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. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

Playing with the new Cinematic Image Effects (Screenshots!)

Discussion in 'Image Effects' started by Korno, Apr 1, 2016.

  1. Korno

    Korno

    Joined:
    Oct 26, 2014
    Posts:
    518
    I have been playing around and testing the Cinematic Image Effects (latest from the source, not the out of date asset store download) and I must say I am very impressed so far:

    These are all real-time GI no baked lighting here. With the following effects stack from top to bottom -

    SSR - Wins but hard to get right I find
    AO - This wins with the grass. really wins.
    Bloom
    Tonemapping and Color Grading - Using the ACES tonemapper with exposure set to 1 = win. I am not using a LUT but if you do be careful a lot of the ones I found need to be flipped vertically.
    DoF - Very stable
    AA - Still not sold on the Anti aliasing for the defered render path. But it seems to be getting better.
    Lens Aberrations - subtle but a lovely effect

    (Not sure if I should Bloom before ssr though?)

    Assets are random free ones and ones that I have bought in the past - amazingly they were mobile friendly stuff.

    Performance on my Geforce 650M 2gb, 8gb memory macbook pro I hit about 40-50 fps but it can get choppy.

    How are other people finding the effects?








    If people are interested I will upload a binary to play with. I want to add a day/night system first though.
     
    macdude2, John3D and mgear like this.
  2. Leuthil

    Leuthil

    Joined:
    Jul 26, 2013
    Posts:
    97
    Looks great! I would be interested in a binary just so I can see how it looks on my computer. :)
     
    John3D likes this.
  3. mantekkerz

    mantekkerz

    Joined:
    Dec 24, 2013
    Posts:
    111
    Yea, looking pretty nice. Really loving these new image effects, even with a basic lighting setup they can make a big difference. It's just so easy to fine tune- I export a LUT (great feature), take a screenshot, due some fiddling, and then import my new LUT and then BAM! Makes such a huge difference to the final feel when you compare with/without the effects. Not seeing any massive performance hit either.

    Good job Unity :cool:
     
  4. Tim-C

    Tim-C

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    2,183
    Looking good :)

    Think of the effects like this:
    -Surface effects (ssr / ao), should be applied first
    -HDR needing effects next
    -Tonemapping / color grading -> transfers to LDR
    -LDR effects.

    We have some plans that are starting up to make this a little easier for you to configure, more news when we have something more concrete.

    Thanks! We are working hard to get a whole bunch of new, even cooler stuff your way :) TAA is taking a lot of the teams efforts right now, but we are winding down that work now and there will be some new awesome stuff soon!
     
    elbows likes this.
  5. Korno

    Korno

    Joined:
    Oct 26, 2014
    Posts:
    518
    Thanks for this information!

    I hacked together a quick day/night cycle to test the effects under changing lighting conditions. Again I am very pleased!



    The script uses a gradient to change the light color, intensity and abient intensity.
     
    John3D likes this.
  6. darius.dias

    darius.dias

    Joined:
    Mar 22, 2016
    Posts:
    1
    I'm new to unity and just prototyping how photorealistic a room scene I can make, and the new beta cinematic effects seem like obvious assets. How do I implement the SSR script? I add it to my camera but no effect :( what am I missing? any assistance would be most appreciated
     
  7. mantekkerz

    mantekkerz

    Joined:
    Dec 24, 2013
    Posts:
    111
    @darius.dias make sure your scene is set to deferred rendering path, SSR only support this path.