Search Unity

Beautify! - Improve image quality producing incredibly crisp and vivid scenes

Discussion in 'Assets and Asset Store' started by Kronnect, May 3, 2016.

  1. brainchild-pl

    brainchild-pl

    Joined:
    Jun 6, 2013
    Posts:
    109
    Does it work in the newest Unity 2019 version? (non-beta)
     
  2. Kronnect

    Kronnect

    Joined:
    Nov 16, 2014
    Posts:
    2,905
    Yes.
     
  3. silver1911

    silver1911

    Joined:
    Jul 11, 2017
    Posts:
    5
    I really like the Blur,
    my only problem is that i cant figure out how to control(toggle) it via script. i cant find anything about it in the documentation (except i could switch the whole profile, but i rather would not to)

    thank you for this beautiful asset!
     
  4. silver1911

    silver1911

    Joined:
    Jul 11, 2017
    Posts:
    5
    Nevermind, i figured out a minute later.
    i used GetComponent<BeautifyEffect.Beautify>().blur = true;

    sorry for bothering you, have a nice day
     
  5. Kronnect

    Kronnect

    Joined:
    Nov 16, 2014
    Posts:
    2,905
    You can also use BeautifyEffect.Beautify.instance.blur = true;
    Cheers
     
  6. DavidBarlia_AofL

    DavidBarlia_AofL

    Joined:
    Jul 10, 2019
    Posts:
    2
    Does Beautify support Amplify's LUT format?
     
  7. Kronnect

    Kronnect

    Joined:
    Nov 16, 2014
    Posts:
    2,905
    Yes.
     
    hopeful likes this.
  8. orclecle

    orclecle

    Joined:
    Nov 30, 2016
    Posts:
    5
    I really like the bloom.
    Can I apply this bloom to skybox with setting some Layer Mask on bloom?
    (Now, after setting some Layer Mask, bloom of skybox disappears...)
     
    Kronnect likes this.
  9. Kronnect

    Kronnect

    Joined:
    Nov 16, 2014
    Posts:
    2,905
    Hi,
    The layer mask feature is designed to affect objects, not the skybox. To affect skybox do not use Layer Mask.
    You could use two cameras: one to render the skybox only with bloom. And a second one to render rest of scene with ClearFlags set to DepthOnly.
    Regards
     
    Last edited: Dec 7, 2019
  10. orclecle

    orclecle

    Joined:
    Nov 30, 2016
    Posts:
    5
    I see. Thank you for your reply.

    EDITED: Thank you! I did it with two cameras!
     
    Last edited: Dec 7, 2019
    Kronnect likes this.
  11. JoRangers

    JoRangers

    Joined:
    Nov 7, 2017
    Posts:
    26
    Hi, I am using Unity 2019.2.14f1 and I create an app for Oculus GO.

    Currently I don't have issue for my project but I report this strange behaviour with your asset and the Stereo Rendering Mode inside XR Settings.

    I think it is new and I don't know the differences between the "multiview" and single pass but during my tests, your asset beautify doesn't work with the "MultiView" (nothing appears inside my scene).
    All works in Single Pass.
     

    Attached Files:

  12. Kronnect

    Kronnect

    Joined:
    Nov 16, 2014
    Posts:
    2,905
    Single Pass Stereo is usually faster so it's preferable to use it, especially on mobile or VR platforms.
     
    JoRangers likes this.
  13. Kronnect

    Kronnect

    Joined:
    Nov 16, 2014
    Posts:
    2,905
    chelnok likes this.
  14. radiantboy

    radiantboy

    Joined:
    Nov 21, 2012
    Posts:
    1,633
    awesome product thank you! One small issue, my scene view is different from how the game actually looks, any way to fix this?
     
  15. NobodyRoo

    NobodyRoo

    Joined:
    Nov 18, 2016
    Posts:
    3
    Did you find the solution? Looks like i have similar problem. Im not sure but seems like bloom renders to the opposite eye camera than it should. Its Oculus Quest, single pass, 2019.2.15f1
     
  16. Kronnect

    Kronnect

    Joined:
    Nov 16, 2014
    Posts:
    2,905
    Using Layer Mask?
     
  17. NobodyRoo

    NobodyRoo

    Joined:
    Nov 18, 2016
    Posts:
    3
    Yes, but turning it to Everything didnt resolve the problem. it looks ok if i use per eye cameras option in OVR camera rig and add Beautify directly to each eye cameras. But i thought it should work with center eye camera and be adjusted once
     
  18. Kronnect

    Kronnect

    Joined:
    Nov 16, 2014
    Posts:
    2,905
    Don’t set it to Everything. The correct way to use bloom in Beautify is:

    - Want bloom applied to everything? -> make sure Layer Mask is set to Nothing. This disables the "mask" feature. Do not set it to Everything as this will incur in a performance issue.

