaders I believe.
I spent time going through with my professor, asking on reddit, on unity forums. Just to end up packaging it and importing it to a URP template.... š¤¦āāļø i shouldve just did that at the start instead of tryign to figure out why dogshit unity wasnt working despite following their own guidelines exactly. Thanks for all the help from every1 tho
yeah i'm struggling with pipelines aswell, it's fine
yea it can get frustrating. converting old projects to different pipelines is just an absolute mess unity should straight up just tell people not to do it instead of offering ways which break 80% of the time
Make sure your project is using linear color space and that dithering is enabled on camera
Still that is a really low number of colors, as if you have a posterization filter
Yep that was the problem, color space was set to gamma
thanks
Why is bloom so weak? Same settings as unity's example particles project
Can anyone help?
You may need to provide more information
What the settings are like and how bright is your scene
And do you use hdr
Nvm I figured it out, I didn't know emission lights had an "intensity" setting that was hidden under the color picker option
I have a question and I think this relates the most to post processing so i put it here. The test game inunity is much darker and how I like it but on the build version the same wall is for some reason like brighter and looks more like a png. The dark version is the editor version and the brighter version is the build. Any ideas how I could fix this? First image is editor second version is build
I recall the newest 2021.2. version listed a known issue whereas making a build with the scene open makes that scene brighter
Worth checking if not having the scene makes any difference
Otherwise I guess marginal differences in visuals between build targets are expected to some extent
You have to remember that players will be using varying types of monitors with varying gamma, in varying room lightings so details this dim will be lost to many anyway
Worst case is that an arbitrary number of your users can navigate the dark without a challenge while others can't see at all what you want them to
Is there a way to exclude an object from a certain type of override? I have this gun but I don't want motion blur to be applied to it, however every other effect should still be there.
I though of just simply making a 2nd volume and then applying that to an overlay camera, however as I was soon to learn, you can't choose a different volume for a different camera
what I don't want to happen:
URP Btw
The gun should not be blurred if it doesnt move on the screen assuming motion vectors are enabled. If motion vectors are disabled, every object moving gets blurred even if they dont move relative to camera. Urp should support motion vectors since 2021.2
You could also use camera stacking to render the gun using different camera so it doesnt get affected by pp
i upgraded from 2019 to 2021 and seems like post processing is not working and only error its that alwaysIndexOutOfRangeException: Index was outside the bounds of the array. at UnityEngine.Rendering.PostProcessing.Spline.Cache (System.Int32 frame) [0x000c9] in <32ead44d2cb94b2ead45c54f44050d18>:0 at UnityEngine.Rendering.PostProcessing.SplineParameter.OnEnable () [0x00008] in <32ead44d2cb94b2ead45c54f44050d18>:0 at UnityEngine.Rendering.PostProcessing.PostProcessEffectSettings.OnEnable () [0x0008a] in <32ead44d2cb94b2ead45c54f44050d18>:0
PostProcessLayer is not longer supported yes?
I'm usign 2019.4, the gun does move due to animations and things, what are my options?
That's the thing, I do want it to be affected just no Post processing
If you can't use motion vectors, youd have to use camera stacking. so use different camera to render the gun only
That's what I was doing before, I already explained that that would cause it to have no post processing, which would look odd in my world. And I can't apply a different Volume to a different camera filter for some reason
I was using overlays before
basically just a 2nd volume running on a 2nd camera
that's what I'm trying to do
No motion blur* Yes post processing
I don't think you have other options if you can use neither camera stacking nor motion vectors. camera stacking should be possible with different post processing profiles but I don't really have much experience with that so maybe i'm not the correct guy helping on that
That's what I thought, but I couldn't seem to find the option anywhere
Anyone know why post processing shows in the editor but when i build it doesn't show up in the build(I'm building for andriod)
Thanks for the help , for some reason when i copied the project its fine now, weird
You should be able to use different post processing for overlay cameras, but post processing to my knowledge is applied from each camera hierarchically to the whole stack
I would expect that using a different PP layer would give you different PP per camera, but if that doesn't work you should at least be able to make the volumes local and move the camera's Trigger into the corresponding local volume
My knowledge is mostly based on URP's own post processing and camera stacking so I may be off on some marks
Ye I donāt know, thatās what i tried but that trigger stuff just doesnāt work, I could make a PP area and make it move with the player, in the location of the gun. But that would cause issues behind it, it just seems inefficient
Hard to say, but if you go through with it, consider that the volumes are interested in camera's position, not objects' positions
I know, Iāll figure something out. I wonāt be home for a week so Iāll just have to try then
How do i apply post processing to only UI?
I have 2 cameras, one that renders everything and another that will render a canvas with the screenspace camera setting
what rendering pipeline are you using @lyric rivet?
i remember seeing this a while back; i think should quite useful, tho i don't use hdrp, so i'm not sure if it really is or not: https://www.youtube.com/watch?v=LAopDQDCwak
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.
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Iāll check it out, thanks!
Hey all, I am beating my head against my desk with this Post Processing issue I am facing, with Depth of Field. I am not sure if I have a bug or something, or if I am broadly missing something with using Depth of Field. I made a post, which has a video that shows what I am seeing. https://forum.unity.com/threads/post-processing-depth-of-field-cant-wont-blur-background-objects.1246618/
Basically I cant seem to get my DOF to blur the background only, and keep the foreground clear.
Any ideas?
how to get rid of this fog
turn off fog...?
post processing stack v2, how do i enable a local volume and a global one at the same time? im using 2d btw
private void Start()
{
GetComponent<PostProcessVolume>().GetComponent<ColorGrading>().postExposure.value = 1;
}
what is wrong in here? gives out an error
colorgrading is enabled it is important to mention
nevermind I have found it out
why are there these weird horizontal and vertical stripes?
I am applying a post processing layer but it still looks kinda weird
<@&502884371011731486> ^
!ban 336113964645613579 scam
samosamx#3043 was banned
soo i am using a box collider for a volume but somehow my player cannot enter it because it is a "collider" but else it won't work
you can make it a trigger
ah yes thanks
i have weird issue, in unity editor post processing works fine but after build its just not working, how i can debug or fix that?
How to make screen space reflections more visible?? I can barely see them
I'm using unity's post processing package. Screen space reflections has almost no options at all to modify
Help!
What are the best Effects (Post Processing or seperate) to give my camera an old/broken effect?
I think lower resolution and color compression/limitation (or whatever the name is) would be good, just not sure if post processing can do that
Ok nah nevermind i don't want my game to look like this, i need other effects š
So today I started playing around with post processing, so I created a new project in 3d and converted it to URP. So I want to add post processing and followed every instructions online, enable it on the main camera, make a global volume object, and add an override. Yet nothing works, could yall help me
Make sure post processing is enabled on the Renderer used by the active Render Pipeline Asset.
hi guys i just wanna ask, can a material pos processing bloom can be applied on 2d sprite?
What?
post processing affects the entire screen, so if you used bloom on an emissive sprite then yeah
something you CAN do to up the claustrophobia is a vignette, which is available in all render pipelines
im not sure if filmic grain exists, but that would be cool too if it was there
there already is one
its just barely seeable
I personally don't like the vignette effect so much honestly
the bloom effect doesnt work , it shows like it works in the scene but not in the game menu. it sometimes works but only for like 0.5 seconds randomly
Does anyone know why my script cant find the Volume component?
what is the error you get? do you use UnityEngine.Rendering.PostProcessing namespace?
