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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 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: ...
Thamska's user avatar
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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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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 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 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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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=...
Felox'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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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 ...
Anders's user avatar
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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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1 answer
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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 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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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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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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314 views

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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1 answer
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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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2 votes
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459 views

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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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 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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135 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
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, ...
modernator's user avatar
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1 vote
1 answer
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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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1 vote
1 answer
364 views

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
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
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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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