#šŸ’„ā”ƒpost-processing

1 messages Ā· Page 18 of 1

cerulean stirrup
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why the hate?

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Osteel, were you banning me for just asking a question?

cobalt minnow
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Who the fuck is banning you, what are you on about.

cerulean stirrup
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I dont even have access to those forums anymore

cobalt minnow
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We don't mod the forums, we mod this discord community.

cerulean stirrup
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I literally don't have access to shader/hdrp anymore

cobalt minnow
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And all we ask is that you keep your questions to a single channel.

cerulean stirrup
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I call discord forums

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I wanted to ask in two places since I didn't know if it was shader or hdrp relevant

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now I don't have either of those forum channels anymore

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I will ask in only one

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then wait 8 hours

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and ask in another then.

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Please unban me from shader and hdrp forum please?

bronze mural
cerulean stirrup
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oh ok

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Do you think it is better hdrp or shader then?

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Since we're focused on this.

cobalt minnow
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You're not banned in this discord server at all. The very fact you're typing here shows that.

cerulean stirrup
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So my posts only got removed? Ok, that's passable.

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I thought I was banned from shader forums

cobalt minnow
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I removed them yes, because they're violating our crossposting rules.

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It's not possible to ban people from individual channels, no.

cerulean stirrup
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Check. I'll ask in a different manner if not answered.

cobalt minnow
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You're either banned in the server, or you aren't. You aren't.

cerulean stirrup
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Cool

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Thank you

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I'll delete my question here then since it doesn't belong

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I think it belongs in shaders/hdrp or particles because the error messages say it... I'll start asking in shaders I believe.

severe slate
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Is there a way to fix this color banding? Using URP with the built-in PP package

severe slate
topaz dune
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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.... šŸ¤¦ā€ā™‚ļø 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

supple panther
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yeah i'm struggling with pipelines aswell, it's fine

topaz dune
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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

mighty stump
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Still that is a really low number of colors, as if you have a posterization filter

severe slate
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thanks

rotund swallow
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Why is bloom so weak? Same settings as unity's example particles project

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Can anyone help?

mighty stump
odd drift
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And do you use hdr

rotund swallow
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Nvm I figured it out, I didn't know emission lights had an "intensity" setting that was hidden under the color picker option

chrome geode
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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

mighty stump
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Otherwise I guess marginal differences in visuals between build targets are expected to some extent

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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

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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

raw jackal
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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

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what I don't want to happen:

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URP Btw

odd drift
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You could also use camera stacking to render the gun using different camera so it doesnt get affected by pp

stoic violet
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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

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PostProcessLayer is not longer supported yes?

raw jackal
raw jackal
odd drift
raw jackal
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I was using overlays before

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basically just a 2nd volume running on a 2nd camera

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that's what I'm trying to do

raw jackal
odd drift
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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

raw jackal
viscid sun
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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)

chrome geode
mighty stump
# raw jackal Is there a way to exclude an object from a certain type of override? I have this...

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

raw jackal
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Ye I don’t know, that’s what i tried but that trigger stuff just doesn’t 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

mighty stump
raw jackal
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I know, I’ll figure something out. I won’t be home for a week so I’ll just have to try then

lyric rivet
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How do i apply post processing to only UI?

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I have 2 cameras, one that renders everything and another that will render a canvas with the screenspace camera setting

waxen peak
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what rendering pipeline are you using @lyric rivet?

waxen peak
# lyric rivet HDRP

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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lyric rivet
frigid hare
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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/

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Basically I cant seem to get my DOF to blur the background only, and keep the foreground clear.

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Any ideas?

severe slate
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how to get rid of this fog

pliant dew
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turn off fog...?

prime finch
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post processing stack v2, how do i enable a local volume and a global one at the same time? im using 2d btw

lunar rampart
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private void Start()
    {
        GetComponent<PostProcessVolume>().GetComponent<ColorGrading>().postExposure.value = 1;
    }
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what is wrong in here? gives out an error

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colorgrading is enabled it is important to mention

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nevermind I have found it out

fluid edge
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why are there these weird horizontal and vertical stripes?