I didnt, that was the problem!
thanks a lot, im still very confused about what i should put as "Using" for all the different parts of code
if you highlighted this error in VS and let it make some suggestions to you it would probably automatically suggest to add that using directive
You should always highlight the error and see what VS has to say
BTW is it just me or is it absolutely impossible to find the documentation for the Volume class? It's not here:
https://docs.unity3d.com/Packages/com.unity.postprocessing@3.2/api/index.html
and it's not Here:
https://docs.unity3d.com/ScriptReference/
I was gonna suggest them to always check the documentation of the method they are using but I couldnāt find it myself. Some of the documents are really lacking
how do i get more post process effects? i only got a few
what sort of effects you're looking for?
all sorts of things to play around with just like i do in unreal
is there like a place where you can download effects?
anything particular?
youd find something from asset store but if you have no idea what you're looking for exactly, it may be hard to find anything useful
ye i understand, in unreal there are so many effects i can play with and i was wondering if that possible in unity too
so i can just download from the asset store?
some random ones
if you find yes. most of them are paid assets id imagine
I have no idea what those are cuz I have no experience with unreal. built-in effects in unity have a lot of different properties you can play around with. id like to hear what type of effects are those you're referring to
ill send you a few
gimme few min
@odd driftthese are almost all the build in (couldnt get em all on my screen), you can expand these and in all of them are like 3 to 6 settings to play with and add stuff with textures and other fun stuff
It seems there's some effects more than unity has but still is there something especially you don't have in unity and would like to have? there's Color Grading, Bloom, Exposure, Ambient Occlusion, Motion Blur and lot of those stuffs in unity as well.
i see
just gotta find em i guess, had big trouble with pp since fsr they made it super hard to add it
but still thanks for the help mate
what render pipeline are you using?
urp has it's own integrated post processing system so it should be relatively easy to add effects. you can just add global post processing volume and you're ready to add new effects. make sure the post processing is enabled from the camera
okay thanks!
Hey, why does the built in unity fog not work on the skybox?
what am i missing
Ig its not meant to work for skybox. How should it even work? Because the skybox is infinitely far away, shouldnāt the skybox be just plain fog color? Canāt you just set the camera to not render skybox and instead render solid fog color?
How do I apply an effect to a Depth Only camera without affecting the maincamera too. If i apply something to my weapon camera it affecting he main camera too...I'm using post processing stack. I just need the effect on the weapons cam. Please @ me
hello. When i used post processing to make my object glow but i want my objects to glow differently and separately. It seems impossible, anyone have any suggestions? 2D unity
Hi can i apply post processing on mobile ??
Yes, but the cost may be significant depending on the device
URP has the most mobile-optimized options for post processing
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.1/manual/integration-with-post-processing.html#post-processing-in-urp-for-mobile-devices
Hello, i have a question about bloom. Why do my sprites glow even though they don't have hdr and the bloom threshold is over 1?
The "brightness" of unlit sprites and the units used by Bloom Threshold come out kind of arbitrary
If you want to exclude them from bloom you need a threshold of about 1.35, it seems
Weird but it does seem to work, thanks
Actually it doesn't, lit sprite emit over 2
Maybe automatic exposure is going crazy because you have nothing in your scene only a bright white circle
It was just a minimal case scene
Here's a regular scene
Of course i put intensity crazy high to be able to see the issue more easily
Was it lit or unlit? Anyway, I'm sure there are other factors that can change sprite's brightness before bloom is applied
1.35 works for me even with 1000 intensity
It is lit here, with a global light set at 0.5
Lit sprites are as bright as the light shining on them + their emission value, naturally
Unlit sprites weren't originally designed to be used in situations with lights and bloom, which is why they don't even have any sort of intensity control
What should i do to make sur only sprties with a material using HDR get bloom applied?
I didn't have this issue before i upgraded to version 2021
Perhaps render them using an overlay camera or RenderObjects feature after post processing
Hard to say without knowing the situation
Hum, i'll keep searching, thanks for your help and your time
Just finished my unlit outline shader. How exactly would I put it in to render under a selected layer?
using hdrp btw
Is it possible to post process a toon shader in 2d?
Hi, I would like to turn a scene into Black & White except for one gameobject.
I added a global volume with a color adjustments override, I set saturation to -100...
How to exclude the colored gameobject ?
NB: I use HDRP.
https://youtu.be/vBqSSXjQvCo I think this might help you
Interesting, thanks. But not sure how to use it for this need.
I don't know the specifics either, but custom passes are the easiest way to render objects with/without applied effects
Perhaps there's a way to have the colored object rendered after post processing, or use the same system to add a desaturating shader to other objects
Would it be possible to simply exclude a layer from a volume process?
Not directly
Post processing affects the whole rendered image, you'll basically always need to render separately what you want to exclude
Each rendering pipeline has sorta different tools to do that
For HDRP it's custom passes
Thanks
Hi! I am having this problem with my sprites in Untity. It seems to be a problem of aliasing, witch I never had to face before. Is there any posible solution besides re-making all my sprites? I tried aplying the default antialiasing options on the Unity camera component but didn't really worked (maeby I am using it wring?). My game res is 1920x1080.
The problem can be seen pretty clear if you look at the house on the right, there is a vibration with the pixels
I posted here in post processing because if there is any solution I supouse it would be some kind of post process effect?
If you want to keep it absolutely pixel perfect, you need to move the camera exactly in steps the size of the pixel.
Unity has no AA solution for sprites (besides render scale which is kinda expensive), smoothing is instead handled by mip maps
The shimmering itself happens because of smooth camera motion
If you want smoothness, it can work well if the art itself has smoothed lines and high enough resolution.
thanks for your feedback, I will look into this possibilities, and see if I can get it fixed somehow haha
@worn path Smoothing is handled by mip maps and bilinear or trilinear filtering*
If you want smooth edges you need both enabled, and preferably high resolution on the sprites
If you want hard pixelated edges you need to restrict the camera's motion with Pixel Perfect component or otherwise to stop the shimmering problems
Since I have hard edges, I am trying the pixel perfect and it is quite an improvement already!
It still flickers in some parts but it look way better
thanks!
Pixel Perfect should theoretically eliminate all flickering
But you still need to avoid smooth and fine camera motion because very small changes in position cannot be accurately snapped to pixel increments, which leads to "shaking"
hey guys is there any incompatibility with post processing and webgl?, can't seem to make the light work with post processing in webgl, even tho I already changed the build setup to webgl 2
any help?
wait I just tried with a diferent browser
so with chrome I have image
with firefox I dont
Is there any way to fix stuttering of URPs default motion blur if the camera follows a physics based car?
I tried doing the camera movement in fixed, late or normal update and changing interpolation settings on the cars rigidbody, but it stutters noticeably no matter what
Stutters how?
https://gfycat.com/glisteningaccurategiraffe
@mighty stump This is with the cam movement in update and no interpolation on the cars rigidbody
Cam movement in update and interpolation on has the least amount of stutter of all the combinations i tried, but it still happens
Ok, so im having a big issue with trying to get UI rendering with post processing. I changed the UI screen space to canvas, and that showed it with post processing, but it clipped through objects when I got too close. So I thought it would be a simple pretty fix to use one camera to render the UI layer above everything else, to fix the clipping. The problem with that is the second camera doesn't pick up the post-processing. I'm not sure if its because I have HDRP, but the post-process doesn't work on that camera.
Scene view
Game view
camera
could it be that I'm using the old post processing thing? With Color adjustments and stuff?
First of all the Post Processing checkbox is off on your camera
Under the Rendering tab
@raw jackal
What's the current best way to deal with color banding? The old post processing stack had a Dithering effect but that seems to have been removed from the new one
A lot of the time color banding is due to Unity using the wrong format for whatever texture/image you're using
Try playing around with different types
Yeah I'll double check my import settings
Still interested if there's a modern equivalent of the dithering effect though
(Import settings were fine.)
(that is a common issue though)
would anyone know of an "underwater" effect
or any ideas to replicate being underwater
One good trick is to write a depth fog effect that also blurs faraway stuff.
How to get reflections? Screen space reflections more specifically.
The post processing package has it, and when I enable it, I see some sort of "reflections" but they dont look good and they are very blurry and there's very few reflections. Changing the settings on it doesnt change much either.
