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41 votes
Accepted

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

This is not a WebGL 2 restriction. This is fundamentally how GPUs and their 3D rendering APIs all work. Because they're designed to render many triangles and fragments in parallel, they structurally ...
DMGregory's user avatar
  • 135k
5 votes
Accepted

No AA support in Godot 3.1?

Still Godot 3.1 doesn't support FXAA, however there are some user implemented version. If you are using GLES3, use this: https://gist.github.com/cart/7d2da58eb28c75c0952787f29f3e562f If you are ...
modernator's user avatar
  • 1,213
3 votes
Accepted

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

It actually has a tricky way to do it. You need to grab the PostProcessValue and then grab the effect that you want to change, in your case the ...
Mike's user avatar
  • 46
3 votes
Accepted

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

This is not what volume masks are for. The volume mask decides which post-processing volumes affect the camera while the camera game object itself is in it. This is actually a common misconception ...
Philipp's user avatar
  • 120k
2 votes
Accepted

Downscaling texture via mipmap

Your problem is that you initialize your sampler description by setting all of it's members to 0, via ZeroMemory. See this related question and answer: How to fill/initialize D3D11_SAMPLER_DESC ...
Maximus Minimus's user avatar
2 votes
Accepted

Unity fade post-processing effect

Even though i am not familiar with this library the first solution that comes to mind is to do a lerp from the input to the output by creating a new Texture2D and interpolate each pixel between the ...
Gabriele Stramandino's user avatar
2 votes

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

The simplest way would be to apply post process settings to the camera and lower the saturation. To enable the saturation pin, click on the make node and enable it in the details panel. ...
PhillipB's user avatar
2 votes
Accepted

Post Processing Bloom for mobile

Open the ring in an image editor such as Photoshop or Gimp Apply some blur Add a black background behind the blurred ring Save as a new image In Unity, add the new image above the original ring. ...
Kevin's user avatar
  • 6,234
2 votes
Accepted

Unity - blur on one camera effects the other as well

With the help of DMGregory there is some neat workaround to basically fake depth of field for sprites. The reason we can't just blur the foreground cam is that these post-processing effects take the ...
agiro's user avatar
  • 269
1 vote

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

Multi pass rendering, although it is used in other scenarios, nowadays is typically used to describe a way to render stereoscopic images. Multi pass means that depth rendering and other initial ...
Adam B's user avatar
  • 800
1 vote
Accepted

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

It took a while, but I finally have something going. This is all for URP, HDRP is likely similar. To begin, you'll need a shader (you can make it with shader graph if it helps you) which will base its ...
Michael Macha's user avatar
1 vote

How to disable motion blur in unity HDRP

Yes you can disable it! Find a GameObject with a Post Process Volume attached (It will be probably be named "PostProcess" by default.) There in the Post Process script, scroll and look for &...
TheUnknown's user avatar
1 vote
Accepted

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

I found a good solution in this software: "Image 2 LUT". Here are my results, I'm really happy. Right after loading both images, the software created a LUT for me, and it looked somewhat ok. Not ...
tmighty's user avatar
  • 919
1 vote
Accepted

How to create a color grading LUT for Unity URP?

LUTs can be used in Unity URP by Creating a Volume in the Inspector ("Create" -> "Volume" -> "Global Volume") Clicking "New" to create a new Volume ...
tmighty's user avatar
  • 919
1 vote
Accepted

URP PostProcessing doesn't work?

In the Main Camera component put the tick in Rendering > Post Processing. You also don't need to have a separate layer for the volume and camera any longer as far as I know. Should not make a ...
iQew's user avatar
  • 470
1 vote

How to create post-processing effects in Slick2D?

slick2d shader's language is glsl so this tutorial is useful for you but anyway I want to explain that how to make explosion effect that you added in your question. 1.posterize noise texture ...
Seyed Morteza Kamali's user avatar
1 vote

Unity is Creating Black Boxes when I look around

It was Screen Space Reflections property on postprocessing behavior when turned off. Once I turned back on they went away. Hope this helps future developers. Very strange by that it was only having ...
aidangig's user avatar
1 vote
Accepted

Noise when using SSLR (Screen Space Local Reflections)

There is usually no magic solution, you will get noise when doing SSR, to avoid it and get better results, you will need to cast multiple rays and interpolate between the different values you get. ...
florent teppe's user avatar
1 vote

2.5D platformer how to darken building edges?

You could implement a cross section shader but if you are not going to move the cross sectional plane then this would be a waste of time. I believe the solution for TWOM was simply to overlay some ...
Steven C's user avatar
1 vote

Unity Ambient Occlusion not working with Orthographic camera

I might be wrong here but SSAO is dependent on the depth buffer of the camera. Since a orthographic projection does not take into consideration the distance of the object from the camera this will ...
Uri Popov's user avatar
  • 3,027

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