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[RELEASED] VHS Pro - CRT Screen Emulation

Discussion in 'Assets and Asset Store' started by vladstorm_, Sep 12, 2015.

  1. vladstorm_

    vladstorm_

    Joined:
    Nov 26, 2013
    Posts:
    177
    @BloodRedDeer
    it works / some people used it for xbox1 and ps4

    @radiantboy
    >Unity 2017
    but is it final a beta or unity 2017 is out already? coz last time i checked it - a lot of things were broken

    @indieNendoroid
    i'll check
     
  2. vladstorm_

    vladstorm_

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    I just checked VHS Pro with 2017.1. It works.
     
  3. indieDoroid

    indieDoroid

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    Jan 25, 2016
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    237
  4. Innovine

    Innovine

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    Aug 6, 2017
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    Does this only work on the full screen? I want to implement a CRT display inside my game world, and only have this effect on the in-game CRT. Will that work?
     
  5. atomicjoe

    atomicjoe

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    Apr 10, 2013
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    It's an image effect so it is full screen. However, if you are using a second camera to render your in-game CRT to a rendertexture, you can add the effect only to that second camera and the effect will be applied to the CRT only.
    However if your CRT displays just a texture or a video, then you can't apply an image effect to it directly: you will have to set an extra camera for that.
     
  6. arkogelul

    arkogelul

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    Hi, this effect looks really great !
    I'd be interested in including it to my game, but I'd like to know if it's possibly/easily editable. I'm interested in a couple of features only and would like to cut away all that's not necessary.

    Thanks
     
  7. atomicjoe

    atomicjoe

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    Every effect can be enabled or disabled easily in the editor.
    I have gone the extra mile and edited the source code to disable some features I'm not using for my game to try and gain some extra performance but I haven't noticed anything, so you can safely just disable the effects you don't want in the editor and that's it. ;)
     
  8. arkogelul

    arkogelul

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    Thanks, that's good to know.
     
  9. arkogelul

    arkogelul

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    So I bought it and it does look great. But when I use it on a blank scene/project in 1080p on a simple image, it goes from 200 fps to around 30 fps. Is it normal ? I linked a picture of the settings I use.
     

    Attached Files:

  10. bgmulti15a

    bgmulti15a

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    Can I use it on mobile?
     
  11. Immu

    Immu

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    Jun 18, 2013
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    Hi. Just stumble upon your cool asset. Is is compatible with post processing stack v2 and LightWeightRenderingPipeline ? If not, any plan on making it compatible for those ?
     
  12. jejouelejeu

    jejouelejeu

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    Aug 23, 2017
    Posts:
    4
    Is there still support for this asset?
    It doesn't seem to be working with Unity 2019.1. Or at least, when I opened my project (made in 2018.3, where the asset worked), it does not seem to work anymore. Reimporting it didn't make a difference.
     
  13. Murgilod

    Murgilod

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    Nov 12, 2013
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    6,502
    I'm having similar issues. I'm trying to find a way to get it to work that doesn't involve redistributing parts of the asset itself that will bring it in line with the new post-processing stack but I don't have an ETA since I've got more critical projects to work on that don't involve this specific effect.
     
  14. BFE1A8

    BFE1A8

    Joined:
    Feb 10, 2019
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    5
    In postVHSPro.cs script file find and replace your current void CreateMaterials() with the following one:

    Code (CSharp):
    1. void CreateMaterials()
    2.     {
    3.         //1st pass      
    4.         mat1 = new Material(Shader.Find("Hidden/postVHSPro_First"));
    5.         //mat1 = new Material(shader1);
    6.         mat1.hideFlags = HideFlags.DontSave;
    7.        
    8.         //2nd pass
    9.         mat2 = new Material(Shader.Find("Hidden/postVHSPro_Second"));
    10.         //mat2 = new Material(shader2);
    11.         mat2.hideFlags = HideFlags.DontSave;
    12.  
    13.         //3rd pass (for feedback)  
    14.         mat3 = new Material(Shader.Find("Hidden/postVHSPro_Third"));
    15.         //mat3 = new Material(shader3);
    16.         mat3.hideFlags = HideFlags.DontSave;
    17.  
    18.         //4th pass  
    19.         mat4 = new Material(Shader.Find("Hidden/postVHSPro_Forth"));
    20.         //mat4 = new Material(shader4);      
    21.         mat4.hideFlags = HideFlags.DontSave;
    22.  
    23.         //clear mat
    24.         mat_clear = new Material(Shader.Find("Hidden/postVHSPro_Clear"));
    25.         //mat_clear = new Material(shader_clear);
    26.         mat_clear.hideFlags = HideFlags.DontSave;
    27.  
    28.         //tape noise
    29.         mat_tape = new Material(Shader.Find("Hidden/postVHSPro_Tape"));
    30.         //mat_tape = new Material(shader_tape);
    31.         mat_tape.hideFlags = HideFlags.DontSave;
    32.  
    33.         //texture for caching curves              
    34.         if(crtMode==3) buildCurves();
    35.     }
     
    Murgilod and atomicjoe like this.
  15. colorfiction-

    colorfiction-

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    Jun 15, 2017
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    So is this asset dead? No news on 2019 support. If by any chance it isn't it would be fantastic for it to support the post processing stack v.2. Thank you for the great asset, had been using it extensively on an unreleased project but had to delete it after 2019.1 since it doesnt work :(
     
  16. Kabookie

    Kabookie

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    Mar 13, 2018
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    I wish this worked for HDRP. I'd give my firstborn for that.
     
  17. westingtyler

    westingtyler

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    Dec 7, 2013
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    30
    Hello! this asset looks great, but on the store description I didn't see if this works in 1) Deferred, and 2) in 2019.2, and 3) with HDRP or LWRP. If so, I'd love to buy this.
     
  18. Kabookie

    Kabookie

    Joined:
    Mar 13, 2018
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    4
    Yes, No and No.
     
    TreeMSI likes this.
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