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Post process disparity between game view and scene view windows

Discussion in 'Editor & General Support' started by sealfoss, Jun 24, 2018.

  1. sealfoss

    sealfoss

    Joined:
    Nov 19, 2012
    Posts:
    11
    The scene view window isn't matching what I'm seeing in game, and in the game view window, with regard to post process effects. Particularly, the game view bloom is way stronger, and the exposure seems to be blown out somewhat. I've uploaded a screen shot to show some of what I'm talking about.

    Anybody got any ideas what I may have screwed up?

    PS this is for a VR project, and is using the forward rendering path as such.

    Also, I'm using Unity 2018.1.1f1
     

    Attached Files:

  2. FultonX

    FultonX

    Joined:
    Sep 7, 2014
    Posts:
    5
    Me too except I don't see my color grading at all in game view. Anyone have any clues?
     

    Attached Files:

  3. MSplitz-PsychoK

    MSplitz-PsychoK

    Joined:
    May 16, 2015
    Posts:
    1,278
    That is because most image effects and post process effects apply to a specific gameplay camera, and the scene view uses it's own camera that you cannot control like most GameObjects. You can still get a reference to this camera through code, I'm not sure if you can apply post process effects to it.

    That's strange... My guess is that you're using Unity's Post Process Stack, and you're currently editing a PostProcessProfile while previewing in the scene view. Once you've created a PostProcessProfile, you still have to attach the PostProcessBehaviour and apply the PostProcessProfile you've created to it. Only then will the game-view camera actually apply the effect when it renders to the Game View.

    Sorry if I'm wrong, I haven't used Post Process Effects recently, but I've definitely seen this behavior.
     
  4. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,511
    I also have this difference in my project and my guessing is that there are different ways to do postprocessing .. such as using image effect way and then using compute shader way. Perhaps that can be the reason ?