It's so simple scene and it's so fking beautiful. I thought the scene would be beautiful only with AAA assets. I was VERY wrong. Incredible dude. +1 sub.
Thanks Sam! I really appreciate your compliment and yes a lot of hard work went into this considering I have never done anything like this before. Have you been working on any level designs recently?
@@sketch3436 the quality of video was same or better then those top RUclipsrs like skyoo sam and brackys ,Btw was that your voice ? ,and Well no ,i didn't had my pc for last 2 weeks I could not work on level or play games , I was like lifeless :l
@@samvortex4136 Thanks, it is awesome to hear that my quality is reaching a Brackeys and Skyoo level! And yes that is my voice I did my best to not say any Aussie slang but it was harder then I thought, my voice also varied a decent amount as I didn't know how to best position myself from the mic although I should get this all sorted in a few more vids. And damn it sucks you didn't have your PC for two weeks, I would be lost if I didn't have mine, at least you have it back now. I'm looking forward to your next level design :D
@@sketch3436 I felt everything was very close to perfect in this video , so don't worry ! You are doing awesome ! When i didn't had my pc ,i got everything planned Now is like what the heck i m supposed to do XD thou i will figure out something !
I never heard about “post processing” until this morning! It really changes the tone of the environment. So much to take in for a beginner like me. However, it was a very good tutorial.
this channel is a hidden treasure on a muddy youtube , you should have billions of subs not millions but billions , the amout of hardwork you do is amaziiing keep making these amazing vids pplzz
Once again, another brilliant and informative tutorial! Very pleased I have recently discovered your channel. Assisting greatly with my learning of Unity 3D. Especially interested in learning more on terrain creation and visual graphics topics. Well done!
awesome tutorial, you really helped me a lot to understand the pp even Ive used it been a long time. I always just play around these stats randomly to achieve my goal, but I didn't really know what are they. Waiting for more videos, cheers!
Awesome buddy Small request from a small gamedev : Please make only these type of video to show how can we achieve better graphics and looks (As very less people talk about this)
Thanks! It was very helpful! A suggestion: anti aliasing deserves more love, a full video I would say, with PC and mobile screenshots/tuts about the possibilities. I subbed.
Happy to hear that you enjoyed the video. I agree little is talked about anti-aliasing in reference to Unity so I'll add your suggestion to the list and hopefully release a video about it in the near future :) Also thanks for the sub!
As of pretty recently, The Post Processing Stack has been removed off the asset store, im using unity version 2019.3.0f3, and i cant find it on the asset store.
Post posting v1 is no longer supported so you'll only be able to use the v2 which you can download from the package manager, just navigate to Window > Package Manager and then just search for post processing. Hope this helps :)
Great video. Thanks! It helps me a lot. If you might I’ll only add additional info for Chromatic Aberration. In optics, chromatic aberration is a failure of a lens to focus all colors to the same point (wiki). And is a commonly seen problem in old and low-end cameras for video or pictures. If you want to add an old-style camera view for better realism you should add a slight Chromatic Aberration effect. If Chromatic Aberration is too much is like a sci-fi effect.
Thanks, I really appreciate it :) I am planning to have a follow along scene creation where I would provide all the assets. I would also like to do a game creation series but I'm unsure of what type of game I should do
Hi, Thanks for the tut!! A quick qnoobs question, Post processing behvior doesn't show on the list of script. There's only debug layer and volume available... Do you know what step I might have missed (I already have a timeline and cinemachine in may scene)
Good tutorial thank you for making it. The only issue I have is: when I create a box collider it collides with all the object in the scene. Is there a way to make it non physical while having post processing effects on it? Or is it an issue with v2 update? p.s v1 looks a lot more convenient and easier to use than v2 with all these additional tasks to do to reach the desirable effect
Thanks, its awesome to hear that you like the tutorial. Regarding your issue you just need to convert the collier to a trigger, you can do this my enabling the trigger parameter. If the post processing script is set to global you don't even need a collider/trigger. I also agree v1 is a lot easier to use but v2 is more powerful and generally provides a better end result (it also has some additional feature). Hope this helps 😊
This works perfectly for me in the editor wether it is play mode or not, but when I build the game it wont work at all. Any ideas why this is happening?
Sounds like there are shaders missing from the build. Navigate to: Edit > Project Settings > Graphics. In the "always include shaders" section make sure the post processing shaders are there. Hope this helps :)
@@sketch3436 Thanks for responding so quickly! But I managed to fix the Issue just by updating from Unity 2019.1.x to the latest version (2019.2.6 currently), hope this helps anybody else having this issue.
Hey, I have imported the package from the asset Unity store and when I click on the camera to add a new component, I do not see a behavior script regarding post processing. Also I located the script and try applying it on the camera and it does not work as it is not mono?
That does sound strange, I haven't come across any issues like that before. I would recommend re-importing all assets by navigating to Assets > Re-import All, this usually, removes any issues that are caused by missing files or directory issues etc.
