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Is it possible to ignore Post-processing on some objects?

Discussion in 'Image Effects' started by Lauris48, Sep 10, 2019.

  1. Lauris48

    Lauris48

    Joined:
    Jun 4, 2019
    Posts:
    6
    Hi, vague title but interesting and probably common issue.
    I use color correction (Unity's Post-processing) , but on some objects I do not need it - it completely ruins the goal of the color.

    For example if I want to highlight some object in true red color, post processing will make it orange.

    What is the video game industry standard in solving such issues?
     
  2. RR7

    RR7

    Joined:
    Jan 9, 2017
    Posts:
    254
    I didn't want the TAA effect on some objects, so I create a duplicate camera with not effects applied and used the culling mask to remove the objects from the main camera and only display them on the 'clean' one. would something like that work for you?
     
    unity_zL4mJaTePZ9bOg likes this.
  3. Lauris48

    Lauris48

    Joined:
    Jun 4, 2019
    Posts:
    6
    Not sure, how should I use this method, I have no experience in this.

    Does it hurt the performance to run two cameras at the same time?

    Thank you.

     
  4. RR7

    RR7

    Joined:
    Jan 9, 2017
    Posts:
    254
    i'm no expert myself! so on the camera setting in the inspector, there is a culling mask drop-down, where you can choose which layers the camera 'can see' and which layers don't appear. so if you made a layer for 'standard color' objects, put the gameobjects on that layer that you don't want to bed changed by the filter.

    copy the main camera and paste it into the same scene, so it will be in the same position and angle etc.
    then remove the 'standard color' you created from the culling mask on the main cam, and on the duplicate one leave that layer on but remove everything else.

    delete the post processing from the duplicate camera.

    that should do what you want.

    as for performance, probably, if it affects it too much you'll need some other better method, like I said, i'm no expert.
     
  5. LIVENDA_LABS

    LIVENDA_LABS

    Joined:
    Sep 23, 2013
    Posts:
    377
    This will not work, no occlusion from other objects
     
  6. RR7

    RR7

    Joined:
    Jan 9, 2017
    Posts:
    254
    sorry for the bad advice. I only use the method on text and video in the scene in my project, which is not occluded anyway so I would not have noticed that!
     
  7. saporter

    saporter

    Joined:
    Mar 19, 2015
    Posts:
    7
    This worked for me! Thank you
     
  8. WishingWell13

    WishingWell13

    Joined:
    Oct 2, 2020
    Posts:
    1
    Does this also work for the lightweight render pipeline? I saw a similar method used in some tutorial videos, but they always required you to check off "Clear Flags -> Don't Clear". It is done in this tutorial at 3:30
    . I cannot find this setting on my screen.
     
  9. astracat111

    astracat111

    Joined:
    Sep 21, 2016
    Posts:
    725
    It doesn't work because for me it culls shadows. Gotta do it inside the shader somehow!