Does anyone know what to do?
has anybody gotten (or knows how to) (URP) crest ocean surface to reflect enviro clouds
when I apply a standard material, built in engine. its glowing. even with emission off and what not. is that normal for bloom in post processing to make the default shader glow? or is that a side effect from me ramping it up too much? I just figured a standard white shader with no emission would not have a glow by default so it has to be a issue in my setup?
you can tween the bloom threshold below 1 then even normal "non emissive" materials can glow
oh man i wonder if i did it reverse.
i set threshold to .9 thinking that 1.0 would not glow
but maybe i need threshold at 1.1 ?
i mean its not a big deal in the sense that I am building shaders around my post processing bloom
like im doing alot of glowing tron stuff, and so im making things glow based on my global profile pre-setup, like all the game is consistent from it
i just noticed that a standard untextured object is glowing by default, and i was like.... hmmmmm
my intensity is 2.0 and it seems that even 1.1 threshold isn't enough, i have to goto 2.0 or close to see 'no glow' on the default white cube
"screen space"
I think thereās no limit for standard shader intensity. Even if you donāt use emission, intensity can grow very high if the object is affected by bright lights
The threshold is fairly arbitrary in practice
Like AleksiH said recieved light can make anything glow as all light sources add up
thanks for the info!
is it possible to add PP on ui elements on a canvas set to overlay?
i havent been able to find an answer about that
In screen space only in camera mode
damn, that leads to my buttons not working then ._.
just make sure raycast to buttons is not blocked
wait what do you mean by that?
i have to physically project a ray from my camera to a ui element?
What do you mean?
the ui uses a special raycaster to see what you hit with your input
if something is in the hireachy above the button , then the button might not be hit
thats strange, because in a different project of mine, without moving anything in the hierarchy, my buttons stopped working when i switched to camera, but having it set on overlay did work
so i always used overlay since it always worked with buttons
use overlay unless you have a good reason not to
if you need to use Screen Space - Camera make sure to update the event camera on the canvas
eh i think ill just use overlay for menus instead since it's behaving really weirdly
the buttons do work, but for some reason if i select Options then Quit will be clicked
that is if i put my mouse on the center of the Option button
okay looks like this issue is caused by something else, err
only objects in screen space will be visible in the reflection
I know, but the reflections are looking really bad with unity's post processing addon, and there are no settings either to make them clearer or anything. They're currently just a barely-noticeable blurry mess of colors
Screen space reflections will always look kinda bad, in every engine there is currently
Surface roughness will affect the blurriness, and they are usually used for semi-rough surfaces instead of really polished ones to hide the imperfections of the technique
My smoothness is on my material is 1 but the reflection is sooo hard to see
Got a pic of this happening?
Basically I want this floor to be like a mirror, or like a puddle of water (which screen space reflections are supposed to be perfect for, according to brackeys video), how do I make the floor reflect the blue block? The smoothness of the floor's material is set to 1
You mentioned the reflection looking blurry, but it doesn't look like anything is being reflected now
I can see a little bit of blue on the floor, but it might be just my imagination
I can confirm there's not a bit of blue being reflected here, and no evidence that SSR is working at all
Well these are my settings, any idea why it isn't working?
Ambient occlusion seems to work fine
But ssr not
I believe the "On/Off" button is switched to Off
Tried swapping that button several times, nothing changes in my scene
I had it off for some reason, I set it to deferred now and it looks like this. The ambient occlusion disappeared for some reason when i did this by the way, no idea why. I'm pretty sure I can see a reflection now, very slightly. But I want it to be like a mirror or like a puddle of water that reflects everything super well. Currently its as if there is no reflection at all.
The reflection is there, faintly
You could try with various kinds of materials of different roughnesses, metallic too to see if that makes a difference
I set metallic to 1 too, now it looks like this. The reflection is finally good, but metallic causes all this black stuff which I don't want, any idea on how to get rid of that?
The black stuff is likely the ambient/sky reflection
If you bake a reflection probe it should fade the SSR to the probe's reflection
What if i have no reflection probes? I just want the SSR, without having to place reflection probes everywhere
Then it will reflect the sky / ambient color of the scene
You probably want at least one reflection probe
Is it ok if that one reflection probe is somewhere off in the distance far away? Having to place it everywhere where I want ssr reflections would be very time consuming
You could have just one with a big volume area
It could even exist in its own fake room with only the objects you want to reflect on it
I added a reflection probe into the middle of the room, it looks like this
Room looks like this
The reflection probe cannot store the reflections from the reflective floor properly which is another reason to put it in a fake room
Ah alright, I'll do that, thanks for the help
does anyone know if theres a way to properly use Depth of field with 2D sprites?
this is the result i get:
the sprites get equally blurred even if they're on different Z positions
comapred to the 3D cubes that dont get blurry in the horizontal line
Hey guys! i have this little problem: in the editor it all looks great, but when i make a build, there are no post processing effects applied. i only have 1 camera in the scene, and it's set up correctly.
i'm using the built in RP, only other script applied to the camera is the Translucent Image Source from Translucent Image on the asset store.
Well if the room is always rectangular, you could just use box projection for the reflection probe to get better reflections
Hi, I'm not sure if this is a post processing problem, but when I created a new project (left), I had some problems with the post process. First, it removed the color of the material, and replaced the "non - glow" part with white. Now, it just looks terrible when I paste my materials from other projects in. Does anyone know how to fix this? Thank you!
Semi-stupid question but how do I delete a post processing profile?
nvm figured it out with quick search
Looks like the sprites aren't writing to the depth buffer - that's how the DoF posteffect knows what to focus on. Set the sprite mtl to Opaque + Cutout instead of Alpha.
Thanks, yeah i managed to get that eventually but that came with some other issues that i had to deal with, like some stuff that needed to be transparent etc
Hard to say if it's postprocessing, nothing looks inherently "wrong" there. You should look in frame debugger and step through the postpro passes to see if that's the issue or not
ahh I see, thank you so much!
I'm looking for an effect that uses the current camera and renders it twice side by side, running on mobile. Kinda like a fake VR view. Anybody know of an asset that includes this (searching atm) or a way to do it?
You canāt really do that using only post processing. You need 2 cameras so the images on left and right are not the same
They are supposed to be the same, hence me saying "fake". It can just be stretched.
Mentioning VR was just an example.
usually they are absolutely not supposed to be the same. that's not going to look good or 3d if you just stretch same image to both sides
It doesn't matter. If you don't have a solution, that is fine.
you can make your own post processing shader for that but I highly doubt you can find one becaues usually it's done with two different cameras
the way youd do that can differ between render pipelines
Well, I will have to use mobile. So URP I think? I did find some code that does what I want, but performance is pretty bad. I'm mostly wondering if it's generally possible with better performance.
https://forum.unity.com/threads/simple-split-screen-effect-shader.251140/
The easiest way would be to set up the camera rects so it renders only let's say to the left side of the screen. then you can make a post processing shader that dublicates the image to the other side
I'm coming from UE4, so my Unity shader coding knowledge is "limited" :p
oh you mean you used this code?
Yeah. Unfortunately I will need all this to work with Vuforia and Model Target tracking. So I can't influence the camera before some kind of post.
Yeah
Mainly just to see how it behaves tho, then saw 5 FPS and had to find something different.
that's absolutely going to have horrible performance the reason being that does all the calculations on CPU. GPUs are a lot faster on that type of things
I'm aware :D But I'll try what I can find. The code is from 2014. So I hoped that phones might have evolved enough.
I guess I have to learn how to make the post process myself.
not even computers can handle that fluently. texture manipulating on CPU is really really slow
Sure, but I can't tell my boss "I didn't try this one possible solution I found".
@boreal gull you can take a look at this: https://docs.unity3d.com/Packages/com.unity.postprocessing@2.1/manual/Writing-Custom-Effects.html . that's post processing shader to make everything look greyscale. this ā¬ļø is the part that takes the rendered image (reads from the texture), manipulates the color to be greyscale and returns it
you could probably do something like this```cs
float4 Frag(VaryingsDefault i) : SV_Target
{
float2 texcoord = i.texcoord;
//manipulate the coordinates to read the pixel color from in order to make the texture appear twice on screen
texcoord = someMathHere?????
float4 color = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, texcoord);
return color;
}
I have years in UE and hours in Unity (Vuforia not available for UE), so I'll have to look up how it works here. But thank you for your help!
Okay, cool. Thanks again :) Will give this a shot.
I don't imagine you are using URP because there's no URP settings on your camera
how do I get URP?
Do you know what URP is and want it?
yes
If so, the instructions to configure it are pinned to #archived-urp
ok thank you
Then you will need to switch to the URP's post processing stack https://help.vertx.xyz/graphics/post-processing/render-pipelines
ok
are there any major differences between the default post processing (global volume) or the Post-processing package?