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I am applying a post processing layer but it still looks kinda weird

gritty folio
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<@&502884371011731486> ^

cobalt minnow
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!ban 336113964645613579 scam

wild torrentBOT
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dynoSuccess samosamx#3043 was banned

quiet stratus
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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

bronze mural
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you can make it a trigger

quiet stratus
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ah yes thanks

stoic violet
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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?

rotund swallow
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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!

severe slate
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What are the best Effects (Post Processing or seperate) to give my camera an old/broken effect?

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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

severe slate
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Ok nah nevermind i don't want my game to look like this, i need other effects šŸ˜‚

mild robin
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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

marsh frigate
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Make sure post processing is enabled on the Renderer used by the active Render Pipeline Asset.

mystic wasp
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hi guys i just wanna ask, can a material pos processing bloom can be applied on 2d sprite?

mortal drift
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post processing affects the entire screen, so if you used bloom on an emissive sprite then yeah

last dawn
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im not sure if filmic grain exists, but that would be cool too if it was there

severe slate
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its just barely seeable

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I personally don't like the vignette effect so much honestly

cold dagger
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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

west nova
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Does anyone know why my script cant find the Volume component?

odd drift
west nova
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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

tall saffron
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You should always highlight the error and see what VS has to say

tall saffron
odd drift
modest rose
dense spoke
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how do i get more post process effects? i only got a few

odd drift
dense spoke
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is there like a place where you can download effects?

odd drift
odd drift
dense spoke
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ye i understand, in unreal there are so many effects i can play with and i was wondering if that possible in unity too

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so i can just download from the asset store?

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some random ones

odd drift
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if you find yes. most of them are paid assets id imagine

odd drift
dense spoke
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gimme few min

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@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

odd drift
dense spoke
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i see

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just gotta find em i guess, had big trouble with pp since fsr they made it super hard to add it

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but still thanks for the help mate

odd drift
dense spoke
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the one from the first person template

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universal it is i think

odd drift
west nova
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Hey, why does the built in unity fog not work on the skybox?
what am i missing

odd drift
exotic oriole
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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

fervent siren
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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

severe slate
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Hi can i apply post processing on mobile ??

mighty stump
knotty crystal
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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?

mighty stump
knotty crystal
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Weird but it does seem to work, thanks

knotty crystal
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Actually it doesn't, lit sprite emit over 2

brisk gust
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Maybe automatic exposure is going crazy because you have nothing in your scene only a bright white circle

knotty crystal
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It was just a minimal case scene

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Here's a regular scene

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Of course i put intensity crazy high to be able to see the issue more easily

mighty stump
knotty crystal
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It is lit here, with a global light set at 0.5

mighty stump
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Lit sprites are as bright as the light shining on them + their emission value, naturally

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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

knotty crystal
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What should i do to make sur only sprties with a material using HDR get bloom applied?

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I didn't have this issue before i upgraded to version 2021

mighty stump
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Perhaps render them using an overlay camera or RenderObjects feature after post processing
Hard to say without knowing the situation

knotty crystal
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Hum, i'll keep searching, thanks for your help and your time

normal scroll
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Just finished my unlit outline shader. How exactly would I put it in to render under a selected layer?

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using hdrp btw

hazy quartz
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Is it possible to post process a toon shader in 2d?

lusty kiln
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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.

lusty kiln
mighty stump
lusty kiln
mighty stump
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Each rendering pipeline has sorta different tools to do that
For HDRP it's custom passes

lusty kiln
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Thanks

worn path
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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.

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The problem can be seen pretty clear if you look at the house on the right, there is a vibration with the pixels

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I posted here in post processing because if there is any solution I supouse it would be some kind of post process effect?

bronze mural
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If you want to keep it absolutely pixel perfect, you need to move the camera exactly in steps the size of the pixel.

mighty stump
bronze mural
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If you want smoothness, it can work well if the art itself has smoothed lines and high enough resolution.

worn path
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thanks for your feedback, I will look into this possibilities, and see if I can get it fixed somehow haha

mighty stump
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@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

worn path
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Since I have hard edges, I am trying the pixel perfect and it is quite an improvement already!

