"it's very easy to forget stuff you've been working for a while. Especially after you moved on to something else" - literally my job rofl. Great video (wish I had something like this back in the Uni days :D )
You can use depth of field on URP materials, it works without rendering multiply cameras, you can have 4 layers of blur + more layers for blured forgrounds with Brokeh depth of field (doesn't work on transparent URP Material, only opaque)
@@philip47478 make game objests that have sprite renderers, put default URP material that has (opaque surface type) on the sprite renderes, make depth of field with brokeh mode, make the frocus distance around 8, 8 worked best for me, make the focal length at 300, and just change the z of each sprite renderer position, the more far away it is from the camera, the more blury it gets, also if it's too close to the camera, the sprite will be blury too, also make the camera perpspective
@@philip47478 to smooth the edges, enable apha clipping on the URP material, and change its Threshold to something like 0.5, and also go to the main camera and change the Anti-aliasing to Fast Approximate Anti-aliasing (FXAA), you can enhance it more on URP settings (Project Settings > Quality > Render Pipeline Assets > Quality)
The camera stack trick seems to not work for me. Lights get horribly displaced somehow. Also I'm using Cinemachine and it doesn't detect main camera if its render mask doesn't have Default layer.
In the future i will make a video on how i construct my scenes, maybe the format will be even longer. For the moment though, i must focus on the main character, enemies Ai and design for the game.
Thank you for this amazing tutorial. This comment is from Colombia. I have a question: Can we apply a volume to a camera that is positioned between two others, ensuring that it avoids affecting those behind the one with the volume?
I haven't tested that yet, but i guess it should be possible. I found this tutorial that addresses this to an extent. Hope it helps. Search for: "Unity 3D: How to Layer Post Process Effects Using Multiple Cameras"
Really really amazing video !!! :-) I have a question related to the use of the blur effect with overlay camera. In your example you used just two overlay camera. Can you please explain me if is it possible to use more than two overlay cameras with the purpose to set different blur intensity to different background layers? Thank you a lot for sharing your knowledge.
I think you can follow the same process. First you create another folder containing all your assets, let's call it, Background 2 or something. Then assign it to another special layer, just like i did in the tutorial at 17:54. Then create another postprocess volume with a new profile and depth on field effect. An lastly another camera with overlay. All these need to be assigned on that special layer i mentioned above. Also dont forget the 18:23 section of the video. You follow the same steps but for a different camera. Hope it helps :D
Hello. First of all, I'd like to thank you for making a good lecture. This lecture that delivers very important know-how very easily. I also figured this out while studying Blur in 2DURP. But the work I'm making needs to blur the foreground layer as well as the background. This method was finally not used to my project because the higher stacked volume also affects all the lower cameras. Do you have a solution in this problem?
Hmm for the moment i've been experiencing the same issue but i haven't been able to fix it yet. However for the project im working on, i had to blur the assets that come in the foreground in photoshop. It;s not the best solution maybe but it does work. I created a separate atlas containing all those assets and i simply blurred them all. Maybe it's a workaround for your project too?
For the moment i haven't managed to make it work either. In case i find a proper way to do it i will make a video surely. Until then for the foreground layer i use simple shapes which are already blurred in Photoshop.
Thank you for your video! Unfortunately, I am experiencing an issue. I switched the ‘Depth of Field’ effect to ‘Color Adjustments’ and adjusted the ‘Hue Shift’. However, this effect applies to all cameras, regardless of how I set the layer, post-processing check, clear depth check or volume mask. The only workaround I found was to change my 2D Renderer to a Forward Renderer, but I don’t believe that’s suitable for a 2D project. Do you know of a proper way to fix this issue? Thank you!
Its been a while since i've played around with post processing and i don't have a clear answer . However the way i adjust colors for my game, especially for multiple background layers is to create multiple global light which only targets those specific layers. From there you could adjust the colors and luminosity for each particular layer.
I have a question soo when making a hole level we gonna do the same steps all over again? Doesn't that effect the game performance since we gonna put a lote of sprite and tiles?
Not necessarily, there are ways to optimize the scene. 1.The sprites can be adjusted on 4k res scene, so you don't make them too big. (It did happen to me, i had trees that were almost exported twice the size of what they should have been) 2. You can also fit them into atlases instead of exporting them individually. 3.Unity has ways of not rendering all the sprites at once from the scene, but only the ones surrounding the player. I haven't tested this yet but there are some tutorials on that.
Yes fell free to do that :D ...currently im working on a new Dev log with improved combat and new enemies. I hope in the future i can make another tutorial on level design and art, but i have to take one thing at the time.
These overlay cameras are so bad on performance, I tested it, only 3 overlay cameras reduce FPS by 200 Frames, and they were rendering nothing, no post proccess
"it's very easy to forget stuff you've been working for a while. Especially after you moved on to something else" - literally my job rofl.
Great video (wish I had something like this back in the Uni days :D )
Well it's never too late to start again :D
The best tutorial ever! I was always thinking on how to achieve this effect. Thanks a lot! ♥
Thanks :D glad it was helpful
Amazing tutorial, I learned a lot! Thanks!!
You can use depth of field on URP materials, it works without rendering multiply cameras, you can have 4 layers of blur + more layers for blured forgrounds with Brokeh depth of field (doesn't work on transparent URP Material, only opaque)
That sounds very promising :D Do you have a tutorial or some sort of documentation on how to create such blur, without using multiple cameras?
