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THE BEST OF Image Effects for Unity 3D 5 !

Discussion in 'General Discussion' started by rebit, Dec 13, 2015.

  1. rebit

    rebit

    Joined:
    Nov 13, 2014
    Posts:
    133
    Hello, I started this thread to talk about what is the best image effects (for Camera) to make realistic graphics with Unity ! Pls, increase this list if you have (free or open) sugestions, follow the standard with name and one image.

    Unity 5 team recently added a new free asset called "Cinematic Image Effects pre-release"

    Here: https://www.assetstore.unity3d.com/en/#!/content/51515
    • Screen Space Reflections
    • Tonemapping & Color Grading
    • New Antialiasing (SMAA)
    • Depth of Field
    Alternative packages:

    From Keijiro Takahashi developer:

    DefferedAO: https://github.com/keijiro/DeferredAO



    KinoBloom: https://github.com/keijiro/KinoBloom



    Color Suite: https://github.com/keijiro/ColorSuite



    KinoVignette: https://github.com/keijiro/KinoVignette



    KinoBokeh: https://github.com/keijiro/KinoBokeh




    KinoFringe (Chromatic Aberration): https://github.com/keijiro/KinoFringe



    KinoRamp: ( Color Gradient Overlay ): https://github.com/keijiro/KinoRamp



    KinoFog: https://github.com/keijiro/KinoFog



    FadetoSkyBox: https://github.com/keijiro/FadeToSkybox



    KinoBlur (a good alternative to default Motion Blur) : https://github.com/keijiro/Kineblur



    HexBokeh, another Bokeh effect: https://github.com/keijiro/HexBokeh



    ------------------------------------------------------

    ANTIALIASING ( Alternative free and Open):

    SMAA for Unity 3D 5 from Chman https://github.com/Chman/SMAA-Unity

    SMMA from m10914: https://github.com/m10914/SMAA-Unity

    SCREEN SPACE REFLECTIONS ( Alternative free and Open):

    SSR from CCharques:

    https://github.com/cCharkes/UnitySSR

    SSR from Kode80:

    https://github.com/kode80/kode80SSR

    OTHERS EFFECTS:

    From i_sant, a lot of effects, like Temporal SSAO:

    https://github.com/i-saint/Unity5Effects



    NVIDIA HBAO+ Shadow Works for Unity 3D

    https://developer.nvidia.com/content/gameworks-unity



    -----------------------
     
    Last edited: Dec 14, 2015
  2. GoGoGadget

    GoGoGadget

    Joined:
    Sep 23, 2013
    Posts:
    855
    Keijiro's effects look great, although from my experience I've found they aren't really usable in terms of performance in a production game. Great for screenshots though!

    I've got a free deferred night-vision effect on the asset store, it works pretty well :D https://www.assetstore.unity3d.com/en/#!/content/43423
     
    theANMATOR2b and rebit like this.
  3. rebit

    rebit

    Joined:
    Nov 13, 2014
    Posts:
    133
    Hello GoGoGadget, can be used for a animation pipeline too, if performance is a problem. Nice add , thanks.
     
  4. zenGarden

    zenGarden

    Joined:
    Mar 30, 2013
    Posts:
    4,538
    Unity is finally bringing cinematic image effects quality and fast ones.
    There is still missing things or some problems, but it is a wip and you can find the beta package in the asset store.
     
    rebit likes this.
  5. GoGoGadget

    GoGoGadget

    Joined:
    Sep 23, 2013
    Posts:
    855
    Well, fast as long as you only need one of them, since they don't have proper combined passes :) It's impossible for a bunch of image effects (with some exceptions like SSAO or FXAA) to be 'fast' unless they share passes, like is standard practice in all AAA games.
     
  6. zenGarden

    zenGarden

    Joined:
    Mar 30, 2013
    Posts:
    4,538
    This is why i baught Scion plugin.

    We can still ask Unity to integrate all post effects as one shader pass.
     
    Last edited: Dec 14, 2015
    GoGoGadget and Martin_H like this.
  7. kaiyum

    kaiyum

    Joined:
    Nov 25, 2012
    Posts:
    686
    A great idea about post process, could be something as follows:

    A node based material creation system like strumpy shader editor or UE4's material editor. User will drag and drop nodes and create post processing material. There will be a preview window so that user can see the screen in realtime as post processing is being applied. At the end of workflow, user will drag and drop or the editor will automatically attach a post processing component to the selected camera and assign the created material to the component. I am quite sure that a macro based dynamic shader creation system along with UT editor features could do this.


    I started a post processing project here https://bitbucket.org/kaiyum/postfx-kai

    I ported a whole bunch of effect to unity3d game engine. Basically I wanted everything which you can do in photoshop and I was heading exactly the same direction. However some complexity such as ridiculous shader size(>700MB) due to runtime feature change via multi-compile worried me much. And also for the sake of node based system I paused the current one. :)
     
    rebit likes this.
  8. zenGarden

    zenGarden

    Joined:
    Mar 30, 2013
    Posts:
    4,538
    Post effects don't need a tool , to have just the user choose some Bloom or DOF and adjust parameters as we must be able to tweak parameters on the fly also. It would make it complex without necessity.
     
  9. kaiyum

    kaiyum

    Joined:
    Nov 25, 2012
    Posts:
    686
    How would you propose applying hundreds of effects and possibly custom ones too?
    How about I only need vignetting, invert and a sepia tone?