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It still flickers in some parts but it look way better

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thanks!

mighty stump
primal coral
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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

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any help?

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wait I just tried with a diferent browser

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so with chrome I have image

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with firefox I dont

woeful walrus
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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

woeful walrus
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Cam movement in update and interpolation on has the least amount of stutter of all the combinations i tried, but it still happens

scenic musk
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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.

raw jackal
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Scene view

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Game view

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could it be that I'm using the old post processing thing? With Color adjustments and stuff?

frail pendant
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First of all the Post Processing checkbox is off on your camera

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Under the Rendering tab

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@raw jackal

magic hatch
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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

mortal drift
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A lot of the time color banding is due to Unity using the wrong format for whatever texture/image you're using

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Try playing around with different types

magic hatch
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Yeah I'll double check my import settings

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Still interested if there's a modern equivalent of the dithering effect though

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(Import settings were fine.)

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(that is a common issue though)

light grove
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would anyone know of an "underwater" effect
or any ideas to replicate being underwater

magic hatch
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One good trick is to write a depth fog effect that also blurs faraway stuff.

rotund swallow
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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?

lean gyro
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has anybody gotten (or knows how to) (URP) crest ocean surface to reflect enviro clouds

supple hull
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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?

sterile iron
supple hull
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oh man i wonder if i did it reverse.

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i set threshold to .9 thinking that 1.0 would not glow

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but maybe i need threshold at 1.1 ?

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i mean its not a big deal in the sense that I am building shaders around my post processing bloom

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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

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i just noticed that a standard untextured object is glowing by default, and i was like.... hmmmmm

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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

odd drift
mighty stump
supple hull
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thanks for the info!

lyric rivet
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is it possible to add PP on ui elements on a canvas set to overlay?

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i havent been able to find an answer about that

bronze mural
lyric rivet
bronze mural
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just make sure raycast to buttons is not blocked

lyric rivet
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wait what do you mean by that?

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i have to physically project a ray from my camera to a ui element?

rotund swallow
sterile iron
lyric rivet
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so i always used overlay since it always worked with buttons

sterile iron
lyric rivet
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well in this case my good reason was post processing

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but ill try something

sterile iron
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if you need to use Screen Space - Camera make sure to update the event camera on the canvas

lyric rivet
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eh i think ill just use overlay for menus instead since it's behaving really weirdly

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the buttons do work, but for some reason if i select Options then Quit will be clicked

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that is if i put my mouse on the center of the Option button

lyric rivet
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okay looks like this issue is caused by something else, err

digital silo
rotund swallow
mighty stump
rotund swallow
mighty stump
rotund swallow
# mighty stump 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

mighty stump
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You mentioned the reflection looking blurry, but it doesn't look like anything is being reflected now

rotund swallow
mighty stump
rotund swallow
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Ambient occlusion seems to work fine

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But ssr not

mighty stump
rotund swallow
mighty stump
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@rotund swallow Are you using deferred rendering path?

rotund swallow
# mighty stump <@!798203494279938049> Are you using deferred rendering path?

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.

mighty stump
rotund swallow
mighty stump
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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

rotund swallow
mighty stump
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Then it will reflect the sky / ambient color of the scene

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You probably want at least one reflection probe

rotund swallow
mighty stump
rotund swallow
mighty stump
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The reflection probe cannot store the reflections from the reflective floor properly which is another reason to put it in a fake room

rotund swallow
next ingot
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does anyone know if theres a way to properly use Depth of field with 2D sprites?

this is the result i get:

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the sprites get equally blurred even if they're on different Z positions

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comapred to the 3D cubes that dont get blurry in the horizontal line

limpid sand
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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.

odd drift
leaden pendant
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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!

raw igloo
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Semi-stupid question but how do I delete a post processing profile?

