Questions tagged [post-processing]

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

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Unreal Engine 4- Post Processing material isnt working on different viewports except perspective

I would like to render a silhouette of models, I found stencil would be the best way to capture. But when I am working with stencil post-process material its does not work with other viewports except ...
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42 views

Post Processing without using FBOs?

Recently, I've been making a 3D game (hint 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 ...
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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 ...
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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 ...
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When updating to Universal Render Pipeline an Error occurs

I updated to the Universal Render Pipeline and despite of using the auto upgrade from project an error messages appears in the console. Here is the error: In order to call ...
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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 ...
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21 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 ...
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1answer
420 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 ...
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1answer
53 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 ...
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154 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 ...
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2k 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 ...
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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 ...
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706 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 ?
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491 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 ...
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71 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. ...
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113 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 ...
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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 ...
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392 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, ...
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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 ...
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1answer
82 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 ...
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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?
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1answer
196 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 ...
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1answer
25 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 ...
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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 ...
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Post-Processing effects not visible with LWRP in Unity3D

I'm are running into an issue when setting up Post-Processing effects for the new Lightweight render pipeline. Post-processing effects are visible in scene and Game view, but not in Play mode. The ...
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1answer
543 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: ...
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1answer
144 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 ...
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1answer
346 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 ...
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2answers
490 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 ...
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1answer
230 views

Opengl Postprocessing draws only white

I'm currently trying to implement post processing into my project. First I configure my framebuffer: ...
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250 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 ...
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274 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 ...
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1answer
1k views

Unity Ambient Occlusion not working with Orthographic camera

It seems like the Ambient Occlusion setting from the Unity Post Processing stack (obtained from the asset store) only works with a Perspective camera, yet I haven't ...
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HDR bloom techniques using post processing in Unity3D

I've seen many posts on how to accomplish HDR bloom effects in Unity3D using its (now legacy) Bloom component as part of the standard assets package. I'm trying to replicate it using the new post ...
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1answer
4k views

Unity - blur on one camera effects the other as well

I'm trying to fake a DOF effect for Sprites by using 2 cameras, one for the sharp objects, one for the blurred ones. I have set up the layers like Blur and Sharp accordingly. So I have these 2 ...
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1answer
3k views

Unity - blur only selected layers [duplicate]

I'm messing around with Unity 2017's post processing tools while making a 2D game that benefits from the parallaxing effect using a perspective camera. Please note that the game is mostly made using ...
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2answers
8k views

How to make a GameObject ignore a camera effect?

I have a 2D game and I wanted to apply bloom to the main GameObjects so I attached the effect onto the main camera, however the background also gets affected by the bloom and it gets all shiny. How ...
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1answer
576 views

Replicating a worldspace sphere on screen space

I have quite some struggle with a post processing shader that I'm working on. I use Unity, and I have a shader in which I want to, in screen space as part of post processing, render a sphere that ...
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1answer
3k views

Depth Peeling implementation problem: How to render the next layer? (OpenGL)

I try to implement order-independet transparency sticking to the pseudo code in the linked paper (page 4). I can't figure out how they are able to do this in OpenGL. I am rendering the scene two ...
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1answer
2k views

Global PostProcess in UnrealEngine 4.10.2

I am new to UnrealEngine and following few tutorials to get started with. I am trying to find "Global PostProcess" (in World Outliner) in UnrealEngine 4.10, but I am not able to find it. Has it been ...
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33 views

Is it possible to fake momentum by tracking an objects last known positions?

Basically I am making a melee combat system. I want to be able to apply force based on where/how things are hit. I am NOT using physics simulations for this, which is why I cannot just rely on that. ...
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1answer
1k views

How to reduce color space in a post-processing material in Unreal Engine 4

I'm trying to get an old-school Quake 1 look going in UE4. I am currently using this blueprint in order to get a retro style large pixel filter. In game (might need to zoom in to see the difference)...
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1answer
2k views

Unity3D - post-process unwanted on UI

I have scene rendered with a single camera using target texture (a). Second camera is used to render UI and using same target texture (a) as the first one. Third camera takes target texture (a), ...
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1answer
7k views

Pixelation shader explanation?

I was looking for a pixelation shader for my postprocessing and came across this shader snippet - Works pretty well! - Not a whole lot of explanations on how it works except for "Pixelation is process ...
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1answer
1k views

How do I counteract FXAA blur?

FXAA is a cheap post processing anti-aliasing method which works great with deferred pipelines where traditional MSAA may not be a viable option. It's also easier to implement than alternatives such ...
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2answers
5k views

Rorschach ink blot (aka Psychology test pictures) shader

(source: bonnefil.com) I want this magnificent pattern to be in my game. So far I have figured out... Draw one side, then render it twice left and right. How do I render this pattern on one side? ...
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1answer
312 views

Problem with SSAO

I'm trying to implement SSAO based on this tutorial (and other). My setup: XNA 4.0 Deferred depth = z/w This is result: Lines across buildings are moving when I move camera. So I'm wondering is ...
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2answers
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Discoordinated Chromatic Aberration Effect

The game Teleglitch heavily utilizes the CA effect with screen distortion. I am trying to achieve this effect. Issue 1. How to not apply the effect onto the floor? (solved) They render the screen ...
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1answer
2k views

Tone mapping and eye adaptation - pale colors and darker image

I'm trying to implement tone mapping along with eye adaptation and HDR. Actually I implemented this already but I'm not satisfied with result and I think that I made something wrong. My final image (...
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67 views

postprocessing shader destroying viewport on linux?

Basically I implemented gamma correction into a q3 based game to get rid of the annoying SetDeviceGammaRamp. On windows and macosx everything works fine, but on linux it draws garbage. It looks like ...