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Questions tagged [post-processing]

The use of pixel-shaders to apply filters to a scene to produce various effects.

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I want to implement a bilateral filter because I have read the it preserves the edges. The equation is given as: $$ BF\left[I\right]_p = \frac{1}{W_p}\sum_{q\in S} G_{\sigma_s}\left( \left\Vert p-q \...
Akshay Dhotre's user avatar
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I am pretty new to rendering, and I wanted to add a black and white halftone effect. I wrote the two shaders and created the materials (pass 0 to create mask and pass 1 to mix it with the scene). They ...
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I want to change all properties of the lens distortion in my post process profile but can't. I can change the intensity and scale but not the center and multiplier values. This is my code: ...
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In Unity 6, there are multiple options for post processing, but I have been unable after many tutorials and AI advice and the Unity docs, and also installing free packages and removing them and ...
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I have an old project that I need to run on Unity 2022.3.40. It uses post process behavior and post process works absolutely fine in the editor, just as before migrating to new Unity. But when I make ...
Sirox's user avatar
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Is there any way to do DOF & motion blur based on just 1 image & its depth image on a mobile platform?
gpu's user avatar
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I simply would like to apply the Global Volume only on specific layers but I probably misunderstood how it works. Environment & Inspectors GameObject\ ...
Baro's user avatar
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I have recently asked a question where I wanted to know why Post Processing effects lag so much on mobile. As I know now, it has to do with limited performance on mobile end devices. So, I am asking ...
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I want to create Post Processing effects with Unity Post Processing Stack. I have found this post from this website Unity post processing Bloom lags on mobile, but it had no answers. I have exactly ...
CheckerT's user avatar
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I'm using post-process with the bloom effect and a custom material with emission enabled. The intensity of the effect in the scene view doesn't match the intensity in the game, as shown in these ...
Arnold Daniels's user avatar
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I have transparent world ui elements in my game like so: What I've been noticing is that post processing through transparent elements is nonexistent, even though other parts of the scene work with ...
Elon-Musk-YAY's user avatar
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368 views

I'm trying to control the intensity of the vignette depending on the distance to the player. The script itself is located on the prefab. When creating a prefab during the game, the vignette does not ...
chiester's user avatar
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I wanted to exclude some objects from a specific layer from rendering in the post processing. I followed both : https://www.youtube.com/watch?v=LAopDQDCwak and https://www.youtube.com/watch?v=...
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As the question states, is there a way to apply motion blur to UI elements that are being animated in Unity? I have an animation sequence that mostly consists of the UI text. So what I am trying to ...
Ivan's user avatar
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I'm using Unity 2019.3.7f1 to create a game. Some time ago I used the post-processing effects v2 package to add motion blur to my game, and it was working. Since then, I disabled these effects while I ...
Jean-Milost Reymond's user avatar
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I understand that this topic has been raised more than once, but I have not found detailed step-by-step instructions anywhere on how to do this. Install the Universal RP and Post Processing packages. ...
fredwriter's user avatar
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In a WebGL 2 GLSL fragment shader, one can not access the pre-existing color value of the current pixel, i.e. the color that is already there in the framebuffer before the pixel that is currently ...
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I initially thought that the word "post-processing" referred specifically to the set of techniques aimed at improving a rendered image (like antialiasing, depth of field, bloom and others) ...
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So here's my situation. I have two cameras in a game about a bee. The game uses the Universal Render Pipeline. One of them detects blooming terrain at a distance, and is sensitive to its own layer (...
Michael Macha's user avatar
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My game's protagonist is after a specific resource on the map, its concentration stored in a field on the CPU-side, and I would like to provide a subtle hint as to where it is so that the player can &...
Michael Macha's user avatar
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This is probably a really simple question, but I just started trying to use Unity's HDRP, and was wondering if there was a way to remove the intense motion blur when moving the mouse. Basically, is ...
Dpythonrobot's user avatar
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I'm trying to build a game that uses the Pix2Pix post-processing effect for Unity, which is an image-to-image translation with deep neural networks. It works well but I want to fade this effect with ...
Felox's user avatar
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I'm new to DirectX and pixel shader development. I want to know how to relocate region of input image in post processing. What I want to achieve is to divide my image into 4 pieces and then relocate ...
Mary Jane's user avatar
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I'm trying to create a turret in VR that will spray water onto a wall. I need a way that will take the collision of the fluid and transfer that to a splatmap to change the material of the wall. I know ...
Paul Brown's user avatar
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1 answer
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I am creating the pause menu for my game. I want the screen to turn black and white and blurry when it is paused, much like Left4Dead. But the only special effect I can find is background blur. How ...
Bitslay's user avatar
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Recently, I've been making a 3D game (hint my questions), and I recently have modified a pixelization shader from a unity shader graph tutorial. The thing is, I want to render the shader on the WHOLE ...
Pale_Gray's user avatar
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What I want is a darkish scene with like neon style lights Currently is use the bloom post processing effect but sometimes it doesn't render well on my main camera and looks not as good as it does in ...
elliot727's user avatar
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536 views

