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Colorful FX | Post-Processing Effects and Photoshop-like Color Correction Tools

Discussion in 'Assets and Asset Store' started by Chman, Jul 12, 2012.

  1. Chman

    Chman

    Unity Technologies

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    Colorful is 50% off for the next 23 hours ! Enjoy :)
     
  2. Demigiant

    Demigiant

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    Great! I mean, I have it already, but still great. Just spammed it on Twitter :)
     
    Chman likes this.
  3. paulojsam

    paulojsam

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    Do this package support multiple cameras with effects in a multiplayer game
     
  4. Chman

    Chman

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    It works like any post-processing effects, so yes it will work in multi-camera setups (although you should be aware of a limitation with the deferred rendering path, see this topic for more information). Simply put, if it already works with other image effects (like the ones from the Standard Effect package) it will work fine with Colorful's effects :)
     
  5. redred77

    redred77

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    I'm using Colorful FX 3.2 which is deprecated.
    I tested Channel Mixer with Android Galaxy Note 2, built from Unity 5.3.1f1 Pro and it doesn't work. Just same as no Colorful filter at all.
    Well, it is shown very well on Game scene at desktop computer.

    1. Is this normal behaviour on mobile hardware? I see that Colorful is ready for production use on mobile platforms at introduction page though.
    2. Will it be fixed when I purchase new version and upgrade? I would buy new one if it works.

    Thanks.
     
  6. Chman

    Chman

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    Hello,

    Colorful 3.2 should work on mobile and you don't need to buy the new version to get android compatibility. I'm not sure why the Channel Mixer effect is failing on your end as it's quite simple.

    Do you see any error in the console/log when you build it and run it on Android ? If the effect is on the camera and it just doesn't do anything then it's most likely disabled. Colorful effects auto-disable themselves if the shader compilation failed or if Unity reports that the hardware is too old to run it (Note 2 should be ok). Do standard image effects work ?

    Any info you could get (android logs etc) would help a lot !
     
  7. redred77

    redred77

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    Sorry, I made a mistake.
    The Channel mixer post effect was working well, but Galaxy Note 2's AMOLED display was too bright that didn't look like working as Game Scene on Desktop. When I modified the value much, I could see the difference.

    Sorry again. It works.

     
  8. adhdchris

    adhdchris

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    I'm getting a weird issue of uGUI screen overlay mask failing when Lens Distortion FX is enabled.
    It's only happening on certain Android devices like the Nexus 5 and LG G4. As far as the player settings go, the 32-bit buffer is enabled and the game uses forward rendering only.
    Any idea what could be causing the issue?
     

    Attached Files:

    • map.jpg
      map.jpg
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      593
  9. Chman

    Chman

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    Are you talking about the weird blue lines ? Is that the result of a multi-camera setup or only one camera ?
     
  10. adhdchris

    adhdchris

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    Yep, those blue lines are parts of the map cutting through the mask. The scene does have multiple cameras, though the UI canvas is set to screen overlay and the minimap doesn't use a render texture, just a sprite.
     
  11. Chman

    Chman

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    Sounds like a weird driver issue as it only affects a select few phone models... These bugs are the worse as you need the exact same hardware to be able to debug them. And of course, I don't have a N5 nor a G4 :(

    Keep an eye on your PM inbox, I'll send you a potential bug fix in a few minutes (total shot in the dark, but you never know...).
     
  12. adhdchris

    adhdchris

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    I know what you mean, I've tested it on the 8 devices I have on hand and couldn't reproduce the issue, but multiple users have sent in bug reports regarding the map glitch. I'll publish an update with the fix you sent me and let you know as soon as I get any feedback from those experiencing the glitch. Thanks!
     
  13. Hormic

    Hormic

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    Hello Chman,

    I'm owner of ColorfulFX but never used it so far, but i will need it very soon and have a question, cause there is a similar package on sale today.
    This other package has the possibility to create boxes in the gameworld and blend by entering or exiting these boxes from one color volume/effect to another. Is this also easy possible with Colorful FX?

    Thank you for answering!
     
  14. Chman

    Chman

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    Hey Hormic !

    So Amplify Studio and Colorful FX don't exactly do the same thing (and Colorful FX doesn't come with a volume feature), they sort of complement each other. In fact, as far as I know you can use Colorful FX effects with Amplify Color's volume feature to blend them automatically :)
     
    Hormic likes this.
  15. Hormic

    Hormic

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    Thank you that is great to hear, sounds like the ultimate solution.
    So i will get that too and try it out like you said. :))))
     
  16. hopeful

    hopeful

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    Just to be clear ... Amplify Studio would compare more directly with Chromatica Studio, not Colorful FX, right?
     
  17. mlav

    mlav

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    Hi Author (Chman),

    I purchased your shader (colorful FX), but I don't quite know how to use it.