What do you mean by "default post processing"?
global volumes only exists in urp/hdrp. built-in renderer uses ppstack package that uses global Layers
so if I'm using urp, is ppstack not necessary?
urp has it's own pp stack
yes, it's the global volume
URP and HDRP have their own built-in (as a part of their packages) post processing. The package is only for built-in
so I wouldn't be able to use the effects in the package if I'm using URP?
ambient occlusion for example doesn't seem to be available in the global volume stack
Not without porting them, no
I see, thanks for clarifying
I can just bake the AO I suppose
It seems like youāre using fog which makes objects far away less instensive and therefore glow doesnāt affect them that much. You can disable fog from lighting settings
Or have a script that proportionally increases emssion intensity the further away a object is
hello, I am following the post processing tutorial. I can't find the post processing option in my camera. I installed URP and Post Processing Package. What should I do?
You have not installed URP correctly
URP also doesn't use the Post Processing package
You haven't configured URP that's not urp camera
Thank you so much for helping with the fog issue in Unity, and my apologizes for the crossposting
No problem. Next time just ask on one channel that fits best your question. You can use #šāfind-a-channel to find correct one. Someone will tell you if youāre on wrong channel š
what are the performance ramifications of running 2 post processing volumes (each on their own layer) and the second post processing JUST having a bloom on it with a very high threshold, that i can use for certain UI elements i want to glow, but not impact the rest of the game?
or side question, how can you apply bloom to Text Mesh pro, if your UI is outside the depth of the post processing, hence why i made 2, and the second PP volume is a higher depth that can hit the text on a canvas (extra UI just for glowing)
where do you want to use Ambient Occlusion? In URP?
If you want to use Screen Space AO there, you have to attach it to the renderer, instead of the Post Processing.
thanks, I recently figured that out
however I'm wondering if it's heavy on performance
or what the recommended settings are if targeted for low-end computers or mobile devices
I have no idea, started to play around with URP about 1-2 weeks ago - just saw that the Ambient Occlusion is there, but did not try much (only switching off/on)
On mobile devices all that can be precalculated is good idea to do so. Post processing can be quite heavy on mobile
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.1/manual/integration-with-post-processing.html#post-processing-in-urp-for-mobile-devices
There's some official recommendations here regarding PP
i tried to put post processing to the ui by changing the render mode to space screen - camera, but it dosent work
BIRP: Post Processing, what's the purpose of the post processing Layer?
is it possible to exclude a canvas in worldspace from post processing? unity version 2020.3
Using 2 camera setup, yes
What are benefits of the post processing layer?
It enables the camera to use post processing in PPSv2
that's it?
If I understand your question correctly, yes
The post processing stack also uses another type of "layer" which is meant to contain volume objects for blending between post processing profiles
Maskinf objects usinf lauers is not possible (by default) because the rendered I age doesnāt contain any information about lauers. Layer indexes should be rendered to different buffer in order to make that work
Msaa isnāt really post processing
I think this is still fine channel. You have to provide more information. What render pipeline are you using? What have you tried to fix the problem? Etc.
Afaik txaa is not supported on urp atleast yet
You have to choose between txaa and msaa
Does that mean per chance FXAA or TAA? TXAA is some nvidia-exclusive thing
It's enabled in the URP quality settings asset
after that the camera
Correction, that's MSAA, camera has settings for SMAA (and FXAA)
which isn't the same thing actually
Also below MSAA setting in the pipeline asset is the "render scale" slider, which is also a type of AA, SSAA or supersampling anti-aliasing
thank you
just came back from a ban for a blue lives matter token pfp
lol
I'm not impressed
how do i do horizontal fog, so u cant see between trees, but u still can see the sun. seems impossible
maybe i asked in wrong place dident know where to put it
i use built in render pipeline
My Eye adaptation stops working when in game? Anyone has any idea what might be the cause?
for some reason looking for "volume" on the chat sometimes recalculates eye adaptation once based on what the camera sees
The easiest way to get an effect like that would be to make a gradient of the fog's color into the skybox horizon, and exclude skybox from the fog
It's not perfect, namely if any object extends way above (or below) the horizon it won't blend very well
But the other options require coding in your own fog shaders which is much more complicated
Hi, I am really confused, I have URP in my project and I can't figure out how to use multiple cameras with different post processing.
Can i maybe show me a way to begin with it?
my postprocessing dissapeared in the scene tab
it was visible in there just yestreday
but its still in the game view
hey just looking for some guidence, can't find anything online about this, what effect of a global post processing layer thingy would hav ethe effect of giving a static like camera overlay?
you mean like TV static? then Grain, you can combine Grain and some Chromatic Aberration too.
what do both do? if you don't mind me asking
that's entirely up to you, try it out and see what suits best.. This helped one of my projects going for a VHS look for camera. It's just preference.. eventually urp shaders helped refine the look.
alright thanks, one more question- how do I make an unlit shader graph in unity 2021.4?
You need the Shader Graph package using URP or HDRP
oooh thanks man, i appreciate it
Anyone?
I'm using HDRP and trying to tween the far end max radius parameter on the depth of field post processing effect. I'm setting depthOfField.farMaxBlur in my script, but the value doesn't update until I update the value manually in the inspector. Once I've done that once, the tweening works perfectly fine. Is there any way to fix this?
ok but is there a way I can use the other post processing (one you get with URP) with separate profiles on cameras
because it works as long as cameras are not overlays of one another, however when they are, it all messes up completely
let me open unity and see
can't find anything called cinemachine post processing
trying to add bloom to my game without over-saturating everything
followed this tutorial (https://www.youtube.com/watch?v=bkPe1hxOmbI) however in my game it didnt do anything?
they are emissive but not being effected by bloom, and also yellow despite being set as orange
how u expect emission to do much without bloom ?
i have bloom, i just think i messed somthing up somehow
theres supposed to be 1 post process volume right?
you can add Multiple ones in different areas , but have 1 Global
imma just try get 1 global one working first
ok so is it marked as such
ok thats old PP btw, video u sent is using URP
you have to enable PP in the main camera in this case
i have
did u set all these?
yup
hm try playing with the bloom
i have, no postrocessing seems to effect the scene or the camera
screenshot ur camera inspector
are you on URP ?
if you are , you are using legacy post processing
you should have this
remove the old Stack
PPV3 is for built-in render pipeline
np!
i did everything correctly but postprocessing just dont want to work
it's not my 1st time doing this, but i dont know what i did wrong/missed
if this is URP you are using old PPV3 stack
it's the 2019 unity version
im using this
ok but nope
you are using URP
you dont need PP stack
its already part of URP
I mentioned to user above having similar issue ,
let me try it..
yeah that worked thanks ^^
np cheers! š
actually wait, i have a Post and a NoPost layer, but if i put the volume gameobject only into the Post Layer it doesnt work, but in the Default layer it does
Your camera isnt rendering post, its not gonna render
did u add post in the camera culling ?
sometimes new layers aren't there
I think you want Volume Mask rather than Culling
culling is on
nah, i just want the volume on a single layer
the Post layer
oh Volume Mask
now i saw it
@stray mountain Real dĆ©jĆ vu moment there š
URP: Is there an official way to share RTHandles between Renderer Features? I need to write to an RTHandle in one render feature, and then retrieve/read this RTHandle in a Renderer Feature further down in the stack for additional processing.
If Yes, point me to the docs page (I couldn't find it after reading all available official documentation related to RTHandles)
If No, I will continue creating this hacky manager that will provide this functionality in the interim.
Update: Hacky manager works. Made it in two hours.