    - Want bloom applied to only certain layers? -> set Layer Mask accordingly.

    When using Layer Mask, if you get stereo issues on the device, try setting the Camera Event field to "OnPreRender" instead of "OnPreCull". This field only appears in the inspector when Layer Mask is used. Try this with Beautify assigned to the Center Eye Camera.
     
    hopeful likes this.
  19. NobodyRoo

    NobodyRoo

    Joined:
    Nov 18, 2016
    Posts:
    3
    Thanks setting Layer mask to Nothing helped. But i cant find Camera Event field when i choose some layers to mask.
     
  20. Kronnect

    Kronnect

    Joined:
    Nov 16, 2014
    Posts:
    2,905
    Make sure you have the latest version of Beautify. Check it on the Asset Store and click "Update", then Import. Once you have this version, you should see the Camera Event field under Layer Mask when it's set to specific layers.
     
    NobodyRoo likes this.
  21. melonhead

    melonhead

    Joined:
    Jun 3, 2014
    Posts:
    630
    Can anyone show me how to load a profile from script, i have tried with the script below that i have atached to the camera with the beautify component on it, as you can see i have tried a few different lines including from the pdf document, the profile i am trying to load is called PROTEST1 but all i get is a red error that says:

    Assets/LOADPROFILE.cs(12,46): error CS0246: The type or namespace name `PROTEST1' could not be found. Are you missing an assembly reference?

    The profile file is in the Resources folder inside the bEautify folder, i have also tried loading it from the direct Assets folder in the hierachy but still get the same error

    thanks for any help as i am totally stuck
     
  22. Kronnect

    Kronnect

    Joined:
    Nov 16, 2014
    Posts:
    2,905
    As an example, attach this script to your camera (it assumes a profile named "MyProfile" is located in a Resources folder):

    Code (CSharp):
    1. using UnityEngine;
    2. using BeautifyEffect;
    3.  
    4. public class ProfileTest : MonoBehaviour {
    5.  
    6.     void Start () {
    7.         Beautify.instance.profile = Resources.Load<BeautifyProfile>("MyProfile");
    8.     }
    9.    
    10. }
     
  23. melonhead

    melonhead

    Joined:
    Jun 3, 2014
    Posts:
    630
    Thank you , will try tomorow when i get in front of my pc with the project on it., will reply here tomorrow
     
  24. melonhead

    melonhead

    Joined:
    Jun 3, 2014
    Posts:
    630
    Thank you, working now, i was putting the profile name into where it says <BeautifyProfile> thinking this is where the name had to go, it should be a bit clearer in the start fuide, but working now thank you
     
    Kronnect likes this.
  25. Jakub-Pilar

    Jakub-Pilar

    Joined:
    May 18, 2015
    Posts:
    48
  26. Kronnect

    Kronnect

    Joined:
    Nov 16, 2014
    Posts:
    2,905
    I guess SSAA is forcing the camera to render to an off screen buffer and blitting the downscale results as a post. If that’s the case, try moving Beautify below SSAA script on the camera stack. If that doesn’t work, maybe they’re writing directly to the framebuffer - ask them for a workaround.

    Alternatively, if you just want the downscale for performance, you can use Beautify in Best Performace mode which shows a Downscale slider which does a similar thing.
     
    Last edited: Feb 6, 2020
  27. Jakub-Pilar

    Jakub-Pilar

    Joined:
    May 18, 2015
    Posts:
    48
    Its working now, thanks, didnt read the manual:)
     
    Kronnect likes this.
  28. melonhead

    melonhead

    Joined:
    Jun 3, 2014
    Posts:
    630
    is there a way to lerp between 2 profiles?
     
  29. Kronnect

    Kronnect

    Joined:
    Nov 16, 2014
    Posts:
    2,905
    No, but you could code the lerp between certain values like:
    Code (CSharp):
    1. beautify.saturate = profile1.saturate * (1f - t) + profile2.saturate * t;
     
  30. grllle

    grllle

    Joined:
    May 4, 2015
    Posts:
    28
    Hi there!
    As i understand, 2019.3 doesn't support PPSv2 anymore (feature set setting is gone as well).
    Is there a way to use Beautify with 2019.3 and URP?
     