This postprocessing stack doesn't work with Lightweight or high definition render pipelines. Better use the package manager version which supports custom RP.
you probably know this but instgead of clicking each property individually you can just go to the top of the stack modifier and click all (which activates all within the current effect)
can you make a tutorial for texel density special for painting in unity editor? sometimes I mess or must deal issue in tesselation with the brushes setting and I thnk to know more about setting fot tiling and get better result for graphics...for fps or third person view. thx.
Thanks for the suggestion, texel density is definitely an important concept in game design that isn't brought up enough. However, my knowledge of texel density in the aspect of painting in the Unity editor is limited. I really only know how to set up proper texel density for 3D models etc. However, I'll research some more into the topic since I believe it would be a good video. If you have any more details about specifically what you're having issues with or perhaps you can send me some screenshots I might find it easier to fix your issue.
I wish I could do this in scrach ;)) I will try all this tips in my unity projects but Im affraid of errors. But really , nice gfx quality . Edit: Thank you so much 4 the heart !!! I dont have really much spare time
Thanks, and don't worry about errors the post-processing stack is a very robust asset, you'll only ever get errors if you accidentally delete some of the files. Also, it would be cool to have these effects in scratch
Hmm, that is strange. Make sure you are using the asset store version of the post-processing stack. Also search for the script in the project search bar, if you still can't find it try re-installing the package or using the v.2.0 which you can get via the package manager. Hope this was helpful 😊
Back when I was 14 I was intrigued by all those level design videos on youtube... I just didn't have the assets to do that... I tried using the default assets but always ended up getting unrealistic results. Now m 17 and I create 3D environment assets in blender and I feel that m going to re-visit unity and start creating scenes :)
Glad to hear that your interested in trying Unity again. It will be awesome to see your own 3d models in a dynamic scene where you can walk around see the lighting change in real-time etc. Goodluck :)
That's annoying. When you try to add the profile to the post-processing volume does it attach but not effects apply I do it just not allow you to attach it to the script at all. If it does attach it is likely that your layers are wrong, it's a common mistake. If it doesn't attach at all, click the little circle button next to profile on the volume script, this will show all available post-processing profiles. Hope this helps
You probably won't be able to fix this without making the rest of the environment blurred. I would suggest using a second camera (which doesn't have dof) to just render the weapon. This will also prevent clipping issues. Here is a good tutorial that should help: ruclips.net/video/cHQv9j8Rit4/видео.html
I want to make bloom only affect one level of things. For example Layer“Effect”,But no matter what, it can't be realized. I can only use the IS global, When I close the IS global, bloom is invalid. Camera and Volumes and Particle Are set to Layer“Effect”。 Excuse me, can you tell me if I am doing something wrong? I have queried a lot of information, but I still can't solve my problem. (ps: English is not very good, forgive me
To do this you will have to have two camera, on that renders the objects that you want the bloom effect on and the other to render the rest of the scene. First, create a "New Layer", called something like bloom_affected and apply it to all the objects that you want the bloom effect to apply to. Then on your main camera deselect this layer from the Culling Mask (this will cause these objects to not be rendered). Duplicate the camera and change the culling mask to only be the new layer you created, apply your custom bloom post-processing to this camera, next set the clear flags property to 'Don't Clear', also ensure that the depth is greater than the main camera. Here is a tutorial if you get lost: ruclips.net/video/0weJA2Gd5bw/видео.html Hope this helps 😊
@@sketch3436 Maybe I need to trouble you, I tried the method you gave me and checked the videos you recommended. I still find it still not working, my Unity version is 2019. Unless I enable the IS global, it will not affect any layers in the future, but all levels will be affected after the IS global is enabled. I have two cameras, one is the "main camera" and the layer is "Default" Clear flags "Solid Color" The other is a hood. I only cancelled the "Bloom" layer (that is, the layer that needs to produce post effects). Depth -1. Second camera Bloom camera, Layer "Bloom" Clear flags 'Don't Clear', Culling Mask only selects Bloom Layer. BloomCamera adds a Post Process layer component. Trigger "BloomCamera" Layer Bloom. Post Process Volume does not affect any level when IS global is not enabled. After IS global is enabled, it has an impact on all levels. Post Process Volume's layer is Bloom
I've a question regarding the volumetric lighting box colliders that house the post processing profiles. How can i go about lerping between multiple profiles. ie. smooth transitioning from one profile to another. Eg. Going from a forest into a lit house?
You can achieve a smooth transition using the 2.0 version of the post process stack. What you have to do is adjust the 'weight' parameter on the volume. For instance, you could decrease the weight of one and increase the weight of another (this will allow both volumes to have the same priority). Additionally, you could have a volume with a higher priority and a weight on 0, then increase the weight for it to fade in. Hope this helps 😊
@@sketch3436 Looked into it a bit more and using the blend distance box helps to create a 'bleed' area that creates a really good smooth as well. Also I wanted to use an FPS camera to notice the changes. Unfortunately,Unity Standard Assets FPS camera is attached to a capsule collider so it forces the camera out of the profile when interacted with the attached box collider profile. Was wondering whether you knew a workaround. EDIT:solved. I missed the part where you mentioned to change to trigger.