    I am a newbie to Unity, and saw that your shader provided some fun effects.

    There's a lot of documentation detailing how to change each of the shaders, but no documentation for the simple use of it. (I guess, the thinking is that everyone knows how to use it..)

    So, my two questions:

    (1) How do I use the shader? (It doesn't appear in the material dropdown menu for shaders) Is it something that you apply only to the camera?

    (2) I am running Unity 5.3.2. When I imported from the Unity asset store, I believe it's downloading Unity 4 files, because after importing, Unity asks to Update the scripts...
     
  18. Chman

    Chman

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    Yep.
    It's in the documentation, in the Introduction ;) And yes, these are post-processing effects so they can only be applied to a Camera. Although I'm currently experimenting with... Something, can't say more !
    Actually it's getting the Unity 5 package, but 5.3 had a few API changes so it will ask to scan the files and patch them if necessary (which you should do). That's something that will be fixed in the next update !
     
  19. mlav

    mlav

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    Hi Chman,

    Thanks, it seems like it's working! (On Windows Side at least)

    I have another question. I'm using the Colorful FX artistic filter Kuwahara. On my Windows PC, it works fine.

    But on Mac OS X 10.10.5, it just shows a black screen. If uncheck the effect from the Camera, things will return back to normal. Is it something that the Mac is missing? (Like a gfx card shader?)

    OS X
    MacBook Pro (Retina, 15 inch, early 2013)
    Gfx: Nvidia GeForce GT 650M 1024 MB

    Let me know if you have any ideas on how to solve this black screen issue...

    Thanks!
     
  20. Chman

    Chman

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    Yep, the Kuwahara filter is currently broken on two platform setups : Mac + Intel IGP and Mac + GT 650M. I fixed the Intel version internally (will be in the next update) but I'm still working on fixing the GT 650M one. I hope to have a definitive fix for the next version... Sorry for the trouble :(
     
  21. JungsangE

    JungsangE

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    Hi

    I'm using Lookup filter 3d and FastVignette.

    I found unsupported shader warning in some android devices ( EX. Samsung Galaxy Note1 , some LG devices )

    Warning message is

    WARNING: Shader
    Unsupported: 'Hidden/Colorful/Lookup Filter 3D' - Pass '' has no vertex shader
    WARNING: Shader
    Unsupported: 'Hidden/Colorful/Lookup Filter 3D' - Setting to default shader.

    When I change filter to FastVignette on these devices , camera is purple.

    Can I fix up this shader bug on these devices?

    If these devices are not supported lookup filter 3d, can I confirm whether or not supported while runtime?
     

    Attached Files:

  22. JungsangE

    JungsangE

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    I found that opengl ES 2.0 does not support glTexImage3D function.

    In the user manual upgrade guide,

    Upgrade Guide
    4.0.1 to 4.1
    Lookup Filter (3D), Vintage (Fast) and LoFi Palette have been modified to run on mobile platforms as well as older GPUs without support for Texture3D. If you used one of these effects you’ll have to remove it and add it again to fix the shader reference errors you’ll get.

    Additionally, make sure the default references are set by selecting each effect script in the Project panel (in /Colorful FX/Scripts/Effects/) and checking the inspector. If Shader 2D and/or Shader 3D are set toNone, populate them using the LookupFilter2D and LookupFilter3D shaders that you’ll find in/Colorful FX/Shaders/.​

    Lookup Filter (3D), Vintage (Fast) and LoFi Palette can be used for mobile platforms.

    I checked shader 2D and shader 3D are set up on vintage fast filter , but shader is still unsupported.
     

    Attached Files:

  23. Chman

    Chman

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    Hmm thanks for the report, I'll look into it asap. It should fallback automatically to the 2D shader on platform with no support for 3D textures, it's probably a simple fix.

    Edit: By the way, does it also happen if you check "Force Compatibility" ?
     
    Last edited: Feb 20, 2016
  24. Chman

    Chman

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    4.2 is available ! And because it fixes a few important things I highly recommend you grab it especially if you're working with Unity 5.3+.

    Changelog (4.2) :
    • Added: "Luminosity Only" toggle to "Posterize". It looks so much better !
    • Fixed: Potential memory issue with materials.
    • Fixed: Better scripting support. You no longer need to set the shader yourself on effects created at runtime.
    • Fixed: Saturation & Value not behaving correctly in "Hue, Saturation, Value". Not sure how I missed this one.
    • Fixed: Flipped screen bug with "Gaussian Blur" and "Bilateral Gaussian Blur" when "Amount < 1.0" with DirectX + MSAA + Forward.
    • Fixed: Initialization issue with "Glitch" when created at runtime.
    • Fixed: "Lookup Filter 3D" not falling back correctly when Texture3D aren't supported on the device.
    • Fixed: Deprecation warnings with Unity 5.3+.
    • Fixed: "Kuwahara" not working correctly on some Macs with Intel IGP.
    Known issue(s) :
    • "Kuwahara" is broken on MacBook Pro 15" with Nvidia GT 650M (2013). I'm working on it.
     
    hopeful likes this.
  25. agito1987

    agito1987

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    Hey
    I have a question, probably a stupid one...
    Is it possible for the comic book effect to use the normal camera view instead of the background color?
    I would like to use this effect for my shadows only not the entirety of my view.
     