  31. Kronnect

    Kronnect

    Joined:
    Nov 16, 2014
    Posts:
    2,905
    Sign up on our support forum on kronnect.com and send me a pm to get access.
    Here's a video showing the setup on Universal Rendering Pipeline:


    ps. PPSv2 version will be included in next update of Beautify on the Asset Store.
     
  32. Akamis

    Akamis

    Joined:
    Nov 26, 2017
    Posts:
    7
    Hi everone !

    Is beautify work with HDRP ?
     
  33. Kronnect

    Kronnect

    Joined:
    Nov 16, 2014
    Posts:
    2,905
    Hello!
    Beautify supports builtin and LWRP/URP (as PPSv2 effect). No HDRP support at this time.
    Regards
     
    Shodan0101 likes this.
  34. Kronnect

    Kronnect

    Joined:
    Nov 16, 2014
    Posts:
    2,905
    You can setup Beautify for PPSv2 in URP 7.2.1. Check out this video:


    A version of Beautify is coming to HDRP.
     
  35. Kronnect

    Kronnect

    Joined:
    Nov 16, 2014
    Posts:
    2,905
    Hi all!

    Just released a new asset called Volumetric Lights, exclusively made for Universal Rendering Pipeline.
    Use this asset to add light scattering features to spot, point and area lights (disc and rectangular):

    Demo:


    Feature walkthrough:
     
    Shodan0101, Jakub-Pilar and hopeful like this.
  36. Kronnect

    Kronnect

    Joined:
    Nov 16, 2014
    Posts:
    2,905
  37. GridWanderer

    GridWanderer

    Joined:
    Dec 14, 2014
    Posts:
    12
    Hello,

    We're very excited at some of our in-editor results. We have been trying to get the URP-compatible Beautify v8.0 to work in Forward Rendering mode on Oculus Quest in hope of adding ACES tonemapping. However, our settings are having a strange result on device. (We're getting a solid red screen in our left eye [red tinting enabled for debugging purposes], and black screen in our right eye. All looks correct on device if we delete both Beautify and PPSv2 from our project, and return our URPRenderPipelineAsset's PostProcessing Feature Set to 'Integrated.')

    Would you know of any suggestions for tweaking our settings to get the best results Forward Rendering on Oculus Quest? Here's our configuration below:

    Unity Version:
    • Unity 2019.3.3f1
    Packages:
    • Universal Render Pipeline 7.3.1
    • PostProcessingStack: 2.3.0
    • XR Plugin Management: 3.2.4
    • Oculus XR Plugin: 1.3.3
    • Beautify2: v8.0

    Project Settings > Player > Other Settings > Rendering:
    • Colorspace: Linear (we presume Linear is required for ACES Tonemapping)
    • Graphics API: Vulkan (we have also tried OpenGLES3 with same result)
    • Color Gamma: sRGB
    • Multithreaded Rendering: [✔enabled]
    • API Compatibility Level: .NET 4.x
    • Scripting Define Symbols: UNITY_POST_PROCESSING_STACK_V2

    Project Settings > XR Plugin Management > Oculus XR Plugin:

    • Stereo Rendering Mode: Multiview* (Note: The all new 'Multiview' option is essentially the same as the deprecated 'Single Pass Instanced' option previously used, except the graphics driver does the draw call conversion, requiring less work from the Unity engine. As with *Single Pass Instanced*, shaders need to be authored to enable Multiview. Using Unity's XR shader macros will simplify custom shader development.)

    URPRenderPipelineAsset:

    • Renderer List: MyCustomizedForwardRendererSettings
    • HDR: [✔enabled]
    • MSAA: [✖ Disabled]
    • Post-processing Feature Set: Post Processing V2

    Empty GameObject with GameObject Layer set to PostProcessing:

    • Post-process Volume Component Settings:
      • IsGlobal: [✔enabled]
      • Weight: 1
      • Priority: 0
      • Profile: MyCustomizedPPVolumeProfile
    • Overrides:
      • [✔] Beautify: Enabled
      • [✔] Tint Color: Red 50% Opacity (For Debugging)

    OVRCameraRig > TrackingSpace > CenterEyeAnchor:

    • Camera Component:
      • Post Processing: [✔enabled]
      • Renderer: MyCustomizedForwardRendererSettings
      • HDR: Use Pipeline Settings
    • Post-process Layer Component:
      • Trigger: CenterEyeAnchor (Transform)
      • Layer: PostProcessing
      • Aliasing Mode: No Anti-aliasing
      • Stop NaN Propagation: [✔enabled]
      • Custom Effect Sorting: Kronnect/Beautify

    Best Wishes,
     
    Last edited: Apr 9, 2020
  38. Kronnect

    Kronnect

    Joined:
    Nov 16, 2014
    Posts:
    2,905
    Hi, thanks for the extensive detail. We'll check this configuration and get back to you soon. We might take a few days due to Easters holidays.
     
