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Questions tagged [post-processing]

The use of pixel-shaders to apply filters to a scene to produce various effects.

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3 answers
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Unity/URP global volume with volume mask still applies effects to all layers

I simply would like to apply the Global Volume only on specific layers but I probably misunderstood how it works. Environment & Inspectors GameObject\ ...
Baro's user avatar
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1 vote
1 answer
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Post Processing Bloom for mobile

I have recently asked a question where I wanted to know why Post Processing effects lag so much on mobile. As I know now, it has to do with limited performance on mobile end devices. So, I am asking ...
CheckerT's user avatar
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Post Processing Bloom effects performance

I want to create Post Processing effects with Unity Post Processing Stack. I have found this post from this website Unity post processing Bloom lags on mobile, but it had no answers. I have exactly ...
CheckerT's user avatar
1 vote
0 answers
67 views

Intensity bloom effect in game doesn't match scene view in Unity

I'm using post-process with the bloom effect and a custom material with emission enabled. The intensity of the effect in the scene view doesn't match the intensity in the game, as shown in these ...
Arnold Daniels's user avatar
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0 answers
114 views

How to prevent transparent world UI elements from hiding post processing?

I have transparent world ui elements in my game like so: What I've been noticing is that post processing through transparent elements is nonexistent, even though other parts of the scene work with ...
Elon-Musk-YAY's user avatar
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0 answers
79 views

Black space and incorrect lighting when capturing to Composure

I'm setting up a Virtual Production project and capturing from a camera to a Composure CG_layer. I then output this CG layer to a Render Target that I have assigned to a material on a virtual LED ...
starphan's user avatar
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0 answers
317 views

In a Unity Camera Stack: how to grab a Camera's "view texture" (to be used inside of a shader)?

Here is the situation: I have a URP Camera Stack; actually just two cameras: a perspective base & an orthogonal overlay. I have some distortion shader (example, not mine) that "runs" ...
danglingPointer's user avatar
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170 views

Controlling the vignette from the script

I'm trying to control the intensity of the vignette depending on the distance to the player. The script itself is located on the prefab. When creating a prefab during the game, the vignette does not ...
chiester's user avatar
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0 answers
231 views

Issue with excluding object from post-processing in VR

I wanted to exclude some objects from a specific layer from rendering in the post processing. I followed both : https://www.youtube.com/watch?v=LAopDQDCwak and https://www.youtube.com/watch?v=...
Felox's user avatar
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0 answers
531 views

Can you apply motion blur to UI elements in Unity?

As the question states, is there a way to apply motion blur to UI elements that are being animated in Unity? I have an animation sequence that mostly consists of the UI text. So what I am trying to ...
Ivan's user avatar
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1 vote
0 answers
455 views

The motion blur is no longer working in my post-processing effects

I'm using Unity 2019.3.7f1 to create a game. Some time ago I used the post-processing effects v2 package to add motion blur to my game, and it was working. Since then, I disabled these effects while I ...
Jean-Milost Reymond's user avatar
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0 answers
656 views

URP Camera Stacking. Different intensity of bloom in different objects

I understand that this topic has been raised more than once, but I have not found detailed step-by-step instructions anywhere on how to do this. Install the Universal RP and Post Processing packages. ...
fredwriter's user avatar
13 votes
1 answer
4k views

How to do color post processing in WebGL, when you can not read the color of the current pixel?

In a WebGL 2 GLSL fragment shader, one can not access the pre-existing color value of the current pixel, i.e. the color that is already there in the framebuffer before the pixel that is currently ...
Anders's user avatar
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1 answer
361 views

What's the difference between post-processing, multi-pass rendering and compositing?

I initially thought that the word "post-processing" referred specifically to the set of techniques aimed at improving a rendered image (like antialiasing, depth of field, bloom and others) ...
neeh's user avatar
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1k views

How do I prevent a camera from rendering post-processing effects to a render texture in URP?

So here's my situation. I have two cameras in a game about a bee. The game uses the Universal Render Pipeline. One of them detects blooming terrain at a distance, and is sensitive to its own layer (...
Michael Macha's user avatar
1 vote
1 answer
1k views

How to control post processing effects per-pixel with a render texture?