  26. Chman

    Chman

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    Well, it's a post-processing effect so by definition it will be applied to what's been rendered by the camera, it's not selective.

    But :
    You mean instead of the field "Background Color" it could use the rendered frame itself as a background ? That's an interesting idea and it's definitely possible, but as the effect works right now it would be quite ugly. I could add it as an option for the next update though, if I can get it to look good.
     
  27. agito1987

    agito1987

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    Thanks for the super fast reply!
    And yes that's exactly what I mean =).
    Ill keep my fingers crossed for a possible future update regarding this effect =P.
     
  28. Intentor

    Intentor

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    Hi, @Chman!

    I'm trying to lerp Gaussian Blur amount (from 0 to 1 and after some small amount of time from 1 to 0 again) on iOS and always receive the following error, which crashes the game:

    Metal: Error creating pipeline state: Fragment input(s) `xlv_TEXCOORD0` not written by vertex shader

    If I don't lerp through the amount, no exception occurs.

    The effect was running fine before the 4.2 version, however I don't know if the problem is directly related with Colorful or some of Unity updates.

    You cant test it using the attached script on a camera that contains the Gaussian Blur and run the build on an iOS device.

    Is there anything I can try to solve this problem?

    I'm using Colorful FX 4.2/Unity 5.3.3p1.

    Thanks in advance!
     

    Attached Files:

    Last edited: Mar 5, 2016
  29. Chman

    Chman

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    Hey @Intentor !

    Thanks for the bug report. I can reproduce it and I'm looking into it !

    Edit: Found and fixed the bug, it was a typo... I also fixed a warning and made a change that should improve performances on mobiles. It will be available on the asset store soon.
     
    Last edited: Mar 5, 2016
    Intentor and Demigiant like this.
  30. Chman

    Chman

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    Hotfix for iOS !

    Changelog (4.2.1) :
    • Fixed: Crash on iOS/Metal with "Gaussian Blur" and "Bilateral Gaussian Blur".
    • Fixed: Tiled GPU warnings and improved performances for "Gaussian Blur" and "Bilateral Gaussian Blur" on mobiles.
     
    Intentor likes this.
  31. Intentor

    Intentor

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    Thanks, @Chman! That was fast! :D
     
  32. Danirey

    Danirey

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    Hi!

    Can you guys give me a hand on how to configure the effects to achieve the heat camera like this one?



    Thanks and great asset!
     
  33. Chman

    Chman

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    This screenshot was made using the Gradient Ramp effect :) You'll find the gradient texture in /Colorful FX/Samples/HeatRamp.png !
     
    Danirey likes this.
  34. Danirey

    Danirey

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    Great!

    Thank you so much!
     
  35. Danirey

    Danirey

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    Hi again!!!

    The thermal effect is working great! But i have another question. Can we tweak the animated noise in some way to achieve random digital noise? those drop lines like bad cable signal or something? The point is to get them animated and random... Any idea or clue to start from?

    Thanks again!
     
  36. Chman

    Chman

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    You mean the noise from the Analog TV effect ? You'll probably want to use the Glitch effect to do things like that, and it comes with a GUI to setup random animations and got a ton of options :)
     
    Danirey likes this.
  37. Danirey

    Danirey

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    Yeap! That's it! Thanks a lot, and sorry to bother you whith that. I should check the documentation before asking.. :(


    Thanks a lot!
     
  38. Danirey

    Danirey

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    Hi again. I'm here with another question about the gradient ramp. could we use the gradient ramp or something similar that allows to select what color to change instead of the greyscale? I mean. Going back to the thermal vision, instead of bright things=heat, use red=heat.
    To avoid areas that are bright due to ilumination to be represented as heat areas. I can't find an effect that could be used for this

    Cheers and thanks!
     
  39. Chman

    Chman

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    At the moment there's no effect that would allow you do that easily. That's actually a good idea for a new effect, I'll look into it.

    In the meantime, It can be done indirectly by putting a Grayscale effect first followed by a Gradient Ramp with your heat map. The Grayscale component allows you to set the luminance contribution per channel, so you could get the red colors to output to white and others to darker/black values. Then, the Gradient Ramp would do the rest as usual.
     
  40. Danirey

    Danirey

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    Hi! Thanks a lot. I understand the idea... I will try with that!

    Cheers from Spain!
     
  41. marshmatter

    marshmatter

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    I've been stumped on a problem for a few days now, so maybe you have some thoughts.