You should only use either the post-processing from the asset store or from the package, they are two independent systems. If you can provide some greater detail to what part isn't working I may be able to resolve the issue for you. :)
Post processing in standard Unity is a little annoying how it isn't directly integrated, however, HDRP has post processing integrated similar to Unreal you might want to try that pipeline out :)
Just so everyone know, post processing is not needed anymore (and won't work), it's integrated directly in the volume script on the gameobject in the scene hierarchy forum.unity.com/threads/post-processing-v2-not-working-in-basic-scene.714056/
Could not use it in Unity 2018.3.3f1 It is showing error as: Assets\PostProcessing\Editor\PropertyDrawers\MinDrawer.cs(6,34): error CS0104: 'MinAttribute' is an ambiguous reference between 'UnityEngine.PostProcessing.MinAttribute' and 'UnityEngine.MinAttribute'
Hmm, that is a strange error, I have never had that myself. After a bit of research I found someone with that same Unity version where their post-processing wasn't working, they ended up fixing the issue so perhaps their solution could also fix your issue, here's the link: github.com/Unity-Technologies/PostProcessing/issues/725 Hope this helps :)
But adding it from the asset store moves files directly to Assets folder, which is not desired for small size games. + it consists of SOO many shaders that it takes ages to build an apk out of your project
I've been trying to get post processing to work on 2019.2, but using the exact method in this video for the post processing stack 2.0 doesn't appear to work for me. This is odd considering starting up the base HDRP package does have PP. What am I probably missing?
Hmm, that is strange, I'm not using 2019.2 yet so I'm unaware of any bugs. If you could provide greater detail or perhaps send me a screenshot of the setup to my Gmail I might be able to solve it for you 😊
Actually, I found the answer already. PPv2 (as shown here) does not work with 2019.2 any longer. PPv3 is built-in. You can add PP effects by using your volume script for your scene settings. It is no longer using a post-processing volume as seen here. LWRP still uses PPv2 but it looks like it will eventually be fazed out for its own built-in version as well.
Good. But this Post Processing Sucks when you run on Device how can i overcome this issue even if you a nothing in scene, you will get 12 or 15 FPS why?
The post processing should be optimised well since it's from Unity themselves. However, some effects are more taxing on the system them others such as screen space reflections, I would disable and enable certain effects and test the performance to see if the issue is coming from a specific component, then adjust the parameters accordingly. Also, go into the profiler and make sure it is the post processing that is causing the lag and not something like rendering. Hope this helps :)
@@sketch3436 can you please send me a simple pkg with Standard asset's first person controller and Post processing. Because i checked out the each and every possible solution but FPS still not going well its 10 to 15 max.
@@naveedabbas2890 I would add this to your build so you can see what exactly is causing the drop in performance: assetstore.unity.com/packages/tools/gui/graphy-ultimate-fps-counter-stats-monitor-debugger-105778
Love the Video! I'm currently using Unity and using the Player Prefab. I can't get it to work because when I attach the script to it, it gives it a main camera and seems to only work around that camera. Is there any way around this? Thanks!
In Unity 2019.2.4f1 the post processing has been showing problems for me, the AO MSVO method when using VR diverges the AO layer from the rest so it floats over in all the wrong places. What I read about it online is that only the other method Scalable Ambient Obscurance works properly, indeed the floating AO is gone when using VR but this method of AO shows a lot of problems when using textures that use transparency. I read that this is because of something in Unity 2019 and that since last year this issue has not been resolved.
Layers are only necessary for the v.2.0 of the post-processing stack (the one downloaded from the package manager). The layer you select in the "post-processing layer" script is the layer that you need to change your gameObject with the "post-processing volume" script to, the camera doesn't need to have it's layer changed. Hope this helps 😊
@@haymeallarse6989 You can create your own layer, it doesn't need to be called 'post processing' it can be called whatever you want. As long as that created layer is selected in the post processing layer script and the gameObject with the post processing volume script is labelled with your created label it should work fine. Hope this helps :)
That does sound strange, what post processing do you have installed? As the older version is the only one with the post-processing behaviour script. Also, try a reinstall and see if the issue still occurs.
@@akemidryzz9387 That's strange,. The newer versions of Unity are integrating post processing more with the standard editor so that's probably where it's getting confusing. I haven't actually been using Unity too much lately as you can probably tell by the lack of uploads, but hopefully when I get some more time to focus on YT and I'll release another post-processing video since your not the first to ask these questions 😊
The title is pretty confusing, since you called it "Unity 5". I would have thought it was an old video if I didn't check the date and see the "2019" at the end of the title.
Yeah, Unreal Engine is good in that regard, however, Unity is slowly integrating all these features as apart of the engine, for instance in the HDPR post-processing is already setup.