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nvm figured it out with quick search

tawdry mural
next ingot
buoyant galleon
leaden pendant
boreal gull
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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?

odd drift
boreal gull
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Mentioning VR was just an example.

odd drift
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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

boreal gull
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It doesn't matter. If you don't have a solution, that is fine.

odd drift
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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

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the way youd do that can differ between render pipelines

boreal gull
odd drift
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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

boreal gull
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I'm coming from UE4, so my Unity shader coding knowledge is "limited" :p

boreal gull
boreal gull
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Mainly just to see how it behaves tho, then saw 5 FPS and had to find something different.

odd drift
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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

boreal gull
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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.

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I guess I have to learn how to make the post process myself.

odd drift
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not even computers can handle that fluently. texture manipulating on CPU is really really slow

boreal gull
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Sure, but I can't tell my boss "I didn't try this one possible solution I found".

odd drift
boreal gull
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Thanks!

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I think I will have to take a step back to get into this.

odd drift
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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;
}

boreal gull
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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!

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Okay, cool. Thanks again :) Will give this a shot.

split basin
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hello

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i am trying to get pp to work on my project

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here is a screenshot

marsh frigate
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I don't imagine you are using URP because there's no URP settings on your camera

split basin
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how do I get URP?

marsh frigate
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Do you know what URP is and want it?

split basin
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yes

marsh frigate
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If so, the instructions to configure it are pinned to #archived-urp

split basin
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ok thank you

marsh frigate
split basin
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ok

crude monolith
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are there any major differences between the default post processing (global volume) or the Post-processing package?

marsh frigate
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What do you mean by "default post processing"?

stray mountain
crude monolith
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so if I'm using urp, is ppstack not necessary?

stray mountain
crude monolith
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yes, it's the global volume

marsh frigate
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URP and HDRP have their own built-in (as a part of their packages) post processing. The package is only for built-in

crude monolith
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so I wouldn't be able to use the effects in the package if I'm using URP?

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ambient occlusion for example doesn't seem to be available in the global volume stack

marsh frigate
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Not without porting them, no

crude monolith
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I see, thanks for clarifying

crude monolith
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I can just bake the AO I suppose

fickle plover
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using URP

odd drift
tribal mist
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Or have a script that proportionally increases emssion intensity the further away a object is

normal talon
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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?

mighty stump
stray mountain
fickle plover
odd drift
supple hull
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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?

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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)

cyan quarry
crude monolith
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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

cyan quarry
odd drift
quasi fjord
#

i tried to put post processing to the ui by changing the render mode to space screen - camera, but it dosent work

sudden fulcrum
#

BIRP: Post Processing, what's the purpose of the post processing Layer?

weary burrow
#

is it possible to exclude a canvas in worldspace from post processing? unity version 2020.3

sudden fulcrum
mighty stump
sudden fulcrum
mighty stump
# sudden fulcrum 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

odd drift
#

Maskinf objects usinf lauers is not possible (by default) because the rendered I age doesn’t contain any information about lauers. Layer indexes should be rendered to different buffer in order to make that work

#

Msaa isn’t 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

mighty stump
#

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

ruby turtle
#

just came back from a ban for a blue lives matter token pfp

#

lol

mighty stump
#

I'm not impressed

frank silo
#

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

molten veldt
#

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

mighty stump
#

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

tight heath
#

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.

frank silo
thin prairie
#

my postprocessing dissapeared in the scene tab

#

it was visible in there just yestreday

#

but its still in the game view

limpid geyser
#

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?

stray mountain
limpid geyser
stray mountain
limpid geyser
stray mountain
limpid geyser
inland stratus
#

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?

tight heath
#

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

gloomy hedge
#

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

stray mountain
gloomy hedge
#

i have bloom, i just think i messed somthing up somehow

#

theres supposed to be 1 post process volume right?

stray mountain
gloomy hedge
#

imma just try get 1 global one working first

stray mountain
gloomy hedge
#

i think so

stray mountain
stray mountain
gloomy hedge
#

i have

stray mountain
gloomy hedge
#

yup

stray mountain
gloomy hedge
#

i have, no postrocessing seems to effect the scene or the camera

stray mountain
gloomy hedge
stray mountain
gloomy hedge
#

im pretty sure

stray mountain
stray mountain
#

remove the old Stack

#

PPV3 is for built-in render pipeline

gloomy hedge
#

ahh

#

thats more like it

#

thanks for your help

stray mountain
#

np!