    I'm using Blend-Soft Light to just give our levels a bit of character. It's been working really well so far. But suddenly, out of the blue, we're getting some strangeness on our iOS build. One of out Soft Light blended gradients is creating some weird artifacts (see picture).

    We have other levels using different soft light blends that are working as predicted (as far as I can tell - going to test another build when it comes down the pipe), so it doesn't appear to be something systemic in our iOS Player Settings or camera setup.

    The problem does not occur in the editor, and no error or warning is produced on the device. The Android build seems to be fine. I've checked all of the compression settings for the blend texture, the camera settings, etc, but haven't been able to solve it. I'm in crunchmode right now so there's been a mountain of changes lately, so it's hard to go through each to figure out what might have caused this.

    Because I have to trial and error my way through it, with ~1 hour between iOS builds, I am wondering if you think there's anything in particular I should check or re-check?

    upload_2016-3-24_15-56-12.png

    And here is the gradient we are blending:

    BlueGradient.png

    I can already see that the section that is not being blended coincides with the brighter portion, but I don't know what could be causing that unless my import settings on the texture are way off.
     
    Last edited: Mar 24, 2016
  42. Chman

    Chman

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    Hmm this is weird. Out of curiosity, are you working in HDR ? Some blend mode probably won't work correctly in HDR because of the maths involved. I'll send you a PM in a few minutes with some code !
     
  43. lazygunn

    lazygunn

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    Hi Chman I'm an owner of colorful and use it quite a lot so thanks for your work. I've been a big fan of Kyprianidis' work into npr filtering and wondered if you had ever considered implementing any of his projects as an image effect (although they are admittedly quite heavy) http://www.kyprianidis.com/projects.html

    I guess that would make my day, in particular the improvements in the kuwahara filter. I'm sure I asked about this before somewhere but I can't remember where
     
  44. Chman

    Chman

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    I'm familiar with his work, but last time I tried it (a few years ago) it turned out to be three times slower than standard Kuwahara which is already quite slow to begin with. I may give it another go, see if I can get it to run fast enough for real time use.
     
  45. lazygunn

    lazygunn

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    A thought I had was that while some of the filters really are too heavy for real-time post processing, they would be extremely useful in creating stylised stills for cinematics, specific game mechanics or to support the general art design of the game.

    Of course if someone has a strong target machine then maybe they could be used in real time or if the effect was central to the game's art - npr can mean the rest of the assets can become a bit more simple as the effect is the defining influence in the appearance of the project.

    Not much use in call of duty but maybe quite inspiring for some users
     
  46. marshmatter

    marshmatter

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    Following up on the bug I'm wrestling with: the developer got in touch with me via Twitter and email, and has been super awesome. Great package, great support!

    I think that post-processing effects with heavier overhead are definitely valuable in the ways you mentioned. One of the big benefits is that you can quickly explore a variety of different looks and tones without re-working all of your lighting. Even in Production, I've found that sometimes the performance trade-off can be worth it if re-lighting everything (and fighting with Enlighten) isn't in scope.

    If you're doing capture for any reason, you can definitely experiment with the likes of Adobe CC, but there's a lot of iterative power in being able to tweak post-processing and lighting at the same time.

    This is incredibly valuable in creating vertical slices to establish the look, and becomes a better platform to then discuss the nuts and bolts of implementation of optimization.

    Manifold Garden is a great example of this. There is a TON of post-processing going on with the notion of framerate thrown to the wind. But the look of the game is so unique and well-refined that they're finding a lot of help in making it happen. I think I heard on one of Will's streams that nVidia was going to help out.

    That being said, because I use Unity for a million different purposes, I do appreciate that the Colorful package runs fairly well and I don't need to make huge performance considerations for small tweaks.
     
  47. lazygunn

    lazygunn

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    I'm mainly a hobbyist really so I'm more 'wouldn't that be nice' rather than 'I need that in our game' but I could probably have a working example of heavier filters suiting me quite quickly. That game looks cool but I think the post process would surely be cheaper than regular pbr shading with all that goes with it I'd have thought. Actually kind of an easy win maybe because it looks very cool while relying on the post for its look
     
  48. mda54092

    mda54092

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    Been working with these -- great work!

    I was working with an Oculus and couldn't get them to function however. I may be missing something simple on how to implement these for VR / stereographic rendering etc. Does anyone have any insight for implementing on VR devices?
     
  49. lazygunn

    lazygunn

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    They've worked without issue with oculus dk2, are you testing with 5.4 and the single stereo pass? Last I read it didn't work with image effects I may be wrong now
     
  50. mda54092

    mda54092

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    I am in 5.3 , and Colorful FX 4.2.2 using the basic oculus support with a DK1 actually. Do you have any tips for getting these to work? When I play the scenes, it just goes black?