@@philip47478 make game objests that have sprite renderers, put default URP material that has (opaque surface type) on the sprite renderes, make depth of field with brokeh mode, make the frocus distance around 8, 8 worked best for me, make the focal length at 300, and just change the z of each sprite renderer position, the more far away it is from the camera, the more blury it gets, also if it's too close to the camera, the sprite will be blury too, also make the camera perpspective
@@philip47478 I could make a tutorial, I have other channel called Create Gamez
@@philip47478 to smooth the edges, enable apha clipping on the URP material, and change its Threshold to something like 0.5, and also go to the main camera and change the Anti-aliasing to Fast Approximate Anti-aliasing (FXAA), you can enhance it more on URP settings (Project Settings > Quality > Render Pipeline Assets > Quality)
@@philip47478 also make the camera perspective
Great
The camera stack trick seems to not work for me. Lights get horribly displaced somehow. Also I'm using Cinemachine and it doesn't detect main camera if its render mask doesn't have Default layer.
Amazing, thank you for the video!
Glad you enjoyed it 😁
Great and can you make scenes like ori the blind forest game from start to finish
In the future i will make a video on how i construct my scenes, maybe the format will be even longer. For the moment though, i must focus on the main character, enemies Ai and design for the game.
Thank you for this amazing tutorial. This comment is from Colombia. I have a question: Can we apply a volume to a camera that is positioned between two others, ensuring that it avoids affecting those behind the one with the volume?
I haven't tested that yet, but i guess it should be possible. I found this tutorial that addresses this to an extent. Hope it helps. Search for: "Unity 3D: How to Layer Post Process Effects Using Multiple Cameras"
@@philip47478 thanks! i watched it and i think it will help, thank you so much!
Really really amazing video !!! :-) I have a question related to the use of the blur effect with overlay camera. In your example you used just two overlay camera. Can you please explain me if is it possible to use more than two overlay cameras with the purpose to set different blur intensity to different background layers? Thank you a lot for sharing your knowledge.
I think you can follow the same process. First you create another folder containing all your assets, let's call it, Background 2 or something. Then assign it to another special layer, just like i did in the tutorial at 17:54. Then create another postprocess volume with a new profile and depth on field effect. An lastly another camera with overlay. All these need to be assigned on that special layer i mentioned above. Also dont forget the 18:23 section of the video. You follow the same steps but for a different camera. Hope it helps :D
Hello. First of all, I'd like to thank you for making a good lecture.
This lecture that delivers very important know-how very easily.
I also figured this out while studying Blur in 2DURP.
But the work I'm making needs to blur the foreground layer as well as the background.
This method was finally not used to my project because the higher stacked volume also affects all the lower cameras.
Do you have a solution in this problem?
Hmm for the moment i've been experiencing the same issue but i haven't been able to fix it yet. However for the project im working on, i had to blur the assets that come in the foreground in photoshop. It;s not the best solution maybe but it does work. I created a separate atlas containing all those assets and i simply blurred them all. Maybe it's a workaround for your project too?
awesome, but I tried to add blur to foreground camera layer only - it is impossible, blur applies to all back camera layers :/
For the moment i haven't managed to make it work either. In case i find a proper way to do it i will make a video surely. Until then for the foreground layer i use simple shapes which are already blurred in Photoshop.
@@philip47478 I also came to the same solution. Great video and thanks for the answer :)
Thank you for your video! Unfortunately, I am experiencing an issue.
I switched the ‘Depth of Field’ effect to ‘Color Adjustments’ and adjusted the ‘Hue Shift’. However, this effect applies to all cameras, regardless of how I set the layer, post-processing check, clear depth check or volume mask. The only workaround I found was to change my 2D Renderer to a Forward Renderer, but I don’t believe that’s suitable for a 2D project.
Do you know of a proper way to fix this issue? Thank you!
Its been a while since i've played around with post processing and i don't have a clear answer . However the way i adjust colors for my game, especially for multiple background layers is to create multiple global light which only targets those specific layers. From there you could adjust the colors and luminosity for each particular layer.
That’s a brilliant measure! Thank you for your kind reply :D
I have a question soo when making a hole level we gonna do the same steps all over again? Doesn't that effect the game performance since we gonna put a lote of sprite and tiles?
Not necessarily, there are ways to optimize the scene. 1.The sprites can be adjusted on 4k res scene, so you don't make them too big. (It did happen to me, i had trees that were almost exported twice the size of what they should have been)
2. You can also fit them into atlases instead of exporting them individually.
3.Unity has ways of not rendering all the sprites at once from the scene, but only the ones surrounding the player. I haven't tested this yet but there are some tutorials on that.
@@philip47478 thank youuu very muchhhh 😊
Can i download the the Ground you used in your video?
all the assets used were created for the game i'm working on. Unfortunately they're not available for download.
@@philip47478 ok i understand. I just want to say that this is really beautiful :)
@@philip47478 ok i understand. I just want to say that this is really beautiful :)
@@schnex Thanks :D I also made 2d unity assets that can be found on unity asset store. See if that can be of interest maybe.
You not doing any more videos? Just so I can subscribe or not.
Yes fell free to do that :D ...currently im working on a new Dev log with improved combat and new enemies. I hope in the future i can make another tutorial on level design and art, but i have to take one thing at the time.
@@philip47478 ok thanks, I've subbed.
These overlay cameras are so bad on performance, I tested it, only 3 overlay cameras reduce FPS by 200 Frames, and they were rendering nothing, no post proccess
Can i add motion blur in 2d unity?
Yes i think you can, although i haven't tried that for myself yet. In postprocess should be a motion blur effect.
@@philip47478 thank you so much, I want to use unity for video editing because I lost a challenge, do you think it's possible with the right work?
link for resource ?
By resource you mean the unity demo scene?
@@philip47478 yes,the style of art looks great , where can I buy it? or can be found in unitystore?