lethal oracle
#

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

stray mountain
lethal oracle
#

im using this

stray mountain
#

you are using URP

#

you dont need PP stack

#

its already part of URP

#

I mentioned to user above having similar issue ,

lethal oracle
#

let me try it..

stray mountain
lethal oracle
# stray mountain np cheers! šŸ™‚

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

stray mountain
stray mountain
#

sometimes new layers aren't there

lethal oracle
stray mountain
lethal oracle
#

culling is on

lethal oracle
#

the Post layer

#

oh Volume Mask

#

now i saw it

stray mountain
#

gotta match

mighty stump
#

@stray mountain Real dĆ©jĆ  vu moment there šŸ˜„

karmic bough
#

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.

inland stratus
#

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?

atomic swallow
#

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

mighty stump
atomic swallow
#

sorry

mighty stump
marble valley
#

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

severe slate
#

is ambient occlusion very heavy?

marble valley
#

perhaps is best you test it

vagrant geode
#

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?

vagrant geode
#

ahaaa figured it out, I was being big dumb, and was trying to use a URP post processing volume

tall saffron
surreal smelt
#

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

tall saffron
#

Add lights?

faint fox
#

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.

faint fox
#

nvm i solved the issue

mighty stump
faint fox
#

Apparently, when you upgrade your project to URP from default, post-processing is not enabled. Once I enabled it, it worked fine for me.

severe slate
#

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.

stray mountain
severe slate
supple hull
#

can you have a local post processing volume that affects a canvas or does it have to be global?

stray mountain
supple hull
#

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 that’s 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.

lyric kelp
#

How could i create this bug eye effect ? The game is Bee Simulator

stray mountain
lyric kelp
#

I'm talking about the hexagonal thing

stray mountain
#

render texture can be a possibility

lyric kelp
#

Thx, i will try this šŸ‘

mighty stump
# lyric kelp I'm talking about the hexagonal thing

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

crisp ore
#

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
    );
}
hexed ferry
#

Can you use the old post processing stack in HDRP?

mighty stump
hexed ferry
#

Damn, I can't get bloom to render on an alpha background - it was apparently was the only solution

sterile iron
honest pivot
#

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

sterile iron
honest pivot
#

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

sterile iron
#

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.

spring musk
#

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.

stray mountain
stray mountain
stray mountain
spring musk
stray mountain
# spring musk

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

spring musk
#

ya, i dont need it as im using another volume to distort the enemy

stray mountain
spring musk
#

not really, i just learned volumes and post processing yesterday

stray mountain
#

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

spring musk
#

what is a PP layer, are u just talking about layers?

stray mountain
#

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

hexed ferry
left bough
#

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

mighty stump
#

@left bough I believe you can make opaque sprite shaders using shader graph, or enable ZWrite for transparent sprite shaders

digital silo
#

ambient occlusion on urp?

#

2019.4

mighty stump
digital silo
#

do i really have to install a new version

mighty stump
digital silo
#

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

mighty stump
west nova
#

Hey! can anyone tell me how i get the dark areas in my scene darker, while the bright ones stay bright?

digital silo
#

auto exposure in urp?

west nova
#

how do i do that?

mighty stump
#

There is no auto-exposure in URP currently

mighty stump
#

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

west nova
#

but there are no lights at all, so it should be completly dark in theory

mighty stump
#

All of those let you control the contrast of light and shadow in some way

west nova
#

ah ok, thanks

mighty stump
west nova
#

still looks pretty bright

#

idk why, maybe i messed up some settings, that could also be a option

mighty stump
west nova
#

does this look right to you? this is my first time messing around with lights

mighty stump
west nova
#

aaaah i see, okok yeah

#

That did it

#

thanks!

wooden pier
#

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?

odd drift
wooden pier
#

I think that I will have to go with this solution though. Thanks for replying.