    GridWanderer likes this.
  39. Kronnect

    Kronnect

    Joined:
    Nov 16, 2014
    Posts:
    2,905
    Just checked this. Found a general bug in PPSv2 when running on Oculus Quest with Single Pass Stereo (bug occurs even using Unity's default effects). I've submitted a bug repro to Unity and will get back to you with a response. Works fine using Multi-Pass.
     
    GridWanderer likes this.
  40. GridWanderer

    GridWanderer

    Joined:
    Dec 14, 2014
    Posts:
    12
    Really appreciate it! Many thanks!
     
  41. Akamis

    Akamis

    Joined:
    Nov 26, 2017
    Posts:
    7
    Hi ! So glad to see the support of Beautify for HDRP ! :D
    But I buy Beautify for the standart renderer, and now i'm working with HDRP. Can i be refund my original edition to get the HDRP version ? Or have at least a discound on the product ?
     
  42. Kronnect

    Kronnect

    Joined:
    Nov 16, 2014
    Posts:
    2,905
    Hi,
    Sorry, refunds are not available for that reason. They’re different code bases/implementations with support/evolution which means we dedicate time for both.
    The HDRP is indeed cheaper since it currently includes the core image filter only (no extra effects). More effects will be added in the future.
    We have two main assets now:
    - Beautify 2, which includes support for builtin and URP. Any customer of Beautify who has purchased it after April 2019 (1 year ago) can upgrade for free.
    - Beautity HDRP. This asset will target HDRP and will evolve according this pipeline, with more effects, some of which can be same or different than in Beautify 2.
    Regards
     
    Last edited: Apr 10, 2020
  43. Jakub-Pilar

    Jakub-Pilar

    Joined:
    May 18, 2015
    Posts:
    48
    Hi, should I upgrade to Beautify 2 from Beautify? I purchased Beautify approx. three months ago and I am using URP only. Or the code in Beautify and Beautify 2 is same for URP and will be upgraded every time to both versions?

    Thanks,
    Jakub
     
  44. Kronnect

    Kronnect

    Joined:
    Nov 16, 2014
    Posts:
    2,905
    Ideally, everyone should get Beautify 2 as it’s the present and future. To make it easier, it’s configured so you can upgrade for free if you purchased Beautify a year ago or less.

    So if you enter the Asset Store with the credentials used to purchase Beautify, you should be able to upgrade to Beautify 2 for free.

    Only Beautify 2 asset will receive future updates (it’s a natural replacement of the old asset as it includes the two packages, the existing Beautify for builtin and the new versions for LWRP/URP pipelines).

    Regards.
     
    Jakub-Pilar likes this.
  45. OP3NGL

    OP3NGL

    Joined:
    Dec 10, 2013
    Posts:
    267
    hello, does this plugin work in oculus quest? only interested in bloom & color correction
     
  46. Kronnect

    Kronnect

    Joined:
    Nov 16, 2014
    Posts:
    2,905
    Hello, here're some VR tests:

    - Beautify (Built-in pipeline version): it works fine on Oculus Quest both in Multi and Single Pass Stereo. Here's an article about some optimizations we added recently.
    - Beautify (PPSv2 version): bloom works fine on Oculus Quest in Multi Pass. PPSv2 doesn't work very well in Single Pass Stereo so this version of Beautify.

    Regards
     
  47. Freznosis

    Freznosis

    Joined:
    Jul 16, 2014
    Posts:
    298
    Does the PPSv2 version of Beautify work on Built-In or is it only for URP?
     
  48. OP3NGL

    OP3NGL

    Joined:
    Dec 10, 2013
    Posts:
    267
    bloom adds another 200 batches into my scene, whereas color grading/lut adds another 80 batches.... looks like i cannot use the plugin
     
  49. Kronnect

    Kronnect

    Joined:
    Nov 16, 2014
    Posts:
    2,905
    Yes, you can use PPSv2 effects in URP now. Make sure you use latest Unity and URP version. Check this video:
     
  50. Kronnect

    Kronnect

    Joined:
    Nov 16, 2014
    Posts:
    2,905
    That’s strange. Bloom pyramid, depending on settings and quality, can add some draw calls but that’s too many. Also the color grading/LUT option is integrated and should be free (no extra passes). Where are those 80 passes coming? Not from color grading/LUTs options for sure.
    Can you share your Beautify settings and platform? (Feel free to send a repro scene).
     
    GridWanderer and Shodan0101 like this.