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[RELEASED] SC Post Effects - Post Processing Stack v2

Discussion in 'Assets and Asset Store' started by StaggartCreations, Jan 18, 2018.

  1. StaggartCreations

    StaggartCreations

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    [ Asset Store ]


    Currently this package is considered in "Beta" and is offered at a reduced price. Some aspects may not work correctly. The final price will be set at $30.

    This package offers 25 non-photo realistic (NPR) post effects, made to reap the full benefits of the Post Processing Stack v2 (separate download).

    A download link and set up instructions are included in the documentation.

    Examples

    Kuwuhara


    Edge Detection


    Ripples


    Imgur album with screenshots of all effects: https://imgur.com/a/hL86c

    Combined effects examples (profiles are included)




    Post Processing Stack benefits
    • Effects work in Scene View
    • Changes made in Play-mode are saved
    • Profile-based settings
    • Blend effects through local or global volumes (as in Unreal Engine 4)
    • Cinemachine support
    • Custom render ordering

    Future proof

    Both Deferred and Forward rendering are supported, as well as the new (LDF/HDF) Scriptable Render Pipeline.

    Experimentation
    The power of the PPS lies in its ability to layer many effects. Experiment with the rendering order to nail a unique aesthetic for your project. Several examples profiles are included.

    Performance
    Unlike the legacy Image Effects, and many other assets, the Post Processing Stack renders all effects more efficiently, by sharing resources throughout the stack.

    VR/AR/Mobile
    Currently, the beta version is primarily developed for PC so the assets can mature, before exploring compatibility with other platforms.

    Join the beta

    Feedback helps focus and speed up development. The dedicated forum thread is the most helpful way for you to contribute.

    Included effects
    • Edge detection
    Highlight the edges of objects
    • Fog gradient
    Colors the fog by distance
    • Ripples
    Make the image appear to wave
    • Refraction
    Create cracked glass, scratches, frost etc. Several example textures are included.
    • Kuwuhara
    Turns the image into a painting in real-time
    • Ambient Occlusion 2D
    Adds self shadowing based on luminance
    • Lensflares
    Extend existing bloom with light streaks
    • Blur
    Gaussian and Box blurring
    • Color split
    Simulates the splitting of color channels
    • Mosaic
    Hexagonal and triangle patterns
    • Fisheye
    Buldges the screen
    • Pixelize
    A retro resolution effect, pseudo pixelart
    • Color depth reduction
    Go back to 1-16bit color mode
    • Sharpen
    Makes the image crisper
    • Double Vision
    Go crosseyed
    • Color washing
    Simulate psychedelic color breathing
    • Overlay
    Fix an image to the screen, like a helmet
    • Kaleidoscope
    Splits the screen up into "pie" pieces
    • Invert
    Invert all colors
    • Black Bars
    Creates a vertical/horizontal letterboxing effect
    • Dithering
    Creates a Lo-Fi shading effect
    • Scanlines
    Draw horizontal lines over the screen
    • Tube distortion
    Bend the image like a CRT screen
    • Danger
    Warn for damage or grow ice over the screen. Blood spatter and ice sample textures are included
    • Screen gradient
    Draws a vertical gradient over the screen

    Several example profiles and textures are included in the package!
    • Comic book
    • Night vision
    • Painterly
    • Psychedelic
    • Retro

    More details about the workings of these effects and known issues can be found in the documentation.
     
    Last edited: Mar 23, 2018
    Gametyme and LennartJohansen like this.
  2. StaggartCreations

    StaggartCreations

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    Beta process:
    • Check mobile compatibility
    • Auto-install PostProcessing package in Unity 2018.1+
    Changelogs:
    Added:
    - Blur effect
    - Ambient Occlusion 2D effect
    - Lens flares effect (expiremental)
    - Mosaic effect

    Fixed:
    - Refraction offsetting entire screen in some cases

    Changed:
    - Converted sample refraction normal maps to DUDV maps

    Added:
    - Intensity parameter to Screen Gradient and Overlays effects
    - Demo scene

    Added:
    - Volume blending example scene
    - Volume trigger example scene (+ script)

    Changed:
    - Single-Pass Stereo VR fixes for:
    *Edge Detection
    *Blur
    *Overlay
    *Color Split
    *Double Vision
    *Lensflares
    - Color Depth effect was renamed to "Posterize"
    - Clearer instructions window in Unity 2018.1

    Removed:
    - Bloom buffer option from Lens Flare effect

    Added:
    - Auto installation of Post Processing Stack package in Unity 2018.1+

    - New effects:
    * Radial Blur
    * Lens flares
    - Light streaks:
    * High quality mode
    * Direction parameter
    - Double Vision:
    * Edges mode
    - Edge Detection:
    * Distance fade parameter

    Changed:
    - Lensflares was renamed to "Light streaks"
    - Color Washing was renamed to "3D Hue Shift"
    - Improved threshold behaviour for Light Streaks effect
    - Blur, code improvements
    - Certains effect now skip rendering when effect isn't visible

    Fixed:
    - "DX11 Assertion failed" error for all shaders
     
    Last edited: Jul 1, 2018
    LennartJohansen likes this.
  3. StaggartCreations

    StaggartCreations

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    Submitted the package for approval! This will probably take between 2-4 weeks, before it is reviewed.