wooden pier
tardy karma
#

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?

tardy karma
#

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

zenith scaffold
#

Why are the effects not on even though my camera is in the box collider?

zenith scaffold
#

yes

tall saffron
#

show it

zenith scaffold
#

i have a posteffects object

tall saffron
#

that's the voluyme

#

where's the Post-Process layer on your camera?

zenith scaffold
#

then this on my camera

zenith scaffold
tall saffron
#

I mean what you showed me

#

I wanted to make sure you had one

zenith scaffold
#

oh ok

#

so ive showed everything

#

?

tall saffron
#

Do you have more than one camera?

zenith scaffold
#

no

#

The camera follows the player positioning

tall saffron
#

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

zenith scaffold
#

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

tall saffron
#

try BoxCollider instead

#

the Z axis matters

zenith scaffold
#

didnt work

tardy karma
tardy karma
#

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

digital silo
#

like being inside of a tunnel, i am making a racing game after all

mighty stump
formal hatch
#

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

mighty stump
# formal hatch 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

latent kiln
#

hi! Do you know how to use post processing only for some gameobjects ?

tall saffron
brazen rose
#

why is my postprocessing global volume only updating when i hit play

tardy karma
mortal drift
#

did you set the volume and all the gameobjects to the specific layer and then cull that layer from the main cam?

tardy karma
#

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

mortal drift
#

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ā–¶ Play video
tardy karma
#

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

mortal drift
#

I'll see if I can get an URP sandbox to work with bloom only on the second cam

tardy karma
#

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

mortal drift
#

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?

tardy karma
#

I didnt think to use the debug menu, I'll try it with that

mortal drift
#

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

tardy karma
#

I read somewhere that the post processing just applies it to the entire screen, so you can't stop it from affecting layers below

toxic dagger
#

Can I make a post processing effect that affects vertex positions?

tall saffron
#

PostProcessing effects more or less just operate on the final image created by the render pipeline.

toxic dagger
#

hmm ok thanks

gritty saffron
#

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

late tulip
#

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

little copper
#

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

mighty stump
little copper
#

ah i see

#

thank you

delicate niche
#

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

light lance
#

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?

atomic adder
#

Hey guys, all other post processing effects I am using are working

#

Just not depth of field… does anyone know why?

odd drift
atomic adder
#

it works on the game view hahaha

#

Thanks for the input

odd drift
#

np

quiet stratus
#

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

mighty stump
quiet stratus
crude monolith
#

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

lament condor
#

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

lament condor
#

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

unique plank
#

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.

slate patio
#

Oh wow I did not realise it was that old mb

severe slate
#

Hi everyone ! I’m 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 I’m using wide FOV … how can I get those parameters or compute them? Thanks in advance

worldly swan
#

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?

unique plank
dusty hazel
#

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

mighty stump
dusty hazel
#

I have not, is that possible? I've just been hamfistedly testing using volumes but one always seems to override the other

mighty stump
#

But I haven't tried that so there could be some gotcha

dusty hazel
#

thanks for the push in the right direction @mighty stump I'll look more into your suggestions

quiet stratus
#

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?

past shard
#

Is there a replacement for edge-detection using the v2 post processing stack?

#

Or is there an alternative method for implementing it?

severe slate
#

can anyone help me get a VHS effect on my players camera?

#

that isnt a

#

50 dollar asset on the unity store lol

delicate niche
#

Do you have a video of the effect your trying to get?

lone kraken
#

If I could help you quickly I would do it, and sell it for 40 dollars on the asset store šŸ™‚

severe slate
#

How much does post processing impact performance?
Should I use it rarely or it's no problem if I always turn it on?

mighty stump
#

Modern desktops can handle most of it easily

severe slate
#

Bloom and color gradient

#

Maybe a few more

#

I'd like it to run smooth on switch and low end pcs

lone kraken
#

basicly 0 for those, its constant time

severe slate
lone kraken
severe slate
#

Pretty cool

torpid lark
#

Hey, why did my post processing turned off after converting scene to urp 2d lighting ? How to turn on effects ?

small verge
#

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)

mighty stump
small verge
#

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?

mighty stump
mighty stump
# torpid lark help ?

