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UWRP integrated post processing works?

Discussion in 'Universal Render Pipeline' started by dsavickij, Dec 20, 2019.

  1. dsavickij

    dsavickij

    Joined:
    May 17, 2019
    Posts:
    12
    We had basic PP (Vignette) for scope blackout (let's not go into choices made, but lets evaluate situation), after transition to 2019.3.0f1, PP stopped working, after re-setuping project to use UWRP (since LWRP still persisted in packages and without removing it i could not remove PPv2), I've setup same effect using integrated core SRP PP, and what would you think? it doesn't work after tons of debugging Unity code, i found out, that VolumeManager gets layer mask consisting only of 1 layer with the value of 1, maybe it's camera issue? No camera culling mask is set to everything...
    ok lets try moving PP to "Default layer" since SRP Volume manager gets mask containing only default layer, 0_0 it works, well not exactly, it works only on editor camera (Scene preview) and in empty scene, in game scene doesn't seem to. Frame debugger doesn't appear to even try to render it.
    Any hint or suggestions how to continue?

    P.S. Updating to 2019.3.0f3 didn't help.
     
  2. erikabar

    erikabar

    Unity Technologies

    Joined:
    Jan 26, 2017
    Posts:
    36
    Hey! Sounds like you didn't enable the "Post-Processing" setting on your main camera (it's under Rendering Settings). Let me know if that helps
     

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  3. z000z

    z000z

    Joined:
    Dec 31, 2014
    Posts:
    96
    @erikabar I noticed that the post processing doesn't work on your UI if the canvas render mode is "Screen Space - Overlay" Not sure if that's intentional but might be what they're running into.
     
  4. dsavickij

    dsavickij

    Joined:
    May 17, 2019
    Posts:
    12
    Yep it was that tick, but why no message that would hint on that?
     
  5. z000z

    z000z

    Joined:
    Dec 31, 2014
    Posts:
    96