I'm using HDRP and trying to tween the far end max radius parameter on the depth of field post processing effect. I'm changing the value of depthOfField.farMaxBlur in my script, but the value doesn't update until I change the value manually in the inspector. Once I've done that once, the tweening works perfectly fine from then on out. Is there any way to fix this?
ive tried to add post processing for a while now but everytime i add it nothing changes what so ever and ive followed so many tutorials and nothing has worked and im slowly going insane
Your post processing system needs to be specific to your project's render pipeline
It's a common issue to get them mixed up
can u simplify that i havent learned alot of post processing
sorry
With the built-in render pipeline you would use the Post Processing Stack package
With URP and HDRP you would use the volume component that comes with them
i dont know why my post processing not working on my camera
everything here is done
it works on the editor
im using URP
the camera is a prefab
is ambient occlusion very heavy?
perhaps is best you test it
I've got a dumb one - I started a project in URP, off the demo scene, and then later decided that wasn't going to work, some of my assets didn't play nice with URP - so I reverted to default render pipeline (I think?) - I'm not sure what the problem is now, but I can't seem to get post processing to work. In Project settings under Graphics, it says "None" under scriptable render pipeline settings, and I'm offered a couple of selections of URP pipelines, but none for the default render pipeline - likewise, the create asset menu lacks anything outside of the URP stuff
am I fked? restart the project?
ahaaa figured it out, I was being big dumb, and was trying to use a URP post processing volume
In the future... commit to version control before changing render pipelines
how do you make your unity more vibrant and bright like my materials are so shadowy i remember there was a setting but i cant find it
Add lights?
Hello, I'm trying to figure out how to get post-processing to work on URP. I heard that I am supposed to use the volume component and not the postprocessing package. For some reason I cannot get it to work, can anyone help me? here are some screenshots if anyone can spot my error.
nvm i solved the issue
Do share your solutions for the others
Apparently, when you upgrade your project to URP from default, post-processing is not enabled. Once I enabled it, it worked fine for me.
I have an issue with my post-process volumes. In the editor, it all works completely fine as it should, but it doesn't show on the main camera in my scene.
gotta turn on "Post Processing " tickbox inside the camera š
Thanks. Noob mistake lmao
can you have a local post processing volume that affects a canvas or does it have to be global?
You can set the canvas to its own PP layer no ?
I want bloom on my game and on my buttons but they either cancel each other out or they are addative. I just want a isolated bloom on a UI camera but maybe thatās impossible to have 2 global blooms not affect each other
Trying to do 2 volumes.
But I guess I have to just accept 1 bloom and make a UI shader for sprites I want to bloom or something.
How could i create this bug eye effect ? The game is Bee Simulator
lens distortion
I'm talking about the hexagonal thing
then you should've been more specific and said so š try a shader or camera stacking a UI element
render texture can be a possibility
Thx, i will try this š
It could be made with a full screen shader post process
scene color is mapped to a hexagonal grid with each cell having UVs in 0-1 range
The grid is distorted with a type of barrel/pincushion distortion
Lastly the whole effect is blended out towards the middle with a radial gradient
hey there. i'm trying to use CommandBuffers to draw the opaque geometry on top of the skybox with some post-processing applied. because of the effect i want, i need the skybox to fill the screen, and in order to get that to happen, i'm clearing the camera target (and its depth buffer).
however, clearing the depth buffer causes problems for transparent geometry drawn afterwards, so i want to copy and restore the depth before that happens.
i'm not really sure how to go about this though, the approach i'm using just to copy the buffer is producing a bunch of pretty destructive rendering effects, which is probably because i have some fundamental misunderstandings about how CommandBuffers are used. anyone know of or have any examples of how to do this properly?
the whole script looks something like:
void Awake() {
// make sure we have the depth & normals texture
var cam = GetComponent<Camera>();
cam.depthTextureMode = DepthTextureMode.DepthNormals;
// draw fuzz geometry on top of skybox
cam.RemoveAllCommandBuffers();
// get texture refs
var fuzz = Shader.PropertyToID("_FuzzTex");
var main = Shader.PropertyToID("_MainTex");
var temp = Shader.PropertyToID("_DepthTex");
// copy opaque geometry to temp texture
var copy = new CommandBuffer();
copy.name = "CopyOpaque";
copy.GetTemporaryRT(fuzz, -1, -1);
copy.SetGlobalTexture(
main,
BuiltinRenderTextureType.CurrentActive
);
copy.Blit(
main,
fuzz,
m_Material
);
cam.AddCommandBuffer(CameraEvent.BeforeSkybox, copy);
// copy depth buffer
var copyDepth = new CommandBuffer();
copyDepth.name = "CopyDepth";
copyDepth.GetTemporaryRT(temp, -1, -1);
copyDepth.SetGlobalTexture(
main,
BuiltinRenderTextureType.Depth
);
copyDepth.Blit(
main,
temp
);
cam.AddCommandBuffer(CameraEvent.BeforeSkybox, copyDepth);
// clear main tex & depth buffer so skybox draws over the whole screen
var clear = new CommandBuffer();
clear.name = "Clear";
clear.SetRenderTarget(BuiltinRenderTextureType.CameraTarget);
clear.ClearRenderTarget(RTClearFlags.All, Color.clear, 1.0f, 0);
cam.AddCommandBuffer(CameraEvent.BeforeSkybox, clear);
// overlay geometry onto skybox
var overlay = new CommandBuffer();
overlay.name = "DrawOpaque";
overlay.GetTemporaryRT(fuzz, -1, -1);
overlay.SetGlobalTexture(
main,
fuzz
);
overlay.Blit(
fuzz,
BuiltinRenderTextureType.CameraTarget,
m_OverlayShader
);
}
Can you use the old post processing stack in HDRP?
Not since 2019.1. I believe
Damn, I can't get bloom to render on an alpha background - it was apparently was the only solution
you mean that the alpha channel is dropped by the post processing?
when i try to put post processing on only some objects (the ones on the left and right), then overlay that camera why are objects from the base camera also given post processing?
it appears as if it renders the main camera, then the overlay camera, then combines them, then applies the post proccessing for the overlay camera
as opposed to applying post processing then combining the cameras, which is strange?
(using urp)
*if the base camera also has bloom you can clearly see that only the object its rendering gets effected
the way unity combines / stacks multiple cameras is that it renders all the stuff of the overlay camera into the same texture from the layer below
if you then add post processing to it , it will do it to all the image content including the pixels from the layer below.
how do i combine the cameras how they need to be?
i mean i can think of some absolutely terrible ideas myself (eg rendering the bloom to a render texture then putting a plane with that texture in front of the main camera) but i probably shouldnt do them
not that this is any better , but i would try to render the overlay camera into a rendertexture , do the postprocessing i need and then blit the result to the screen with a martial that blends / combines them.
inside my game im using post processing to add a grain filter to my surroundings, including that i am trying to add a post proccessing effect to my enemy inorder to blur it, but it isn't working, the effects don't show up, how do i get the effects to distort the enemy to show up.
what version of postprocessing u are using (ppv3 for built in or URP/HDRP) pp ?
can u screenshot your settings for how you setup ur layers / camera
wait, can u show ur global volume setting
this?
make sure PP Volume game object is set to Global and it is inside the PP volume layer
enable Global unless you having specific area volumes setup already , u dont need it unless u have more than 1 Volume
ya, i dont need it as im using another volume to distort the enemy
u know how volume areas work right?
not really, i just learned volumes and post processing yesterday
ok volume areas are for different sections, u need a collider to determine the area
it's not what you want. What you want is to create a separate Volume profile for ur enemy distortion , set that to a EnemyPP layer and then have the camera render that layer too
what is a PP layer, are u just talking about layers?
lmk if that works, a dirty way to do it would be putting volume triggers on ur enemies and they're close enough it changes PP
u still need Global set to on for the initial one to work
I have the camera background turned to a color with zero alpha as im image sequencing a cinematic, i have neon signs with bloom on but the final render does show any of the edge bloom
Hello! I'm having an issue with using depth of field with sprites. I was wondering if there was a way to fix this? I know that sprites and transparent don't apply to the depth buffer which the effect is using, so my first thought is to create a second camera and disable the effect there then overlay it on the finished frame. However, objects in the foreground would appear behind those sprites, so my next thought was to apply a depth mask to the sprite itself, making a small custom renderer. Buuuuut, then that would cut off the blurry foreground stuff still.. Honestly I don't know what else to do about this...