@@sketch3436 Ive been trying to switch from ue4 to unity for the last few months, its been really hard to follow any tutorial because there are so many big changes in each version, different forks in each version etc, such as HDPR etc
I would personally recommend going with FXAA, however, TAA could still be possible depending on the complexity of your scene, I would try with both techniques are measure the performance and then decide which would be the better option.
Finally someone who really can explain the post processing magic
Thanks I really appreciate it
It's so simple scene and it's so fking beautiful. I thought the scene would be beautiful only with AAA assets. I was VERY wrong. Incredible dude. +1 sub.
Haha thanks, I really appreciate! Welcome to the community 😊
I can see , you have really done hard work Makin this tutorial ,it was worth every minute!
Hope this channels grows ,so we get more good tutorials !
Thanks Sam! I really appreciate your compliment and yes a lot of hard work went into this considering I have never done anything like this before. Have you been working on any level designs recently?
@@sketch3436 the quality of video was same or better then those top RUclipsrs like skyoo sam and brackys
,Btw was that your voice ?
,and Well no ,i didn't had my pc for last 2 weeks I could not work on level or play games ,
I was like lifeless :l
@@samvortex4136 Thanks, it is awesome to hear that my quality is reaching a Brackeys and Skyoo level! And yes that is my voice I did my best to not say any Aussie slang but it was harder then I thought, my voice also varied a decent amount as I didn't know how to best position myself from the mic although I should get this all sorted in a few more vids. And damn it sucks you didn't have your PC for two weeks, I would be lost if I didn't have mine, at least you have it back now. I'm looking forward to your next level design :D
@@sketch3436 I felt everything was very close to perfect in this video , so don't worry ! You are doing awesome !
When i didn't had my pc ,i got everything planned
Now is like what the heck i m supposed to do XD
thou i will figure out something !
@@samvortex4136 Thanks, that's great to hear. I'm sure you'll figure it all out and your level design will be epic! :)
I never heard about “post processing” until this morning! It really changes the tone of the environment. So much to take in for a beginner like me. However, it was a very good tutorial.
It can be a bit overwhelming at first, but, once you get the hang of it you'll always be using it. It can do some amazing things :)
ruclips.net/video/t-rehElkrSM/видео.html I Create This. I Hope You Like It . I Try To Create Like That .I Am Using Post Processing Stack
This video is a gold-mine, so much easier to understand than documentation, also with a visual representation. Thank you
That's awesome to hear, thanks 😊
Finally someone explained Auto-Exposure properly. Instant sub. Keep up the great work buddy!
Thanks I really appreciate it! 😊
this channel is a hidden treasure on a muddy youtube , you should have billions of subs not millions but billions , the amout of hardwork you do is amaziiing keep making these amazing vids pplzz
seperating tutorial to diffrent segments is a perfect idea, keep doing your tutorials in that way
Awesome to hear that you like the structure, I'll be sure to keep that way 😊
This was a brilliant tutorial. I couldn't even get past Brackeys tutorials with the whole post processing ordeal. Thank you so much. You're amazing!
And you dont even have 10k subs... you deserve waaaaay more than that. Hope you continue youtube forever!
Thanks, I really appreciate it :D
Once again, another brilliant and informative tutorial! Very pleased I have recently discovered your channel. Assisting greatly with my learning of Unity 3D. Especially interested in learning more on terrain creation and visual graphics topics. Well done!
Thanks that's awesome to hear, the main focus of this channel will be on the graphical and visual aspects of games!
so so so worth a tutorial in all times even on 2020
The Best explaining video I have ever seen.
akansh ketwal Thanks I really appreciate it 😊
Comprehensive tutorial, difficult to digest in one loop!
the voice is very calm and nice which makes this a good and educational video
awesome tutorial, you really helped me a lot to understand the pp even Ive used it been a long time. I always just play around these stats randomly to achieve my goal, but I didn't really know what are they. Waiting for more videos, cheers!
That's awesome to hear that my video was helpful and that you enjoyed it, thanks! I have a video coming out very soon so stay tuned for that 😉
Awesome video! !'ve been using the post proccesing effects for 2 years now and I still learned some new things!
That's awesome to hear! And thanks I really appreciate it 😊
Please keep making these amazing tutorials
Will do! Hopefully, I'll have a new video up in the next few days
A really great video. better than any other post processing video out there. no doubt...
Thanks 😊
yassss yasssss yasss finallyyyy,, thanks mate,, :3 may you have a great year!
Thanks, I really appreciate it! I got many videos planned for this year :D
Nice job mate! This tutorial is really usefull Subbed and liked, keep going! :)
That's awesome to hear, thanks :D
Thank you so much! This is a great tutorial about the secrets of post processing!
Awesome buddy
Small request from a small gamedev : Please make only these type of video to show how can we achieve better graphics and looks
(As very less people talk about this)
Thanks! And thanks again for the request :)
Great video! Can't wait for more tutorials.
Thanks, I really appreciate it. New uploads will be coming very soon :D
Great video good sir!