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

torpid lark
#

but when I upgraded scene to 2d renderer, all effects disappered

torpid lark
mighty stump
torpid lark
#

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

mighty stump
torpid lark
#

so which i should use then ?

slow snow
#

can i make the rt handle scale to lower resolution

#

from lets say 1920x1080

#

to 720p

slow snow
#

i got it working

chilly bloom
#

before and after post-processing

#

ProgrammeršŸ„’tasting level design.

I continue to study the tools šŸ› ļø for creating an environment in #unity3d

Terrain with some free assets

#gamedev #IndieGameDev #indiedev #leveldesign #gamedeveloper #gamedevelopment #indie #unity #madewithunity #learning #conceptart #devlog

ā–¶ Play video
chilly bloom
chilly bloom
chilly bloom
#

2 days learning, progress in one picture

chilly bloom
lost light
#

Guys why is my post processing not appearing?

chilly bloom
delicate comet
#

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.

true turret
#

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

little hare
#

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

cobalt salmon
#

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)

mighty stump
cobalt salmon
#

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

cobalt salmon
#

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

#

ā˜¹ļøŽ

mighty stump
cobalt salmon
#

"Soonish" Lmao ive been waiting for auto exposure for about 2y now (:

#

Nvm

mighty stump
cobalt salmon
#

Oh!! Can u send me a link to the road map u are talking about?

cobalt salmon
mighty stump
true turret
wanton bluff
#

is there a way to make URP motion blur work correctly on a scene like this?

true turret
#

What’s correctly

wanton bluff
#

Car shouldn't be blurred as it barely moves in relation with camera

#

Something like this

buoyant galleon
# wanton bluff 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

wanton bluff
#

Can you post a link or something? I can try to test it

#

Car is moved by simulation playing prerecorded inputs

#

@buoyant galleon

buoyant galleon
#

Sure, I'll DM you a link

wanton bluff
#

To be honest i dont even know why im doing URP in the first place, it doesnt evem seem faster than built-in

edgy arrow
#

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

true eagle
hexed nova
#

Or use the pixel perfect component

mighty stump
#

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

charred crypt
#

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

mighty stump
#

setting Weight to zero also disables it

charred crypt
#

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

mighty stump
#

That is weird šŸ¤”

#

Scene window also has its own post processing toggle

charred crypt
#

oh, I didn't know that, I just checked and that works

#

good then

digital silo
#

i used renderer features to pixelate the screen

odd drift
digital silo
#

im ok with a render texture but not really when using 2 cameras

odd drift
digital silo
#

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

odd drift
digital silo
#

1000 fps

#

to 700

#

oh wait

#

1100

odd drift
#

@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

digital silo
#

i used an older version

mystic frigate
#

Hi

#

So even with 8x anti-aliasing, my 3d model has really jagged lines for some reason

true turret
#

picture

mystic frigate
#

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

true turret
#

what are you graphics settings + resolutions

mystic frigate
true turret
#

camera?

mystic frigate
#

using free aspect

#

camera?

true turret
#

can I see the settings

#

in the inspector

mystic frigate
#

ok

true turret
#

ur not using any post processing or

mystic frigate
#

oh

#

yeha any

#

xD

true turret
#

graphics settings?

mystic frigate
#

Or my pc

true turret
#

thats quality

#

ok nvmd

#

theres nothing in there I need

#

idk im inclined to say thats just how anti aliasing is

mystic frigate
#

So I did nothing

#

And sundelly it fixed itself

true turret
#

oop

#

what does it look like now

mystic frigate
#

actually it's back

#

Oh I see, when I zoom out

#

it fixes

true turret
#

yep

#

thats how anti alias works

#

its not magic

mystic frigate
#

yeah, but I need it to work when it is zoomed in

true turret
#

why would you need it to do that

mystic frigate
#

It is a 3d board

#

so it is supposed to be close

#

to the camera

true turret
#

when you say zoomed

#

you mean like

#

the scale in the game player right

mystic frigate
#

yeah

true turret
#

yeah thats just an editor thing to help you see stuff

#

if you move the actual camera closer

#

it will look fine

mystic frigate
#

Oh yeah

#

I see now

#

thanks

true turret
#

šŸ‘

mystic frigate
#

I was zooming on the play window

#

But when I actually move close to the camera, it is fine

true turret
#

thats what I said yes šŸ˜†

mystic frigate
#

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

true turret
#

that should work

mystic frigate
#

But I kinda wanted perspective

#

As the cards looks better with perspective

true turret
#

make the walls smaller?

