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Question Post Processing with Builtin, question...

Discussion in 'Cinemachine' started by Unifikation, Jan 20, 2023.

  1. Unifikation

    Unifikation

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    Sorry for asking this here. Couldn't find a section for Post Processing.

    If this is the wrong spot, please feel free to move:

    Layers are mentioned for the Volume... for post processing. The docs read confusingly, for me:

    https://docs.unity3d.com/Packages/com.unity.postprocessing@3.2/manual/Quick-start.html

    Are the layers used for the Volume a hit detection thing (like how physics treats layer interactions by masking), or are the layers those (and only those) that the Post Processing is applied to AND the means by which volume detection is being done?

    And what is the purpose of the volumes? Is this a depth thing... like "do post processing to the depth of the volume and not deeper, nor shallower" somewhat akin to the manner that clipping planes operate?
     
  2. marc_tanenbaum

    marc_tanenbaum

    Unity Technologies

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  3. Unifikation

    Unifikation

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    Thank you!!

    Not only is it tricky to find... it's a ghost town...

    Someone asked a similar question in September. No answer.
     
  4. gaborkb

    gaborkb

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    Gregoryl likes this.
  5. Unifikation

    Unifikation

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    gaborkb likes this.
  6. Unifikation

    Unifikation

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    If I had any doubt that Unity would Unificate™ the post processing practices and paradigms, these just blew that away. And the docs leave me with me with more questions than answers, true to form... for Unity.

    I'm worse in person. Far worse.

    Why do both vCams (CMCams) and Volumes co-exist with Post Processing Profiles*? Which one trumps the other? Why?

    I had to go look up, somewhere else, what a Post Processing Profile is because these docs don't self explain, nor link to what this is. It's the single most important aspect of Post Processing in Unity, and is not capitalised in the docs you linked to, when it's first introduced. and it's never ever more than "introduced" in these docs.

    Post Processing Profiles continue the absolutely impeccable naming conventions of Unity.

    They are the stacks of effects that any Volume* causes to occur through any camera** active within its bounds***.

    *region in which Post Processing occurs

    **doesn't have to be a camera that triggers this... can be any game object within the bounds. Probably just for kicks.

    ***regions can overlap, and strengths of influence can be by distance FROM a region... too. Just for more kicks, I suppose.
     
  7. Gregoryl

    Gregoryl

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    One thing to understand: In URP and HDRP, Post Processing is implemented using the native Volume system. You attach PostProcessing profiles to Volumes. Volumes are regions in space within which the profiles apply. They support blending. You can attach them to vcams using the CinemachineVolumeSettings extension.

    By contrast, with the builtin rendering pipeline, there are no Volumes, and you need to install the PostProcessing package, which brings in the profiles and allows you to attach them to Cameras having PostProcessingLayer components. You can attach them to vcams using the CinemachinePostProcessing extension.

    So: if you're using URP or HDRP, remove the PostProcessing package.
     
  8. Unifikation

    Unifikation

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    I was a little worried that there'd be some energy lost on the SRP thought experiment, so I tried to made it clear, in the title of this thread, this about Builtin.

    I understand Unity still heavily promotes using SRP... I don't know why. Nobody that's tried them knows why.

    And don't know anyone sane using SRP renderers.
     
  9. Unifikation

    Unifikation

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    Argh... testing reveals there is (seemingly) cumulative interplay between the Volume Profile settings and CM Post Processing Profiles.

    IOW: Profiles on Volumes are not overridden by Profiles on vCams, they're compounded. Or summed.
     
  10. Gregoryl

    Gregoryl

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    Yes, active profiles are blended, according to their volume weights.

    Under the hood, CinemachinePostProcessing creates a global PostProcessVolume and manipulates its weight to blend it in and out along with the vcam.

    So, you should put constant settings in profiles on the main camera, and put in the vcam profiles only those things that you want to change for that vcam.