Great video mate 👍🏻 I’ll be sure to follow this when I stop being lazy and decide to work on games again haha
Thanks, I really appreciate it :D When you get back into making games send me a screenshot I would love to see how you use the post-processing!
Sketch will do buddy
Good job matey👍👍
Thanks!
Thanks great helps
Thanks! It was very helpful! A suggestion: anti aliasing deserves more love, a full video I would say, with PC and mobile screenshots/tuts about the possibilities. I subbed.
Happy to hear that you enjoyed the video. I agree little is talked about anti-aliasing in reference to Unity so I'll add your suggestion to the list and hopefully release a video about it in the near future :) Also thanks for the sub!
Thank you, thank you, thank you, thank youuu! You're the best!
Great tutorial for me! I like it very much!
That's awesome to hear, thanks!
It is really good. Even a beginner to unity like me can understand it
That's awesome to hear, thanks :)
Thank you 3000 times😍
As of pretty recently, The Post Processing Stack has been removed off the asset store, im using unity version 2019.3.0f3, and i cant find it on the asset store.
Post posting v1 is no longer supported so you'll only be able to use the v2 which you can download from the package manager, just navigate to Window > Package Manager and then just search for post processing. Hope this helps :)
Search it in the package manager
@@sketch3436 i cant find the package manager
@@moomooold cool
@@pip4elle wtf why is it cool
Thank you very much, great video, helped a lot!
That's awesome to hear! 😊
best tut. ever on P.P.
Thanks :)
There is no post processing in layers list somebody help
Edit : I Added a post processing layer myself and it's working fine.
Great video. Thanks! It helps me a lot. If you might I’ll only add additional info for Chromatic Aberration. In optics, chromatic aberration is a failure of a lens to focus all colors to the same point (wiki). And is a commonly seen problem in old and low-end cameras for video or pictures. If you want to add an old-style camera view for better realism you should add a slight Chromatic Aberration effect. If Chromatic Aberration is too much is like a sci-fi effect.
Thanks, also thanks for the additional info about chromatic aberration 😊
Nice work !!!!!
I have a request: make tutorials on making a beautiful scene plus a game it would really be helpful!!
Thanks, I really appreciate it :) I am planning to have a follow along scene creation where I would provide all the assets. I would also like to do a game creation series but I'm unsure of what type of game I should do
AAA thank you so so so so much! It all worked, thank you!
All good, that's awesome to hear!
if possible could you do a fps series?
I'll add it to the list 😉.
If your looking for some good series check out Brackeys, it's a little old now but still relevant.
Ok thanks bro
FPS would be awesome!
@@freecode.ai- Looks like I better start planning a FPS series then if more people are requesting it 😉
Hi, Thanks for the tut!!
A quick qnoobs question, Post processing behvior doesn't show on the list of script. There's only debug layer and volume available...
Do you know what step I might have missed (I already have a timeline and cinemachine in may scene)
I have this issue too. Did you find out the resolution?
This really helped me out!
Which asset pack are you using for Sci-fi examples? i.e. 9:08
Here is a link to the asset:
assetstore.unity.com/packages/essentials/tutorial-projects/corridor-lighting-example-33630
Sketch thanks!
Awesome video mate!
Thanks
Good tutorial thank you for making it. The only issue I have is: when I create a box collider it collides with all the object in the scene. Is there a way to make it non physical while having post processing effects on it? Or is it an issue with v2 update? p.s v1 looks a lot more convenient and easier to use than v2 with all these additional tasks to do to reach the desirable effect
Thanks, its awesome to hear that you like the tutorial. Regarding your issue you just need to convert the collier to a trigger, you can do this my enabling the trigger parameter. If the post processing script is set to global you don't even need a collider/trigger.
I also agree v1 is a lot easier to use but v2 is more powerful and generally provides a better end result (it also has some additional feature).
Hope this helps 😊
@@sketch3436 Thanks! It makes sense now and I can move on to v2
@@casualname4882 That's awesome to hear! 😊
Thank you man!
This works perfectly for me in the editor wether it is play mode or not, but when I build the game it wont work at all. Any ideas why this is happening?
Sounds like there are shaders missing from the build. Navigate to: Edit > Project Settings > Graphics. In the "always include shaders" section make sure the post processing shaders are there. Hope this helps :)
@@sketch3436 Thanks for responding so quickly! But I managed to fix the Issue just by updating from Unity 2019.1.x to the latest version (2019.2.6 currently), hope this helps anybody else having this issue.
Thanks! I couldnt made it with Unity provided tutorial!
Great work!!!
Thanks 😊
Hey, I have imported the package from the asset Unity store and when I click on the camera to add a new component, I do not see a behavior script regarding post processing. Also I located the script and try applying it on the camera and it does not work as it is not mono?