My game's protagonist is after a specific resource on the map, its concentration stored in a field on the CPU-side, and I would like to provide a subtle hint as to where it is so that the player can &...
Michael Macha's user avatar
1 vote
1 answer
2k views

How to disable motion blur in unity HDRP

This is probably a really simple question, but I just started trying to use Unity's HDRP, and was wondering if there was a way to remove the intense motion blur when moving the mouse. Basically, is ...
Dpythonrobot's user avatar
0 votes
1 answer
417 views

Unity fade post-processing effect

I'm trying to build a game that uses the Pix2Pix post-processing effect for Unity, which is an image-to-image translation with deep neural networks. It works well but I want to fade this effect with ...
Felox's user avatar
  • 67
0 votes
1 answer
95 views

Relocate texture regions with pixel shader

I'm new to DirectX and pixel shader development. I want to know how to relocate region of input image in post processing. What I want to achieve is to divide my image into 4 pieces and then relocate ...
Mary Jane's user avatar
0 votes
0 answers
43 views

Unity cheap fluids visuals for VR using Post Processing

I'm trying to create a turret in VR that will spray water onto a wall. I need a way that will take the collision of the fluid and transfer that to a splatmap to change the material of the wall. I know ...
Paul Brown's user avatar
1 vote
1 answer
965 views

How to desaturate and blur the game world when paused in Unreal Engine 4

I am creating the pause menu for my game. I want the screen to turn black and white and blurry when it is paused, much like Left4Dead. But the only special effect I can find is background blur. How ...
Bitslay's user avatar
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-1 votes
1 answer
121 views

Post Processing without using FBOs?

Recently, I've been making a 3D game (hint my questions), and I recently have modified a pixelization shader from a unity shader graph tutorial. The thing is, I want to render the shader on the WHOLE ...
Pale_Gray's user avatar
0 votes
0 answers
71 views

Whats the best way to light up a scene in unity?

What I want is a darkish scene with like neon style lights Currently is use the bloom post processing effect but sometimes it doesn't render well on my main camera and looks not as good as it does in ...
elliot727's user avatar
0 votes
0 answers
149 views

Knowing the size of a framebuffer when rendering transformed meshes to a texture

I have a couple of 2D meshes that make a hierarchical animated model. I want to do some post-processing on it, so I decided to render this model to a texture, so that I could do the post-processing ...
SasQ's user avatar
  • 101
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0 answers
235 views

How to make borders glow in a 2D game?

How can I make the borders (stationary / non moving) of my 2d Unity game glow? I need a method that is not so expensive. I've read that post processing is very expensive, but I quite liked adding ...
Tman10's user avatar
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0 votes
0 answers
122 views

Unity gizmos with custom renderer

Im working on a small project to learn the basics of post-processing, shaders and other effects in Unity. My project is in 2D, so I followed this Brackey's tutorial and this tutorial. The bloom effect ...
nir shahar's user avatar
0 votes
1 answer
2k views

How to capture image from camera with post effects? Mysteriously only get emission(?) pass

I have a separate camera from my main camera, whose purpose is to take screenshots, or render a "live feed" of the action, at different angles. Hierarchy as such: The game object labeled ...
Zoop's user avatar
  • 161
0 votes
1 answer
355 views

How to create a LUT from original and processed images (not perfectly the same)?

I would like to create a certain LUT for my game in Unity. The usual way would be to take a screenshot in your game, process this screenshot in an image editor like Photoshop / GIMP and then calculate ...
tmighty's user avatar
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2 votes
0 answers
419 views

Unity post processing Bloom lags on mobile

I made my (first) game today and noticed, that it looked kind of boring, so I decided to add some bloom to my camera and it was looking waaay better. The only problem was the performance, it dropped ...
Liquid's user avatar
  • 21
0 votes
1 answer
8k views

How to create a color grading LUT for Unity URP?

I'm watching a movie, and I would like to achieve the same colors in my game. I think I have to use a Color Grading lookup table to achieve this in Unity with URP. The best example I found example ...
tmighty's user avatar
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0 answers
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can no longer drag post processing profile into CenterEyeAnchor in OVRCameraRig -> TrackingSpace, is there an alternative step?

The video https://youtu.be/gh4k0Q1Pl7E?t=120 shows a step where I need to drag a newly created post-processing profile into the ...
Ezeewei's user avatar
  • 103
0 votes
1 answer
1k views

URP PostProcessing doesn't work?

I'm trying to get postprocessing work again after updated to URP. But it does not work !! Could anyone help me with any solution or clue ?
user43474's user avatar
  • 537
0 votes
1 answer
2k views

How to manipulate PostProcessing effects settings during execution with c#?

I need to change the intensity value of my current Vignette effect depending in specific conditions. So far I haven't been able to achieve this. Please help! Image of what I want to achieve: My ...
Smireles's user avatar
0 votes
0 answers
254 views

How can I sample from a normal distribution in HLSL?