mystic frigate
#

On the 3d model itself

#

It is really smaller

true turret
#

yeah

#

or just like

#

scale it down on the x/y whatever you need

mystic frigate
#

I think i'll do just that

#

Scale the 3d model

#

Actually scale everything up

true turret
#

you can also move the camera back and make the fov smaller

mystic frigate
#

Looks better

true turret
#

much better

mystic frigate
#

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

glass sparrow
#

my post-processing inside a basic Unity 3D scene isn't working, and yes i have a volume, layers and everything setup correctly

buoyant ermine
#

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.

sterile iron
#

assuming you mean the light color per pixel

buoyant ermine
#

where is the light color stored?

sterile iron
#

"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

buoyant ermine
#

"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

gentle terrace
#

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

fiery cipher
#

Guys, how would I add a noise distortion effect to my camera?

#

I'm trying to emulate an underwater effect

smoky fox
#

Hello everyone I have a problem I’m looking to have bloom on particular objects but I can’t. 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

#

I’m a real beginner on Unity

wispy lance
#

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

heavy nimbus
#

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

sterile iron
spring rock
#

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?

soft night
#

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

barren prairie
#

Question what is your favorite post processing settings for 3D games?

odd drift
ripe stump
#

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

icy flax
#

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?

true turret
#

iirc you dont need urp for bloom?

icy flax
#

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

true turret
#

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

icy flax
#

is that with hdrp?

#

or just default unity

true turret
#

its with nothing

icy flax
#

ok

true turret
#

I think

#

oh

#

and you gotta use emission if you want an hdr color

icy flax
#

This is what I have

true turret
#

is there something wrong

icy flax
#

Yes, the white objects on the right side aren't blooming

true turret
#

which objects

icy flax
#

The white sprites in the scene view. They're cut from the brightest parts of the image on the left

true turret
#

can I see the game view

#

of it

icy flax
#

Yes it's the window on the left side with the streetside

true turret
#

everything looks good there tho

#

I mean the game view of the white objects

icy flax
#

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

true turret
#

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?

icy flax
#

When I turn on the emissive hdr color the cutouts become substantially thicker, but the opacity does die off

#

This is the game view

true turret
#

ah

#

and whats the material

#

show me material + post processing settings + camera settings

icy flax
true turret
#

that should work anyway

#

was the bloom working before?

#

you might need something behind the white objects

icy flax
#

Well I got it working but it made everything glow, not just the white sprites

true turret
#

yeah but this should do the same thing but its not

icy flax
#

Wait yeah I think I know what you mean. Like maybe bake a glow and animate the opacity?

true turret
#

n

#

well

#

that would work

#

so yeah

icy flax
#

ok I'll do that then

#

thanks!

naive escarp
#

my post processing doesnt work

#

how do I fix it

exotic oriole
naive escarp
#

where

exotic oriole
naive escarp
#

idk

#

it worked yesterday

#

now it stopped working

exotic oriole
naive escarp
#

idk what I use

#

how do I checkl

#

I think i downloaded it from the package man ager

mighty stump
#

Very difficult to help you if you don't have a clue about what's going on in your project

exotic oriole
naive escarp
#

ok

exotic oriole
naive escarp
#

dont have anything in there

naive escarp
exotic oriole
naive escarp
#

the main camera or the one I use in game

exotic oriole
#

if there is 2 diff ones, prob only 1 has PP to it

cobalt minnow
#

Make a thread please. This is going to be a long circle conversation.

naive escarp