    I've added a "Blur" effect, which I will add in the following update.

    If anyone has any suggestions for any effects that have wide uses, I'm open to suggestions!

    EDIT: Also added a Box blur method next to this Gaussian blur, it's a lot cheaper ;)

     
    Last edited: Jan 21, 2018
    MarkusGod likes this.
  4. StaggartCreations

    StaggartCreations

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    Added an Ambient Occlusion effect (LBAO) designed for 2D games:



    It could also be used for a 3D scene, but it's luminance-based, so the result wouldn't be a great as the default AO post effect.
     
  5. StaggartCreations

    StaggartCreations

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    Added a pseudo lens flares effect. It has the option to either use the bloom buffer, or the scene's luminance.

    Exaggerated example:
     
  6. StaggartCreations

    StaggartCreations

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  7. Dolzen

    Dolzen

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    Is this asset working with unity 2018.1 and SRP?
     
  8. StaggartCreations

    StaggartCreations

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    I've tested it in 2018.1b9 in the new Unity Fontaineblaue demo (which uses the SRP) without any issues.

    But in 2018.1b10 some things changed, which causes some minor issues. So I'm submitting a separate version for 2018.1 today, which will work in the latest beta version. Due to GDC, the approval time may be longer than usual (1-4 business days).

    I'll check again for any errors and issue when 2018.1 releases, which should be somewhere this month :)
     
    hippocoder and elbows like this.
  9. StaggartCreations

    StaggartCreations

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    Including a demo scene with this update, which allows you to preview all the effects

    v0.2.0
    Added:
    - Intensity parameter to Screen Gradient and Overlays effects
    - Demo scene

     
  10. StaggartCreations

    StaggartCreations

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    Updated trailer, which also shows the two new demo scenes that demonstrate the use of volume blending and triggering (script included)



    I have an Oculus Rift on the way, so I'll be testing out VR compatibility pretty soon!
     
    NeatWolf likes this.
  11. StaggartCreations

    StaggartCreations

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    Changelog for version 0.3.0

    Added:
    - Volume blending example scene
    - Volume trigger example scene (+ script)

    Changed:
    - Single-Pass Stereo VR fixes for:
    *Edge Detection
    *Blur
    *Overlay
    *Color Split
    *Double Vision
    *Lensflares
    - Color Depth effect was renamed to "Posterize"
    - Clearer instructions window in Unity 2018.1

    Removed:
    - Bloom buffer option from Lens Flare effect

    I notice with VR, that some effects will not look correct in the Game View, but will in the headset. Currently, the only effects that don't work in VR are Ambient Occlusion 2D and Box Blur (Gaussian blur works fine).
     
    NeatWolf likes this.
  12. NeatWolf

    NeatWolf

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    Looks great!
    Is there any chance to have a working demo download link (Windows)? :)
    Once I'm going to have some more spare time I'd love to test it on my VR devices as well :)
     
  13. StaggartCreations

    StaggartCreations

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    Sure thing! Here is an executable of the demo rooms scene: https://www.dropbox.com/s/5rmzku1oylpj2jj/SCPE_DemoRooms.rar?dl=1

    I couldn't enable VR, since when I start the build there is only a black screen. This also happened in an empty project and and scene, even the VR samples project. So there must be something wrong with my Oculus set up...
     
    Last edited: Apr 28, 2018
    NeatWolf likes this.
  14. NeatWolf

    NeatWolf

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    Thanks for the link! I'm sold!

    I'm pretty sure all VR and project issues are going to be solved as soon as the asset gets out of its beta stage :)

    (collateral detail: enforce player's Y position in the demo, since it's possible to climb the capsule in the gradient fog room. And, there's no gravity to enter other rooms :) )
     
  15. StaggartCreations

    StaggartCreations

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    Working on the next update, I've revised some of the installation process, if the Post Processing Stack is not already installed in the project, it will automatically be installed through the Package Manager. Currently, when importing the package, the console is flooded with errors until the Post Processing Stack is manually installed.

    Other than that, I will be adding two effects designed for the Lightweight Render Pipeline: a bloom and vignette effect. The intend is to achieve a similar effect to the built-in Unity version but at a smaller performance cost.

    I'll also be looking into a lens flare effect. The current "Lens Flares" effect is being renamed to "Light Streaks", which is more fitting :p

    Before the final version can be released I still have to fix the "Assertion failed" error that keeps popping up
     
    NeatWolf likes this.
  16. NeatWolf

    NeatWolf

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    I was about to make a feature request for them. Can't be happier :)

    Actually the official versions are giving me headaches on mobile + Oreo for some reason, but not on older mobiles.
    And, the bloom FX is not so evident, especially with HDR on, for some reason.

    Looking forward the next update!

