Search Unity

  1. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

Post Processing effects when using HDRP [2019+]

Discussion in 'High Definition Render Pipeline' started by eco_bach, Aug 27, 2019.

  1. eco_bach

    eco_bach

    Joined:
    Jul 8, 2013
    Posts:
    1,601
    Still somewhat confused at how to properly integrate Post Processing effects when using HDRP.

    In this quick demo I see Post processing effects (Bloom, Chromatic Aberation, etc) being added to a Volume component. Is the PostProcessing Volume no longer necessary?

     
  2. dgoyette

    dgoyette

    Joined:
    Jul 1, 2016
    Posts:
    4,192
    You're correct that you don't need a PostProcessing volume anymore, but the "Volume" component you're talking about behaves essentially the same way as the Post Processing Volume from PPv2.

    For example, here's what I have on my main camera for global Post Processing under HDRP 6+:

    upload_2019-8-27_17-53-4.png

    Then, in other areas that override the post processing, you'd create a game object, put a Volume on it, uncheck "Is Global", and then put a collider on the object to represent the "volume" within which the post processsing settings should take effect.

    But you should rip out any references to Post Processing V2 code/components, as they're no longer used.
     
  3. eco_bach

    eco_bach

    Joined:
    Jul 8, 2013
    Posts:
    1,601
    Thanks!