Could try making a mesh for every frame, but that would be super intensive since i'd have to do that for every sprite frame.
oh wait, i think I've figured a way out
just made a quad mesh and applied an opaque material with alpha cutoff
Okay, easy solution don't know why I didn't think of it before, just needed to use the standard URP lit material for it with alpha cut off and rendering both sides
@left bough I believe you can make opaque sprite shaders using shader graph, or enable ZWrite for transparent sprite shaders
Only in 2020.2.x and later
do i really have to install a new version
Most likely yes if you don't want to go digging for old hacks people implemented before it was officially supported
i don't like that
since installing a new version decreases the fps
i just installed the 2020 version and boom
100 fps decrease
from average 400 to 200
thats 200 fps decrease
Unless the performance in build is systemically halved, that shouldn't be a concern
Editor FPS is not at all indicative of how well the game runs
Hey! can anyone tell me how i get the dark areas in my scene darker, while the bright ones stay bright?
auto exposure in urp?
how do i do that?
There is no auto-exposure in URP currently
Primarily you'll want to balance lights and shadows by tuning the intensity of the lighting to get the look you want, post processing can only do so much
But once you've done that you do have quite a few options
Post Exposure and Contrast in the Color Adjustments override, for one
There's also:
Shadows Midtones Highlights
Lift, Gamma and Gain
Color Curves
Split Toning
but there are no lights at all, so it should be completly dark in theory
All of those let you control the contrast of light and shadow in some way
ah ok, thanks
Aren't we looking at lights right over there?
Better example, player is at arrow, i circled the lights
still looks pretty bright
idk why, maybe i messed up some settings, that could also be a option
Right, it seems you have ambient lighting coming in from some source, probably the scene's environment lighting settings
does this look right to you? this is my first time messing around with lights
"Ambient Color" is grey, that'll probably give some light
Hello! I'm trying to apply bloom post-processing effect to HDR pixels only but for some reason setting threshold higher than 1 not working. Even if I disable HDR completely I'm still getting bloom effect. I'm using Universal RP and Unity 2020.3.33f1.
Can anyone help on this issue?
I have heard the hdr starts at something around 1.3. No idea why it is like that and how it works. Is there some problem just increasing the threshold until non hdr plain white doesn't glow anymore?
Well, yeah, that's an option. The problem is that if I will want to change intensity in the future I'll have to tweak threshold again and make sure it doesn't affect anything close to white so I was wondering if there's an option to make bloom affect HDR only pixels and read that setting threshold higher than one should do the trick but it apparently doesn't.
I think that I will have to go with this solution though. Thanks for replying.
Oh nvm setting the threshold to 1.4 works just fine no matter how I increase intensity. Thanks!
According to the documentation, overlay cameras will render their layers ontop of the Base camera. Is it possible to make them render below? Or instead have the render order reflect their actual distances in the scene?
Update: Somehow the effects of "Clear Depth" on the overlay camera are activating only when I build to IOS. In game view I have Clear Depth disabled and it looks fine, but when I build the game looks like I have Clear Depth enabled.
If anyone knows how to fix this I would appreciate it
Why are the effects not on even though my camera is in the box collider?
have you done this?
yes
show it
what do you mean by "where"
Do you have more than one camera?
not sure then, maybe someone else can chime in. Maybe something to do with the positioning of the volume and the camera? Not sure if that matters
well that sucks
i watched a tutorial in 3D (my game is 2D) and he just set a box collider on his volume and it worked
probably doesn't work with a 2D collider?
try BoxCollider instead
the Z axis matters
didnt work
Bump and update: The cameras work correctly on windows build, but breaks on IOS build. How is that even possible?
So now I have a background that shouldn't glow, and a foreground that needs to glow. If I render it Background -> Foreground, the bloom effect just targets the entire screen and makes the background glow. If I do Foreground -> Background then the background is rendered ontop of the foreground. From what I've read online there doesn't seem to be a way to fix this
so i have to do color adjustments on a local space?
like being inside of a tunnel, i am making a racing game after all
Local post processing volume overrides are the way to do it
I tried doing a post process effect in my main camera but when i enable it , i add post processing layer and Volume, i tried putting Bloom but it seems it doesnt work
The bloom effect doesn't show up
There's no trick to it, besides to make sure that the instructions are for a post process system that matches your render pipeline, then it's just following all the steps
It's usually best to test post processing using Vignette effect as it's not dependent on scene light sources, unlike bloom
hi! Do you know how to use post processing only for some gameobjects ?
render those objects on a separate camera, with a postprocessing volume, and composite that camera with the other camera(s)
why is my postprocessing global volume only updating when i hit play
I was trying to do this yesterday but when using a different volume for a specific layer, it would still apply the effects to everything on screen
did you set the volume and all the gameobjects to the specific layer and then cull that layer from the main cam?
I had a bloom volume on a gameobject on the bloom layer, but when I set the Bloom camera to the bloom layer it affected everything, even the nonbloom layer being rendered on a different camera below it
I read online that post processing on a camera applies to the entire screen, which is what happened in my case. Yet I keep seeing people say they can only apply it to certain gameobjects
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Thats just normal camera stacking which I already got working (PLus that video doesn't use URP, which disables the "Clear Flags" option and forces camera stacking). If I tried the same thing in that video and applies a bloom volume to just the second camera's layer, it would cause the entire screen to get the effect
I'll see if I can get an URP sandbox to work with bloom only on the second cam
Its possible it may work if the effect is being rendered under another camera, but in my case that won't work because I'm trying to remove bloom from the background while the foreground glows
dang that sounds tricky to do with multiple cameras. Perhaps a shader that takes into account the z distance from the frustum and only applies bloom to closer items
the debug menu shows those options, does it work though?
I didnt think to use the debug menu, I'll try it with that
I tried it and it didn't work
I thought maybe I could make another renderer for the main cam to use separate from the FX cam
I think it's setup right, but it isn't working
I even made the volume local and put it around the FX Cam and it still affects the other camera's view
need to make the main cam cull the pp
I read somewhere that the post processing just applies it to the entire screen, so you can't stop it from affecting layers below
Can I make a post processing effect that affects vertex positions?
nope.
PostProcessing effects more or less just operate on the final image created by the render pipeline.
hmm ok thanks
I use AR with Lightship ARDK 1.3 with Unity 2021.3
If I add a volume with an empty post processing volume (no overrides), there will be some sort of weird auto exposure effect applied to the camera passthrough of my phone. This should not happen and hinders my ability to use any post processing in my project.
Is there a way to fix this? I have no clue where to start looking
EDIT:
This happens as soon as I enable post processing on the camera, even without a volume.
Maybe it tries to make the camera feed HDR from a non HDR image?
EDIT 2:
Turning HDR off also did not fix the issue. It seems to only happen when enabling PP
How can I apply post processing only for one layer of objects (URP)? I know there's camera stacking, but shadow maps from one camera won't be present on the other. I also noticed that Render Objects feature can be used as an alternative to camera stacking, but I don't see the way to control post processing with that
i seem to have no option to add a volume or a post processing profile, those things are just not there at all
(i've gotten unity 2 days ago)
im using Unity 2021.3.0f1 Personal
Post processing is specific to render pipeline
URP and HDRP have their own volume component for it, built-in RP requires the Post Processing Stack package
is there any way to stop the double post processing that occurs on portals/render textures? im using hdrp. when i change the rendering pass on the material to after post processing it removes it and looks how it should if the scene is already playing but if the texture is generated with it set to that then it doesnt render the texture at all and its fully transparent.
pic 1: double pp. pic 2: actual room. pic 3: no pp and material setting
ping on response please
Hey folks. I think this is a post-processing question as I'm using OnPostRender - lemme know if this is wrong! I'm running the following code on a Windows PC, currently building to WebGL:
private void OnPostRender()
{
if (grabImage)
{
ScreenCapture.CaptureScreenshotIntoRenderTexture(screenshotWithoutUI);
//canv.gameObject.SetActive(true); // Now we have the screenshot, turn the UI back on!
// Attempting to filter for DirectX-like systems here and flip the captured image if so. Relevant links: https://docs.unity3d.com/Manual/PlatformDependentCompilation.html | https://docs.unity3d.com/Manual/SL-PlatformDifferences.html
#if UNITY_EDITOR || UNITY_STANDALONE || UNITY_STANDALONE_WIN || UNITY_STANDALONE_OSX || UNITY_IOS
// FlipScreenshotVertically();
RenderTexture temp = RenderTexture.GetTemporary(screenshotWithoutUI.descriptor);
Graphics.Blit(screenshotWithoutUI, temp, new Vector2(1, -1), new Vector2(0, 1));
Graphics.Blit(temp, screenshotWithoutUI);
RenderTexture.ReleaseTemporary(temp);
#endif
}
}
Previously I'd been doing this in a coroutine after 'yield WaitForEndOfFrame', and I needed to flip the screenshot vertically (as you can see in the code) as the Editor platform was DirectX-like and thus the screenshot was appearing upside down.