    One effect that I always can't find is retina persistence. I had to code it myself on other engines.
    I'm not talking about getting blinded by flashbangs, I'm talking about the light trails left by incandescent lights when they move. Sort of a mixed bloom/motion blur, but I usually approximated it with applying a threshold on the current frame to cut just the brightest bits, saving it for the next frame, adding it on top, and then fading the buffered image for later use.
    Now that I'm describing it, it's more like a full screen motion blur with a threshold and a very slow fade out.
    Just an idea :)
     
  17. StaggartCreations

    StaggartCreations

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    This sounds similar to the old Unity "Camera motion blur" image effects. I tried to recreate it, but didn't manage to translate it to the new command buffer structure.

    I'll give it another shot at some point, after which it should be relatively easy to make the "Light trails" effect you described.
     
  18. StaggartCreations

    StaggartCreations

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    Making headway on the Lightweight Bloom effect. Can achieve similar effects to the Unity Bloom. Because of the technique used, the range is limited, so cinematic bloom is out of the question. Then again, anyone going for "Lightweight" isn't going for cinematic.

    Haven't benchmarked the performance difference yet, in theory there are fewer and simpler steps involved, so it should be faster.
     
  19. StaggartCreations

    StaggartCreations

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    Lens flares is coming along, this image uses Unity Bloom+SCPE Light streaks+SCPE Lensflares



    The effect takes a color gradient which colors the ghosting effect depending on its distance. But can also take on the color of the light source.

    Still need to add halo's though
     
  20. Karearea

    Karearea

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    Hi,

    Any possibility of an effect that blends 'fog' to the skybox, similar to https://github.com/keijiro/KinoFog both in deferred and forward? Thinking of something that would work with the LWRP, but looks outwardly similar to the fog system in the HDRP.

    Alternatively, blending to a given cubemap or similar would be equally useful.

    Cheers!
     
  21. StaggartCreations

    StaggartCreations

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    The current FogGradient effect still has a lot of potential for improvement where it can extend the default Unity fog. Something like height fog is a nobrainer to add ;) Though I don't intend to make it as complex as a true volumetric fog effect, since there are already plenty of dedicated solutions for that.

    I didn't realize the HDRP had a different fog implementation, so I'll have to take a look and see what's what!
     
  22. Karearea

    Karearea

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    Thanks for the response- I certainly agree volumetric fog is out of scope, I suppose what I was hoping for was more a way to smoothly hide distant objects against a cube map skybox.

    HDRP takes an interesting approach to fog, it’s more of a complete approach to atmosphere which does include both fogging and volumetrics, and aims to simplify transparent shader behaviour in all that.
     
  23. StaggartCreations

    StaggartCreations

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    I've been on a pretty tight schedule recently, so I'm hoping to finish next update soon, as everything is basically done. I ended up scrapping the lightweight effects, since these turned out to be a smidge slower than Unity's effects, defeating their purpose.
     
    Last edited: Jul 1, 2018
  24. StaggartCreations

    StaggartCreations

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    Submitting version 0.4.0 Beta:

    Added:
    - Auto installation of Post Processing Stack package in Unity 2018.1+

    - New effects:
    * Radial Blur
    * Lens flares​
    - Light streaks:
    * High quality mode
    * Direction parameter​
    - Double Vision:
    * Edges mode​
    - Edge Detection:
    * Distance fade parameter​

    Changed:
    - Lensflares was renamed to "Light streaks"
    - Color Washing was renamed to "3D Hue Shift"
    - Improved threshold behaviour for Light Streaks effect
    - Blur, code improvements
    - Certains effect now skip rendering when effect isn't visible

    Fixed:
    - "DX11 Assertion failed" error for all shaders





    Demo scenes haven't been updated, which will be redone for next version.

    Under development/research:
    - Fog: skybox blending and height fog
    - Sunshafts
    - Sketch effect
    - Screen-space toon shading
     
    Last edited: Jul 1, 2018
    Korindian likes this.
  25. StaggartCreations

    StaggartCreations

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    Finished the Sun Shafts effect, this'll be available for next update!

    By attaching a "SunshaftsCaster" script to a Directional Light, it can be set as the source for the effect.

     
  26. StaggartCreations

    StaggartCreations

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    Revamped the current "Fog Gradient" effect. With the addition of height fog and density variation. Fog color over distance is still possible through a gradient.

    @Karearea skybox blending wasn't a success, the post processing stack doesn't support cubemaps, I have not yet found a way to access the (procedural) skybox otherwise.



    The fog noise gave me the idea for a clouds shadows effect. Seeing at it is a screen-space effect it will outperform a light cookie or projector by miles!

     
    Last edited: Jul 8, 2018
    Karearea likes this.
  27. MS80

    MS80

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    Great Asset!!!

    Could you add "Blend Modes" (like Multiply, Add, Screen, etc.) to "Overlay" FX? Maybe some tiling option would be cool, too?
     
  28. StaggartCreations

    StaggartCreations

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    Thank you for the feedback!

    I have blending modes for the overlay effect on my to-do list, but not at a high priority right now. But rest assured these will be available before the final release. Adding a tiling parameter will be easy peazy, so I'll see to that as well :)