Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Official New Post-processing Stack (Pre-Release)

Discussion in 'Image Effects' started by Chman, Oct 10, 2016.

  1. Unlimited_Energy

    Unlimited_Energy

    Joined:
    Jul 10, 2014
    Posts:
    469
    any chance we could have the option to apply Anti-Aliasing to just a selected layer?
     
  2. blossomgames

    blossomgames

    Joined:
    Oct 23, 2013
    Posts:
    30
    I added some custom script to my camera (which also has PPS2 attached). It has OnRenderImage. In there I make a pass where I attach the current src texture and the previous frame's src texture and make a color difference. Surprisingly I can see that the two frames very slightly differ. Where does this come from? The camera is standing still and yet, when PPS2 is turned on (and I have zero effects enabled), I get some very subtle camera jittering (no TAA enabled either). Any idea why?
     
  3. Simunek

    Simunek

    Joined:
    Jul 15, 2016
    Posts:
    48
    Hi!

    this may be useful to someone... I went from 2018.1 to 2019.1 and my postprocessing broke, I was unstable, it was partly black, partly white, flickering.. it was horrible.

    I have simply removed the package in package manager and installed it again and it works!

    Gl
     
  4. Vagabond_

    Vagabond_

    Joined:
    Aug 26, 2014
    Posts:
    1,145
    Had this issue in Unity 2019.2b9 and now tested on b10 as well.
    This error appears when enable screen space reflections.

    Any ideas - how to fix !?

    EDIT : windows 10 x64, windows patform dx 11

    Thanks !

    upload_2019-7-19_18-17-31.png
     
  5. Vagabond_

    Vagabond_

    Joined:
    Aug 26, 2014
    Posts:
    1,145
    Also, how to exclude the wheel from motions blur. If i disable the motion vectors of the models, the start to look jaggy if TAA is enabled !?
     
  6. Vagabond_

    Vagabond_

    Joined:
    Aug 26, 2014
    Posts:
    1,145
    I found the issue. The SSR effect does not work with HDR mode set to Off - spamming the console with errors as well !
    (Case 1174195)
     
  7. Seith

    Seith

    Joined:
    Nov 3, 2012
    Posts:
    755
    Just switched to 2019.3.0f1 and the post-processing stack trace package is flooding the console with errors after entering and leaving play mode (case 1202126). An error is added any time the mouse cursor hovers over a button or anything non-viewport related. Could you guys please take a look?
     
  8. xCyborg

    xCyborg

    Joined:
    Oct 4, 2010
    Posts:
    628
    I'm using the URP 7.1.5 w/ no other PostProcessing package dependency, it appears to now include the PP stack by default but I can't find the `UnityEngine.Rendering.PostProcessing` namespace anymore.
    Do I have to install the PPS 2.1.7 as well to be able to customize the stack by script?
     
  9. TheFalconeerDev

    TheFalconeerDev

    Joined:
    Sep 18, 2019
    Posts:
    95
    are you getting an assertion failed message, I had the same thing,,
    As a work around turning on postprocessing in your scene view will stop the error messages.

    Its annoying, I also don't see anyone from unity3d answering here, perhaps you could add this work around to your case,, seeing as it clarifies what's going wrong..
     
    Seith likes this.
  10. Seith

    Seith

    Joined:
    Nov 3, 2012
    Posts:
    755
    Thank you for the tip! Someone at Unity is looking at the bug right now (we've provided a repro project). Hopefully they'll be able to issue a new release to take care of that...
     
    TheFalconeerDev likes this.
  11. nindim

    nindim

    Joined:
    Jan 22, 2013
    Posts:
    130
    Hi,

    I am experimenting with the V2 stack and a custom Gaussian blur effect and am running into some issues getting it to smoothly interpolate when using volume blending.

    It seems like the default value you set in code acts as the starting point for the blend but this is not documented.

    Example: A float slider that goes from 0 to 1 with a PostPorcessProfile value of 1 and a default script value of 0.5 results in a blend from 0.5 to 1, not 0 to 1 as I would have expected. I would expect the start point to be the current value which is effectively just the the C# default of 0.

    One way I have found around this is to have a global layer that sets my defaults as I expect them, so in my case it just has my blur effect with a size of 0.

    The other thing I am struggling with is how to have PostPorcessProfile configurable values but not blend them. My downsample and iterations settings need to remain constant over the blend, only my blur size should blend. Is this possible?

    The docs state:

    "For parameters themselves you can use any type you need, but if you want these to be overridable and blendable in volumes you'll have to use boxed fields. In our case we'll simply add a FloatParameter with a fixed range going from 0 to 1."

    I tried removing the Range attribute from my IntParamaters but it made no difference, the values still blend.

    Thanks,

    Niall

    Edit: it seems I can deselect all but the blur size from my blurred volume PostPorcessProfile so it just uses the downsample and iterations from the global PostPorcessProfile. Is this the expected workflow?
     
  12. ghiboz

    ghiboz

    Joined:
    Sep 7, 2012
    Posts:
    465
    hi @nindim !
    have you tried with something like this?
    Code (CSharp):
    1.  
    2. PostProcessProfile _ppProfile;
    3. Bloom _bloom;
    4. _ppProfile.TryGetSettings(out _bloom);
    5.  
    6. _bloom.intensity.Override(3.0f);
    7. _bloom.threshold.Override(0.8f);
    8. _bloom.softKnee.Override(0.9f);
    9. _bloom.diffusion.Override(7.0f);
    10.  _bloom.anamorphicRatio.Override(0.66f);
    11.  
     
  13. AlcoleponeHome

    AlcoleponeHome

    Joined:
    Jun 9, 2018
    Posts:
    47
    @nindim I'm getting a similar issue, Does anyone know how to exclude values from the the global post process weight. I like the weight try's to adjust all the values in my custom post process, where i actual just want one value to get linked to the global weight value.