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I can't get Post Processing to do something very simple

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Hi everyone! I'm really stuck with something that for my understanding should be dead simple, I applied PostProcessing to my game, now I'm just trying to change the chromatic aberration at run time (as I want it to be temporary after a certain action) , I literally only want it to do what it already does when I change the intensity in the profile "by hand", but using code, I tried to use the code of the post processing git guide, but it does not produce any effect at all, I think it may be because of the layer (I'm trying to assign the camera layer as I want all the scene to be affected) , but I also tried with specific layers too without any success. Sumary: I simply want to change this value and get the same that I get if I use this slide, but with code, I can't stop thinking that it cannot be that hard! ![alt text][1] my code (basically a copy of the [guide in git][2]), it is assigned to the camera, also tried assigning it to specific sprites without success public class PostProcessingRunTimeEditor : MonoBehaviour { PostProcessVolume m_Volume; ChromaticAberration m_aberration; void Start() { m_aberration = ScriptableObject.CreateInstance(); m_aberration.enabled.Override(true); m_aberration.intensity.Override(1f); m_Volume = PostProcessManager.instance.QuickVolume(gameObject.layer, 100f, m_aberration); } void Update() { m_aberration.intensity.value = Mathf.Sin(Time.realtimeSinceStartup); } void OnDestroy() { } } [1]: /storage/temp/121497-aberration.png [2]: https://github.com/Unity-Technologies/PostProcessing/wiki/Manipulating-the-Stack

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