However, now that I've moved the body of the code to OnPostRender() , the screenshot seems to be coming in the right way around... which would seem to remove the need for the flipping code.
I really don't know much about DirectX-like vs. OpenGL here, so can anybody advise me on whether I need to continue using this vertical flipping code?
Hey guys, all other post processing effects I am using are working
Just not depth of field⦠does anyone know why?
Does it work on game view? It may be that itās not meant to work in scene view because it would make it hard to work with the editor (just guessing. I have no experience with that type of problem)
Hey, i just checked it out and yeah...
it works on the game view hahaha
Thanks for the input
np
hey so very nice n stuff the new 2021.3 but despite the fact that shadows are turned on in my directional light the light coming from the hdri sky still passes trough. anyone an idea on how to fix this?
it needs to be dark in there
You'll have to bake reflection probes to block out ambient lighting
is there a tutorial that covers this topic specifically?
anyone know why all of my urp post processing is working fine except vignette?
also, how do I make the motion blur more intense, such as when a character dashes..
this is strange, I tested every override and only vignette doesn't work
could somebody happen to know how to make a bloom in Unity that doesn't turn everything white?
would i have to code my own bloom shader for that?
the default bloom in unity turns blue glowing objects into blue objects that just glow white and the colour is almost completely lost
why when i have an object that is blue the bloom is right, but when i try to apply bloom to vertices of a mesh object and they all have different colours, the bloom on all of them is white? is this a bug of some sort? EDIT: Nevermind, even for normal objects the default bloom whitens too much
Is there any way to blur only edges of the view but with a smooth transition to the center of the screen, like in the picture, but with
blur instead of a darker color.
If you want it radially use a gaussian blur but scale its effectiveness with an attenuation function fixed at the centre of the screen
Oh wow I did not realise it was that old mb
Hi everyone ! Iām not sure if this channel of the most appropriate for following question ⦠I see there is lens distortion post process effect but what I really want to know is lens distortion coefficients (Ks) of the physical unity camera when Iām using wide FOV ⦠how can I get those parameters or compute them? Thanks in advance
Im doing a mobile game. The post process is working on the editor but when I build for andorid the post process disapears
This is the custom shader i made for the bullets, as u can see they glow in editor but not in mobile
is there any setting i should change?
i will try that, big thanks!
Hi, is there a way to lerp between multiple color correction lut textures in urp? I've found very few solutions otherwise but none for urp
Have you tried fading from one post process volume to another?
I have not, is that possible? I've just been hamfistedly testing using volumes but one always seems to override the other
I think if you have a higher priority volume with a low weight, or script controlled weight it'll be possible to blend their overrides
But I haven't tried that so there could be some gotcha
thanks for the push in the right direction @mighty stump I'll look more into your suggestions
so i have a lens flair on the directional light but its shining trough the sprite in front of the CM camera how can i prevent that?
occlusion i think
Is there a replacement for edge-detection using the v2 post processing stack?
Or is there an alternative method for implementing it?
can anyone help me get a VHS effect on my players camera?
that isnt a
50 dollar asset on the unity store lol
Do you have a video of the effect your trying to get?
If I could help you quickly I would do it, and sell it for 40 dollars on the asset store š
How much does post processing impact performance?
Should I use it rarely or it's no problem if I always turn it on?
This is entirely dependent on your target platform and the type of effects used
Modern desktops can handle most of it easily
Bloom and color gradient
Maybe a few more
I'd like it to run smooth on switch and low end pcs
basicly 0 for those, its constant time
You mean switching colors generally don't have any impact on performance?
yes, in post processing. obiously changing it often in materials etc. has effect
Pretty cool
Hey, why did my post processing turned off after converting scene to urp 2d lighting ? How to turn on effects ?
Why does the glow seem to be turned on despite Emission being turned off?
(removing Volume > Bloom from the post processing object does turn it off though)
Post processing bloom works off of visual brightness, not emission
Oh, so glow and emission are separate things. I didn't think about it, thanks.
Is there a way for it to work with emission instead of brightness?
help ?
The hacky way is to increase bloom threshold so ordinarily lit surfaces don't glow, then increase HDR color intensity of emissive materials so they surpass the bloom threshold and glow
The other way is to find/make a custom post processing effect that can make only specified materials glow
I believe 2D URP uses the same post processing system as normal URP, there shouldn't be any trick to it
Just make sure you're using that and not the built-in RP post processing
Thank you.
but when I upgraded scene to 2d renderer, all effects disappered
what do you mean by that ?
URP uses different post processing from built-in RP
I think I downloaded urp first, than made post processing and than switched to 2d lights
and it disappeared after changing to 2d lighting
I have these components
These are not the correct post processing components
so which i should use then ?
Oh thaaanks < 3
it works
can i make the rt handle scale to lower resolution
from lets say 1920x1080
to 720p
i got it working
before and after post-processing
recorded a short video
https://twitter.com/delaigrodela/status/1522026637004619777
Programmerš„tasting level design.
I continue to study the tools š ļø for creating an environment in #unity3d
Terrain with some free assets
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added a couple more objects and changed the post-processing
added fog
2 days learning, progress in one picture
I continue to practice level design and learning environments in #unity3d
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Guys why is my post processing not appearing?
check camera layer
Anyone know if it's possible to separate characters from post processing in URP?
I'm trying to make only my environment affected by post processing and have my characters be excluded.
does anybody know how to edit the FinalPass.cs shader? I wanna remove this dumb dithering effect
every time I edit it it just resets since its inside the package
hi
sorry to bother everyone but i have a question
if a camera is outputting to a rendertexture, will the camera only render at the resolution of the rendertexture or will it render at full resolution and then downscale it?
if it's the latter then i have quite a lot of optimisation to do lmao
Iz there a way to add an effect like post processing v2 auto exposure effect in urp?? An addon maybe?(btw cant use assset store dont ask why)
No, unless you make one or use a third party asset like I said
Why can't you use the asset store?
Ah shish, here we go again
i live in iran and there are sanctions from unitys side beacuse god knows why, i can use a vpn to make an account for unity and get assets but i cant login o the editor and hub cuz it cant connect to the servers (yes i asked unity for help but their helping did not help ) which is the reason i cant use assets from the asset store, i can only use sites like github where i can directly download the assets.
Phew
Yea, is there like a github page for such asset?
If not im gonna ask someone to send me the asset store files. Which no one did and never will
I even had to ASK SOMEONE FOR THE URP TEMPLATE BEACUSE THE HUB CANT CONNECT TO THE SERVERS, CAN U BELIEVE IT??? URP TEMPLATE!!!
I dont even know why they placed sanctions on iran, its not gonna hurt the government or anything
ā¹ļø
Ah understandable, that sucks
You aren't missing out because there isn't any such package on the asset store, best I can tell
So your option is to code it yourself somehow or use built-in RP's PPs2
I think most are waiting for it to be officially implemented into URP which I recall should be soonish
Roadmap says it's planned rather than in progress so probably not right around the corner
Volume blending can be used to get similar effects at very least
Oh!! Can u send me a link to the road map u are talking about?
Im not really into coading post processing effects, can someone confirm if this would work in urp? https://github.com/Unity-Technologies/FPSSample/blob/master/Packages/com.unity.postprocessing/PostProcessing/Runtime/Effects/AutoExposure.cs
The packages folder mentions com.unity.render-pipelines.high-definition so I would guess it's for HDRP
im sorry to bother again but does anybody have any idea? I saw a bunch of forums online where people said they did it but I can't figure it out at all
is there a way to make URP motion blur work correctly on a scene like this?
