PRISM v3 - Realistic, All-In-One Post-Processing - Get it now! PRISM 3.0 Launch Trailer: PRISM 3.0 is now available on the Unity Asset Store - rewritten from the ground up in native HLSL, this is the biggest update PRISM has ever seen! http://u3d.as/1FyC What is PRISM? PRISM is an all-in-one post-processing solution for Unity, designed to incorporate multiple highly-optimized realistic post-processing effects into one "Uber-Shader" to reduce expensive Graphics.Blit passes and increase performance. What does it do? Check out the PRISM GUIDE to see all features. The current version of PRISMv3 features: (ALL effects are HDR & LDR compatible) Currently mobile, PC & Console are supported. VR is not directly supported. PRISM.Develop -A combined, ultra-hd colour correction pipeline, simulating digital development of raw photos. Includes exposure, color correction, tint, brightness curves and more. -PRISM.Develop uses CIELAB colour space - the most accurate out of any colour solution -Integrated into main pass PRISM.Distortions -Physically accurate lens distortions. Barrel & Pincushion distortion that don't randomly blur your lens! -Includes standard chromatic aberration, and glass dispersion settings -Integrated into all passes for physical accuracy PRISM.Bloom -HDR Layered bloom -Supports no threshold (physically correct) or threshold bloom (artistic choice) -Temporal stability (anti-flicker) -Lens dirt -Integrated into Main Pass PRISM.Noise -Simulating digital sensor noise, PRISM.Noise is necessary to achieve a filmic look at high ISOs -Fully integrated into main pass, with dither option PRISM.Vignette -Accurate, brightness decreasing function towards the corner of the lens -Integrated into Main Pass PRISM.Color -Photographic colour correction, including shadows/midtones/highlights correction -Artist-friendly -Colour vibrance -Colour contrast -Integrated into Main Pass PRISM.Lut -Dual lookup textures -Mobile friendly colour correction option -Integrated into Main Pass PRISM.Sharpen -PRISM's ultimate photographic sharpen effect, with minimal cost PRISM.Tonemapping -Unique tonemapping operator, fully integrated into the PRISM chain -Integrated into Main Pass PRISM.NNAO -The ultimate in modern, neural-network based ambient occlusion -Customized sampling algorithm for PRISM ensures great performance -The first ambient occlusion usable on many mobile devices, due to heavy texture sampling instead of deep nested loops of slow math -Temporal stability PRISM.Bokeh -Bokeh temporal stability (anti-flicker) -Front field blur -Variable aperture size and shape -Highly scalable performance -Highly customizable focus lengths, bokeh intensities, and blur amounts -Integrated into Main Pass PRISM.Rays -Customizable Weighting, Color, and Threshold -Tightly integrated into other effects - can cost as little as 0.2ms when using Bloom as well! Gamma Correction -Integrated into Main Pass Why make PRISM? Through the course of developing the competitive survival game Down To One, we used to use a bunch of post-processing effects on the main camera, and because of our custom 3-camera setup, performance did start to become a huge issue. As we've added a few more PP effects, it's become obvious that you simply can't have a properly optimized game when you "stack" effects on your camera - VRAM, extra GPU time spent in Graphics.Blit passes, performance lost where effects could be combined - there's a reason no other game engine does it like Unity. Also, I wanted Depth of Field with Bokeh that didn't suck, or take 2ms frame time TL;DR - PRISM has been developed for use in my game, and as a general asset for developers that want a highly optimized, realistic looking 'one-stop-shop' for post-processing. Why choose PRISM over other packages, or the new PostProcessing Effects?PRISM started the post-processing revolution in Unity. Unity's new Post-Processing pipeline is based off many of PRISM's original concepts, including PRISM-Presets, combined uber-passes, and artist-friendly inspector tools. Now, with PRISMv3, you can add PRISM to your PostProcessing stack and use any effects you want, whilst still keeping your favourite Unity effects (ie. Temporal Anti-Aliasing or SSRR). When you ship your game, you can choose whether you want to have it look the same as the other 50 releasing that day, with Unity's telltale ugly chromatic aberration blur, highly unstable bloom flickering, poor noise reproduction and more. I instead recommend you use PRISM for most key effects instead, like thousands of developers and hundreds of games over the last 4 years. I'm confident enough in this product, that anyone purchasing PRISM gets a launch support guarantee - if your game launches and users report an issue with PRISM, join this discord and ping me - it will be fixed at the highest priority over any other projects.