That does sound strange, I haven't come across any issues like that before. I would recommend re-importing all assets by navigating to Assets > Re-import All, this usually, removes any issues that are caused by missing files or directory issues etc.
try restart Unity
@@sketch3436 I can confirm that it does now show up like it does in your video anymore using Unity 219.2.9f1
ruclips.net/video/t-rehElkrSM/видео.html I Create This. I Hope You Like It . I Try To Create Like That .I Am Using Post Processing Stack
You're the best
Thank you!
This postprocessing stack doesn't work with Lightweight or high definition render pipelines. Better use the package manager version which supports custom RP.
ruclips.net/video/t-rehElkrSM/видео.html I Create This. I Hope You Like It . I Try To Create Like That .I Am Using Post Processing Stack
tish is the youtube premier sound track isnt it?
you probably know this but instgead of clicking each property individually you can just go to the top of the stack modifier and click all (which activates all within the current effect)
Yeah, I am aware of this feature now. However, I'm still surprised that I went so long without noticing the 'all' button
amazing tutorial i think you should become the son of brackeys or the next brackeys
can you make a tutorial for texel density special for painting in unity editor? sometimes I mess or must deal issue in tesselation with the brushes setting and I thnk to know more about setting fot tiling and get better result for graphics...for fps or third person view. thx.
Thanks for the suggestion, texel density is definitely an important concept in game design that isn't brought up enough. However, my knowledge of texel density in the aspect of painting in the Unity editor is limited. I really only know how to set up proper texel density for 3D models etc.
However, I'll research some more into the topic since I believe it would be a good video.
If you have any more details about specifically what you're having issues with or perhaps you can send me some screenshots I might find it easier to fix your issue.
nice, I was struggling to make this PostProcessing work :)
Awesome video! Keep it up
Thanks, I really appreciate it 😊
Please what is the name of the song in the bg? Its so smooth.
And very very good vid btw u need more subs!
ruclips.net/video/8b1lIBtRYSY/видео.html
@@sketch3436 thanks!
@@sketch3436 but you dont need hdrp in ur project, dont u? Some people say u need
What is the music in the video?
Its one of YT's free music called 'Space Walk'. Hope this helps
@@sketch3436 Silent Partner - Space Walk.
@@AdamX21198 Yep, that's the one
Extremely helpful
muito obrigado cara ! (
thank you !)
Thanks, I really appreciate it :)
I wish I could do this in scrach ;))
I will try all this tips in my unity projects but Im affraid of errors.
But really , nice gfx quality .
Edit: Thank you so much 4 the heart !!!
I dont have really much spare time
Thanks, and don't worry about errors the post-processing stack is a very robust asset, you'll only ever get errors if you accidentally delete some of the files. Also, it would be cool to have these effects in scratch
For some reason i cant find post processsing behauviour in components , it is just not there
Hmm, that is strange. Make sure you are using the asset store version of the post-processing stack. Also search for the script in the project search bar, if you still can't find it try re-installing the package or using the v.2.0 which you can get via the package manager. Hope this was helpful 😊
Back when I was 14 I was intrigued by all those level design videos on youtube... I just didn't have the assets to do that... I tried using the default assets but always ended up getting unrealistic results. Now m 17 and I create 3D environment assets in blender and I feel that m going to re-visit unity and start creating scenes :)
Glad to hear that your interested in trying Unity again. It will be awesome to see your own 3d models in a dynamic scene where you can walk around see the lighting change in real-time etc.
Goodluck :)
so i just install the post processing stack from the package manager but why i can't add a post proccesing profile
That's annoying. When you try to add the profile to the post-processing volume does it attach but not effects apply I do it just not allow you to attach it to the script at all. If it does attach it is likely that your layers are wrong, it's a common mistake. If it doesn't attach at all, click the little circle button next to profile on the volume script, this will show all available post-processing profiles.
Hope this helps
Does it still available in unity asset store for free.............🙄
What a brilliant channel! I showcased it in discord. :)
Wow, thanks I really appreciate it 😊
U deserve waaaaay more subs
Please click the all button instead of ticking all the boxes individually on post processing.
wow!
Thanks!
Bro I am having a problem with dof it always blurs my weapon I am making a fps game it just doesn't work for me I don't know why
You probably won't be able to fix this without making the rest of the environment blurred. I would suggest using a second camera (which doesn't have dof) to just render the weapon. This will also prevent clipping issues. Here is a good tutorial that should help:
ruclips.net/video/cHQv9j8Rit4/видео.html
professional u are !
Nah, just a uni student :)
@@sketch3436 no need to be humble :)
I want to make bloom only affect one level of things.
For example Layer“Effect”,But no matter what, it can't be realized.
I can only use the IS global,
When I close the IS global, bloom is invalid.
Camera and Volumes and Particle Are set to Layer“Effect”。
Excuse me, can you tell me if I am doing something wrong?
I have queried a lot of information, but I still can't solve my problem.