Whatās correctly
Car shouldn't be blurred as it barely moves in relation with camera
Something like this
Would be super curious to see what my own custom URP motion blur works like in that scene, wonder if it's an issue with Unity's motion vectors, or just their motion blur implementation
Can you post a link or something? I can try to test it
Car is moved by simulation playing prerecorded inputs
@buoyant galleon
Sure, I'll DM you a link
To be honest i dont even know why im doing URP in the first place, it doesnt evem seem faster than built-in
Is there a way to add a pixelated post-processing effect that basically lowers the resolution of a game?
Trying to get an art style similar to this game:
Please ping when replying because I prob won't see it otherwise
One approach (the maker of A Short Hike described this technique in a GDC talk): Set your camera to output to a low resolution render texture instead of the screen, then render that render texture onto a quad and have a second camera that just renders that quad
Or use the pixel perfect component
Your example has hand drawn pixel art graphics which are scaled up and filtered (to mimic a CRT), it's not pixelated nor the resolution lowered at any point
The render texture method is one that works if you want to pixelate
URP supports nearest neighbor render scale which does the same thing out of the box
I am on URP. When I disable the global volume game object, I don't see any change (all the post-processing still shows in scene view and game view). It only disappears if I uncheck each override individually. Isn't that weird or am I missing something? The last time I did post-processing was on a standard 3d project so it might be different
For me it does
Why do you need to disable it entirely?
setting Weight to zero also disables it
Oh, simply to see the difference directly, but setting weight to 0 also doesn't work for me
even unchecking post-processing on the camera, or disabling the volume script, doesnt work
its kinda weird lol
really inefficient
i used renderer features to pixelate the screen
Whatās inefficient about that approach?
2 cameras, and a render texture
im ok with a render texture but not really when using 2 cameras
But is it really that inefficient? Rendering a single quad shouldnt be that slow (well on urp multiple cameras seems to be quite inefficient compared to single camera even if they render same amount of things in total)
i used urp, maybe thats why
i got a 400 fps drop for using 2 cameras that only renders a single layer
one for the whole world
one for the weapon
And what was it eaelier? I didnt know the drop would be that high tho
Thats really bad. It seems render objects feature is the recommended solution on urp: https://forum.unity.com/threads/urp-7-2-1-camera-stack-decrease-performance-on-android.837406/. I think the performance should be better with built-in render pipeline but I havent really made actual comparison between the render pipelines
@digital silo Atleast from what I have seen online, all the performance issues seems to be happened on urp. On birp splitting same work to multiple cameras shouldnt be a problem. You could make a bug report so unity could investigate it and consider improvements on the current system. Camera stacking shouldnt really be that big of a problem performance wise
i used an older version
Hi
So even with 8x anti-aliasing, my 3d model has really jagged lines for some reason
picture
It looks fine on the scene editor, but on play mode it is straight up pixel art
The same line on scene editor
and play mode
what are you graphics settings + resolutions
camera?
ur not using any post processing or
graphics settings?
thats quality
ok nvmd
theres nothing in there I need
idk im inclined to say thats just how anti aliasing is
yeah, but I need it to work when it is zoomed in
why would you need it to do that
yeah
yeah thats just an editor thing to help you see stuff
if you move the actual camera closer
it will look fine
š
I was zooming on the play window
But when I actually move close to the camera, it is fine
thats what I said yes š
idk where to ask this now
But now you can see there is huge walls
Like there is huge walls
I can fix it
with ortographic
that should work
make the walls smaller?
you can also move the camera back and make the fov smaller
much better
My problem
Is that now I have to make huge cards
Which can be a pain in the ass
Because the artwork would need to have really high res
Actually I got a solution
I just need to scale the z axis
And do what you said
With the camera
my post-processing inside a basic Unity 3D scene isn't working, and yes i have a volume, layers and everything setup correctly
Is it possible to sample the scene light color in a fullscreen effect? I'm using URP and I need to access lights values in my fragment shader for a custom render feature.
if you are using the Deferred Rendering Path in URP then this sounds like it should be possible
assuming you mean the light color per pixel
yes, that's what i'm looking for
where is the light color stored?
from the ducumentation it looks like it should be in the deferred lighting data
https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.0/manual/rendering/deferred-rendering-path.html
not quiet sure how to acess it
"Emissive/GI/Lighting
This render target contains the Material emissive output and baked lighting. Unity fills this field during the G-buffer Pass. During the deferred shading pass, Unity stores lighting results in this render target.
"
question how to access it
"The lighting pass computes lighting based on g-buffer and depth. Lighting is computed in screen space, so the time it takes to process is independent of Scene complexity. Lighting is added to the emission buffer."
I can't seem to find this emission buffer anywhere in the frame debugger
in 2D, how can I make a LineRenderer glow (have extra bloom, without affecting the rest of the scene)
I'm not having much luck finding anything
Guys, how would I add a noise distortion effect to my camera?
I'm trying to emulate an underwater effect
Hello everyone I have a problem Iām looking to have bloom on particular objects but I canāt. For the moment I happen to have some but it applies to all my environment even for objects without texture just with the refraction of light
Iām a real beginner on Unity
Ive written a shader for a custom post processing effect, at the moment im applying it with Graphics.Blit which seems to be causing performance spikes, where the frame rate is generally around 120 but can jump up to 200 or as low as 40. Profiler shows the spikes, it seems to be Somophore.waitforsignal (I may have spelt that wrong). According to google that means that Unity is waiting for the GPU, but it isnt consistent. Sometimes it runs great, then it randomly slows down. Any tips to try? Ive tried applying a shader that dosnt change the output at all, and I still get the spike in performance. Thanks
I can't get post processing to work. It just does nothing. i followed this tutorial, is it outdated? https://www.youtube.com/watch?v=r2nZ_tWFMyo
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what renderpipline do you use ?
Hello, There is no rendering pass for shadows or basic RGB pass in AOV sequence ? (except for ambient occlusion)
Is there any other way to get some passes out other than through the AOV sequence?
Does anyone has any good guides on the artistic side of Post Processing? Like how to know what is good haptics, camera shakes, chromatic abrations, etc.?
A lot of what you find is guides on how to do them but not how to set them up well
Question what is your favorite post processing settings for 3D games?
Usually something like bit of bloom (maybe threshold of somethibg like 0.5. Make sure to enable hdr) + ACES tonemapping + bit of vignette + some color grading if required
Hello, so I need some bloom for my 2D mobile game
but urp bloom is way to slow
so I bought Rufat's Bloom shader it looks good in 3D but hoorible in 2D
How can I get good bloom that doesn't kill my fps?
The Fps don't look to bad but they are on my (rather crappy) pc
On Mobile they are 40 and 60FPS
Hi! I'm a developer doing an architecture project in VR Chat. Sadly, VRC does not support URP. I would like to import a Photoshop project and cause certain layers therein to glow. Is there a way to add a glow/bloom effect to specific objects (not based on a global threshold) in Unity without using URP?
iirc you dont need urp for bloom?
yes but I need to do it to specific objects, all I've found so far is how to do it to the entire scene
you have to make an hdr material
and make it really bright
then only it will bloom
or really a basic material and use an hdr color
its with nothing
ok
is there something wrong
Yes, the white objects on the right side aren't blooming
which objects
The white sprites in the scene view. They're cut from the brightest parts of the image on the left
Yes it's the window on the left side with the streetside
Well the glow in the game view is part of the original photograph. Basically I want to add a bloom that I can animate to create a live wallpaper
heerrmm
seems harder then
youd have to recreate the scene a bit blah blah but can I just see a game view of just the white objects?
When I turn on the emissive hdr color the cutouts become substantially thicker, but the opacity does die off
This is the game view
ah
and whats the material
show me material + post processing settings + camera settings
that should work anyway
was the bloom working before?
you might need something behind the white objects
Well I got it working but it made everything glow, not just the white sprites
yeah but this should do the same thing but its not
Wait yeah I think I know what you mean. Like maybe bake a glow and animate the opacity?
enable it
where
depends, are u on URP / Built-In or HDRP
?
Very difficult to help you if you don't have a clue about what's going on in your project
that can be PPv3 or URP lol
ok
check your main Camera and see if there is a ticbox called "Post-Processing"
dont have anything in there
where could that be found
screenshot your Camera inspector
the main camera or the one I use in game
if there is 2 diff ones, prob only 1 has PP to it
Make a thread please. This is going to be a long circle conversation.