SSR (SCreen space reflections) not working in large scene!
I have a large scene (a few km in size) and I need some distant objects to be reflected on a surface. Due to the scale of the scene however, the Screen space reflections just don't seem to work as they...
View ArticleURP Bokeh DoF not showing in render texture
Hello, I have created a new project using the Universal Render Pipeline and set up a simple scene with a post processing volume. When the camera is rendered straight to the display (on the left), bokeh...
View ArticleBloom doesn't work at one layer
Hi, i am trying to use bloom effect to create illumination of car headlights. When i select layer everything bloom works. Desired result, when i use everything layer. But when i set layer value to Post...
View ArticlePost Processing Layer reduces game frame-rate, what can I do to improve it?
Hello, I'm making a simple game and built it into android. But the game has low framerate (~30 fps), at first I thought that was my scripts so I disabled most of my scripts (only Camera Controller...
View ArticlePost-process masking?
Hi everyone, I have a problem. I am using an edge-detection post-processing effect. I want normal objects to have a light grey outline and special objects to have a gold outline. Problem is: The effect...
View ArticleUniversal Render Pipeline grey screen on android
My project works fine in the editor and when I build to iPhone. When I build to Android the Universal Render Pipeline PostProcessing Volume renders as a slightly transparent grey material. I can see...
View Articlepossible Depth of Field Error?
Hi I use the post processing stack 2.3 and Unity 2019.3.14f1 My Pproblem right now is that somehow depth of field isn't working like it should. Last week it reacted like everything is in the same...
View ArticleOwn post-processing in URP
I'm trying to implement some own post-processing in URP. To do that I need to apply shader to rendered scene. I remember that was possible earlier with GrabPass, but I do not see such ability in URP....
View ArticleCamera layering with post processing?
I've got two cameras, one for the weapon and one for the environment. I've layered the weapon camera above the environment one so it can't clip through geometry. For some reason though, post processing...
View ArticleUnity crash on build to Windows
I have Unity 2020.1.0 and I have problem with building my game to Windows 10 (this is one of the my first builds). Every time when I'm trying to build my game, Unity crash and I get this window: . I applied the shader to an UI image and created a...
View ArticleRenderTexture captured from camera with post effects only shows the emission...
Since formatting is so painful here, here is a link on StackOverflow: https://gamedev.stackexchange.com/questions/183595/displaying-or-capturing-non-main-camera-shows-only-the-post-effects I see...
View Article,Can't get post processing to work on 2019.3.3f1
I'm trying to get post processing effects to show up, but nothing seems to be happening. I have the post processing layer on the camera with layer set to "PostProcessing" and trigger set to "this". I...
View ArticleImage Effects in URP (Shadergraph)
Hey there! I'm working with URP for the first time since I wanted to use Shadergraph for some effects which worked great. Now I'm trying to create multiple Fullscreen Shaders, but I can't figure out...
View ArticlePost process layer doesnt scale to the camera size
Im trying to use basic bloom shader with post processing. Ive added Post Process Volume and Layer but looks like this layer doesnt scale to the camera size - because of that objects duplicates self in...
View ArticleHow to modify kino post-processing effects through code ?
Hello, I want to be able to change the values of the [kino post-processing effects][1] through code to act as a transition between two scenes in the HDRP but I get this error: "Cannot use type...
View ArticleUniversal Render Pipeline Post processing breaks transparent camera background?
Hey. I noticed that when I enable "Post processing" in my scene's main camera then the transparent background I have becomes opaque again. My project uses the Universal render pipeline. ![alt text][1]...
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