(ps: English is not very good, forgive me
To do this you will have to have two camera, on that renders the objects that you want the bloom effect on and the other to render the rest of the scene. First, create a "New Layer", called something like bloom_affected and apply it to all the objects that you want the bloom effect to apply to. Then on your main camera deselect this layer from the Culling Mask (this will cause these objects to not be rendered). Duplicate the camera and change the culling mask to only be the new layer you created, apply your custom bloom post-processing to this camera, next set the clear flags property to 'Don't Clear', also ensure that the depth is greater than the main camera.
Here is a tutorial if you get lost:
ruclips.net/video/0weJA2Gd5bw/видео.html
Hope this helps 😊
@@sketch3436 This is useful to me, thank you very much, thank you
@@sketch3436 Maybe I need to trouble you, I tried the method you gave me and checked the videos you recommended.
I still find it still not working, my Unity version is 2019.
Unless I enable the IS global, it will not affect any layers in the future, but all levels will be affected after the IS global is enabled. I have two cameras, one is the "main camera" and the layer is "Default"
Clear flags "Solid Color" The other is a hood. I only cancelled the "Bloom" layer (that is, the layer that needs to produce post effects). Depth -1.
Second camera Bloom camera, Layer "Bloom"
Clear flags 'Don't Clear', Culling Mask only selects Bloom Layer.
BloomCamera adds a Post Process layer component.
Trigger "BloomCamera" Layer Bloom.
Post Process Volume does not affect any level when IS global is not enabled. After IS global is enabled, it has an impact on all levels.
Post Process Volume's layer is Bloom
@@八云辉夜 That's annoying, I'll test it out myself and see if I can find a solution
@@sketch3436 Sorry to trouble you
thank u so much
I've a question regarding the volumetric lighting box colliders that house the post processing profiles. How can i go about lerping between multiple profiles. ie. smooth transitioning from one profile to another. Eg. Going from a forest into a lit house?
You can achieve a smooth transition using the 2.0 version of the post process stack. What you have to do is adjust the 'weight' parameter on the volume. For instance, you could decrease the weight of one and increase the weight of another (this will allow both volumes to have the same priority). Additionally, you could have a volume with a higher priority and a weight on 0, then increase the weight for it to fade in.
Hope this helps 😊
@@sketch3436 Looked into it a bit more and using the blend distance box helps to create a 'bleed' area that creates a really good smooth as well.
Also I wanted to use an FPS camera to notice the changes. Unfortunately,Unity Standard Assets FPS camera is attached to a capsule collider so it forces the camera out of the profile when interacted with the attached box collider profile. Was wondering whether you knew a workaround.
EDIT:solved. I missed the part where you mentioned to change to trigger.
i installed post processing stack but i cant find "post process layer" script :-(.
I have 2018.2.11f1
did you install the one from the store(v1) or the asset package from the package manager(v2)?
ruclips.net/video/t-rehElkrSM/видео.html I Create This. I Hope You Like It . I Try To Create Like That .I Am Using Post Processing Stack
What's the difference between post processing stack and normal post processing
Loaded the Post Processing from the Asset store, and installed the stack from the manager, nothing's working. Done beating my head around it for now.
You should only use either the post-processing from the asset store or from the package, they are two independent systems. If you can provide some greater detail to what part isn't working I may be able to resolve the issue for you. :)
lol i dowloaded post pro and got error and i cant remove it now and whan i want to add post pro in main camera theres no posto pro like he have
That sounds annoying, a reinstall of the post processing should fix it though.
Coming from Unreal, it is infuriating how complicated this is.
Post processing in standard Unity is a little annoying how it isn't directly integrated, however, HDRP has post processing integrated similar to Unreal you might want to try that pipeline out :)
everything in unity is infuriating
Just so everyone know, post processing is not needed anymore (and won't work), it's integrated directly in the volume script on the gameobject in the scene hierarchy forum.unity.com/threads/post-processing-v2-not-working-in-basic-scene.714056/
Could not use it in Unity 2018.3.3f1
It is showing error as:
Assets\PostProcessing\Editor\PropertyDrawers\MinDrawer.cs(6,34): error CS0104: 'MinAttribute' is an ambiguous reference between 'UnityEngine.PostProcessing.MinAttribute' and 'UnityEngine.MinAttribute'
Hmm, that is a strange error, I have never had that myself. After a bit of research I found someone with that same Unity version where their post-processing wasn't working, they ended up fixing the issue so perhaps their solution could also fix your issue, here's the link:
github.com/Unity-Technologies/PostProcessing/issues/725
Hope this helps :)
@@sketch3436 I had the same error and this worked for me.
But adding it from the asset store moves files directly to Assets folder, which is not desired for small size games. + it consists of SOO many shaders that it takes ages to build an apk out of your project
I've been trying to get post processing to work on 2019.2, but using the exact method in this video for the post processing stack 2.0 doesn't appear to work for me. This is odd considering starting up the base HDRP package does have PP. What am I probably missing?