I have a couple of 2D meshes that make a hierarchical animated model. I want to do some post-processing on it, so I decided to render this model to a texture, so that I could do the post-processing ...
SasQ's user avatar
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How can I make the borders (stationary / non moving) of my 2d Unity game glow? I need a method that is not so expensive. I've read that post processing is very expensive, but I quite liked adding ...
Tman10's user avatar
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Im working on a small project to learn the basics of post-processing, shaders and other effects in Unity. My project is in 2D, so I followed this Brackey's tutorial and this tutorial. The bloom effect ...
nir shahar's user avatar
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I have a separate camera from my main camera, whose purpose is to take screenshots, or render a "live feed" of the action, at different angles. Hierarchy as such: The game object labeled as ...
Zoop's user avatar
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1 answer
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I would like to create a certain LUT for my game in Unity. The usual way would be to take a screenshot in your game, process this screenshot in an image editor like Photoshop / GIMP and then calculate ...
tmighty's user avatar
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I made my (first) game today and noticed, that it looked kind of boring, so I decided to add some bloom to my camera and it was looking waaay better. The only problem was the performance, it dropped ...
Liquid's user avatar
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1 answer
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I'm watching a movie, and I would like to achieve the same colors in my game. I think I have to use a Color Grading lookup table to achieve this in Unity with URP. The best example I found example ...
tmighty's user avatar
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The video https://youtu.be/gh4k0Q1Pl7E?t=120 shows a step where I need to drag a newly created post-processing profile into the ...
Ezeewei's user avatar
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I'm trying to get postprocessing work again after updated to URP. But it does not work !! Could anyone help me with any solution or clue ?
user43474's user avatar
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I need to change the intensity value of my current Vignette effect depending in specific conditions. So far I haven't been able to achieve this. Please help! Image of what I want to achieve: My setup:...
Smireles's user avatar
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332 views

I need to 'distort' individual pixels inside a compute shader node of an Unreal material. Specifically, the pseudocode for this per-pixel operation looks as follows. ...
HighVoltage's user avatar
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136 views

I am trying to simulate what's known as an 'event camera' in Unreal. Unlike conventional cameras that output full frames, event cameras return the locations of pixels where activity is detected - see ...
HighVoltage's user avatar
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2k views

While setting up post processing on a project that I am currently working on, I discovered that post processing effects are not visible on the apk build on mobile. I setup a new Project with URP on ...
Gozmetaiemax's user avatar
6 votes
1 answer
541 views

I'm using Godot 3.1.1 and just realized that there is no available AA options. According to some post, Godot 2 supports FXAA, but some reason it's took out from 3. So I try to get FXAA for Godot 3.1, ...
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We created a mesh point by point with a script (a huge mesh), and we would like to add ambiant occlusion to this mesh. We use Unity 2019.1.6 and the LWRP template. we already tested the unity ambiant ...
Studio Pie's user avatar
1 vote
1 answer
356 views

Copied from Computer Graphics SE. I am implementing a post-processing effect in my DirectX 11 pet renderer. The post-processing pass is implemented by rendering a full-screen quad covered with texture ...
ivokabel's user avatar
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3 votes
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255 views

I am a bit new to UE4 and I'm trying to get a tendril flame like aura like the picture below. Does anyone know how I would go about this? Should I use post processing or particles?
John's user avatar
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1 answer
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As I get closer and closer to the end of the feature development for my game and the beginning of the graphical overhaul, I keep thinking of ideas for graphical effects that would make my game even ...
Darin Beaudreau's user avatar
1 vote
1 answer
165 views

Please help me with this issue. I believe it came about after I finished tweaking post processing behavior in a minor way. If anyone has any idea please share it. I tried to rebake lighting on both ...
aidangig's user avatar
1 vote
0 answers
2k views

I am using Unity 2018.3 with HDRP 4.9, and Post Processing 2.1.3. I would like to apply post processing effects (i.e bloom) to the UI only. I tried the 2 camera approach, but still can't get it ...
JacketPotatoeFan's user avatar
1 vote
1 answer
804 views

When I tried to apply reflections to my scene, I ran into the problem of noise: My fragment shader code: ...
congard's user avatar
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1 answer
255 views

I have attached a post processing profile to my main camera for bloom and other similar effects. I know that when the game is running, the post processing works as I can see its effects. However, is ...
Ryolu's user avatar
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1 vote
1 answer
425 views

I've recently seen in Unity you can start a new project with Extras included. Which is basically some post processing to make it look nicer as standard, as well as some assets/materials etc to get you ...
Big T Larrity's user avatar