I need to 'distort' individual pixels inside a compute shader node of an Unreal material. Specifically, the pseudocode for this per-pixel operation looks as follows. ...
HighVoltage's user avatar
1 vote
0 answers
116 views

After a postprocess effect, can I output a list of all non-zero pixel locations without having to save the entire image?

I am trying to simulate what's known as an 'event camera' in Unreal. Unlike conventional cameras that output full frames, event cameras return the locations of pixels where activity is detected - see ...
HighVoltage's user avatar
1 vote
0 answers
2k views

Post processing effects not visible on mobile apk build

While setting up post processing on a project that I am currently working on, I discovered that post processing effects are not visible on the apk build on mobile. I setup a new Project with URP on ...
Gozmetaiemax's user avatar
6 votes
1 answer
492 views

No AA support in Godot 3.1?

I'm using Godot 3.1.1 and just realized that there is no available AA options. According to some post, Godot 2 supports FXAA, but some reason it's took out from 3. So I try to get FXAA for Godot 3.1, ...
modernator's user avatar
  • 1,213
0 votes
0 answers
107 views

How to add ambiant occlusion to a mesh created by script

We created a mesh point by point with a script (a huge mesh), and we would like to add ambiant occlusion to this mesh. We use Unity 2019.1.6 and the LWRP template. we already tested the unity ambiant ...
Studio Pie's user avatar
1 vote
1 answer
276 views

Downscaling texture via mipmap [closed]

Copied from Computer Graphics SE. I am implementing a post-processing effect in my DirectX 11 pet renderer. The post-processing pass is implemented by rendering a full-screen quad covered with ...
ivokabel's user avatar
  • 113
3 votes
0 answers
222 views

How can I make a tendril flame like aura visual effect?

I am a bit new to UE4 and I'm trying to get a tendril flame like aura like the picture below. Does anyone know how I would go about this? Should I use post processing or particles?
John's user avatar
  • 31
1 vote
1 answer
311 views

How to create post-processing effects in Slick2D?

As I get closer and closer to the end of the feature development for my game and the beginning of the graphical overhaul, I keep thinking of ideas for graphical effects that would make my game even ...
Darin Beaudreau's user avatar
1 vote
1 answer
109 views

Unity is Creating Black Boxes when I look around

Please help me with this issue. I believe it came about after I finished tweaking post processing behavior in a minor way. If anyone has any idea please share it. I tried to rebake lighting on both ...
aidangig's user avatar
1 vote
0 answers
2k views

Using Unity Post Processing v2, how can I apply processing effects to just the UI?

I am using Unity 2018.3 with HDRP 4.9, and Post Processing 2.1.3. I would like to apply post processing effects (i.e bloom) to the UI only. I tried the 2 camera approach, but still can't get it ...
JacketPotatoeFan's user avatar
1 vote
1 answer
712 views

Noise when using SSLR (Screen Space Local Reflections)

When I tried to apply reflections to my scene, I ran into the problem of noise: My fragment shader code: ...
congard's user avatar
  • 127
1 vote
1 answer
228 views

Unity : Post Processing without playing

I have attached a post processing profile to my main camera for bloom and other similar effects. I know that when the game is running, the post processing works as I can see its effects. However, is ...
Ryolu's user avatar
  • 113
1 vote
1 answer
409 views

New Unity Post Processing - Default Project '3d With Extras' - What effect is causing this transparency in distant objects?

I've recently seen in Unity you can start a new project with Extras included. Which is basically some post processing to make it look nicer as standard, as well as some assets/materials etc to get you ...
Big T Larrity's user avatar
3 votes
2 answers
730 views

2.5D platformer how to darken building edges?

I was wondering how I could go about creating a vignette type effect / some sort of volumetric shadow for the 'cross section' parts of a 2.5D level. The effect I'm going for can be seen in 'This war ...
Huntsman Games's user avatar
0 votes
1 answer
451 views

Opengl Postprocessing draws only white

I'm currently trying to implement post processing into my project. First I configure my framebuffer: ...
Anima's user avatar
  • 155
0 votes
0 answers
375 views

How can I achieve a 'warm' scene in Unity using post processing effects?

I've recently fallen inlove with this Cozy Tavern scene by Beholder, and am looking to replicate it's feel the best I can in unity as a learning exercise. A lot of the scene's depth is added through ...
user avatar
2 votes
0 answers
503 views

Improve bloom quality

I'm trying to understang how can I improve bloom effect quality using all known to me optimizations. Currently I'm making it as follows: Create new texture using some threshold to extracts areas ...
Harry's user avatar
  • 690