Hmm, that is strange, I'm not using 2019.2 yet so I'm unaware of any bugs. If you could provide greater detail or perhaps send me a screenshot of the setup to my Gmail I might be able to solve it for you 😊
Actually, I found the answer already. PPv2 (as shown here) does not work with 2019.2 any longer. PPv3 is built-in. You can add PP effects by using your volume script for your scene settings. It is no longer using a post-processing volume as seen here. LWRP still uses PPv2 but it looks like it will eventually be fazed out for its own built-in version as well.
@@Phraxas52 It's nice to hear that you solved it. And also thanks for letting me know, I was unaware of those changes 😊
Very good video
Good. But this Post Processing Sucks when you run on Device how can i overcome this issue even if you a nothing in scene, you will get 12 or 15 FPS why?
The post processing should be optimised well since it's from Unity themselves.
However, some effects are more taxing on the system them others such as screen space reflections, I would disable and enable certain effects and test the performance to see if the issue is coming from a specific component, then adjust the parameters accordingly.
Also, go into the profiler and make sure it is the post processing that is causing the lag and not something like rendering.
Hope this helps :)
@@sketch3436 can you please send me a simple pkg with Standard asset's first person controller and Post processing. Because i checked out the each and every possible solution but FPS still not going well its 10 to 15 max.
@@naveedabbas2890 I would add this to your build so you can see what exactly is causing the drop in performance:
assetstore.unity.com/packages/tools/gui/graphy-ultimate-fps-counter-stats-monitor-debugger-105778
Love the Video!
I'm currently using Unity and using the Player Prefab. I can't get it to work because when I attach the script to it, it gives it a main camera and seems to only work around that camera. Is there any way around this? Thanks!
Nevermind! The solution was just to go in the Player Prefab and in the VRCamera, and put the script on that. It works like magic, thank you!
Thanks,👍
Nice Halo Reach forge reference lol
In Unity 2019.2.4f1 the post processing has been showing problems for me, the AO MSVO method when using VR diverges the AO layer from the rest so it floats over in all the wrong places. What I read about it online is that only the other method Scalable Ambient Obscurance works properly, indeed the floating AO is gone when using VR but this method of AO shows a lot of problems when using textures that use transparency. I read that this is because of something in Unity 2019 and that since last year this issue has not been resolved.
I've had that issue as well it seems that the older post-processing verison is the only one that works in VR. Hopefully, Unity fixes this issue soon
where can i find post processing on my layer at camera?
Layers are only necessary for the v.2.0 of the post-processing stack (the one downloaded from the package manager). The layer you select in the "post-processing layer" script is the layer that you need to change your gameObject with the "post-processing volume" script to, the camera doesn't need to have it's layer changed. Hope this helps 😊
Sketch i only get UI as the last layer no post processing :( i should add a layer first then convert it to Post processing? sorry i dont get too much
@@haymeallarse6989 You can create your own layer, it doesn't need to be called 'post processing' it can be called whatever you want. As long as that created layer is selected in the post processing layer script and the gameObject with the post processing volume script is labelled with your created label it should work fine. Hope this helps :)
Why does the thumbnail call it Unity 5?
Why i don t have "postProcessing Behavior" when i "add a component" ?
That does sound strange, what post processing do you have installed? As the older version is the only one with the post-processing behaviour script.
Also, try a reinstall and see if the issue still occurs.
@@sketch3436 I think it s the 2.1.4, on Unity 2019 1.2f1 k guess, and I tried to reinstall it, but I can t find it anymore in the asset store ;-;
@@sketch3436 and thanks for the answere :D
@@akemidryzz9387 That's strange,. The newer versions of Unity are integrating post processing more with the standard editor so that's probably where it's getting confusing. I haven't actually been using Unity too much lately as you can probably tell by the lack of uploads, but hopefully when I get some more time to focus on YT and I'll release another post-processing video since your not the first to ask these questions 😊
@@sketch3436 Okay Thanks :D
Can you please tell about you computer specifications
Sure 😊:
- GTX 1060
- 8GB RAM
- i5 processor
- 2TB storage
The title is pretty confusing, since you called it "Unity 5".
I would have thought it was an old video if I didn't check the date and see the "2019" at the end of the title.
Oh yeah, that's a good point. I'll have to change it, thanks for letting me know 😊
@@sketch3436 still weird seeing you use Unity2018 instead of unity 2019.
@@BlueHybridGaming True, but, I'm all updated to the latest version now... finally
jesus...in ue4 its one button to add post processing..
Yeah, Unreal Engine is good in that regard, however, Unity is slowly integrating all these features as apart of the engine, for instance in the HDPR post-processing is already setup.
@@sketch3436 Ive been trying to switch from ue4 to unity for the last few months, its been really hard to follow any tutorial because there are so many big changes in each version, different forks in each version etc, such as HDPR etc
@@jso19801980 Yeah it can be hard to switch, I would recommend just sticking with standard Unity, don't worry about HDPR for now.
For TAA (anti-aliasing) would it be ok to run on a Note 9 (8gig ram model)?
I would personally recommend going with FXAA, however, TAA could still be possible depending on the complexity of your scene, I would try with both techniques are measure the performance and then decide which would be the better option.
Nice Video