EVERY Post-Processing effect in Unity | What you NEED to know
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- Опубликовано: 5 июн 2024
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Unity went through a lot of changes when they introduced URP and HDRP, and so there's now a lot of outdated information about how to use post-processing.
In this video you'll learn:
- How to setup post-processing in Unity URP
- What every single effect does (and what you might use it for)
- 2D vs 3D (there's only 1 effect this affects)
- Performance tips for working with post-processing
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Timestamps:
00:00 - intro
00:13 - setting up post-processing
01:15 - bloom
02:51 - channel mixer
03:04 - color adjustments
03:13 - color curves
03:25 - color lookup
03:49 - lift gamma gain
04:16 - shadows midtones highlights
04:52 - split toning
05:22 - tonemapping
05:44 - white balance
05:55 - chromatic aberration
06:08 - depth of field
06:27 - film grain
06:44 - lens distortion
07:05 - motion blur
07:38 - panini projection
07:51 - vignette
08:09 - performance
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Unity's e-book for 2D game art, animation and lighting:
unity.com/resources/2d-game-a...
Depth of field in 2D article:
80.lv/articles/depth-of-field...
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Regarding 2D Depth of Field: I misspoke (kind of) - the Depth of Field Post-Processing CAN work in a 2D scene, it just doesn't blur based on Z-depth. So it doesn't matter how close/far something is to your camera it'll basically act as an on/off blur for your sprites. As of right now, this is just how it is as far as i can tell.
It would be greate to do a tutorial about dof background since there is none on youtube
One somewhat simple way that I found was to create multiple overlay cameras and have them only render a specific layer of the scene via their culling masks. The Layer in a GlobalVolume GameObject actually makes it only apply it's post processing effects to all objects in that layer. So you need to add one global volume per layer that you want different dof values on. Adding all overlay cameras as a stack in the right order to one main camera creates a near perfect dof effect.
@@cashews5855 How bad would it impact the performance of a scene?
Man I'm so glad I found your channel a while back. These videos are gold!
Nice video, very informative, keep up the good work man, learning a lot from you
Super useful! Adding more FX to my game, RoadHouse Manager, this week so the timing is great.
Liked and loving these videos ! Many thanks 😊
Thank you very much for this tutorial!
Great video. In my game, I use the vignette and lens effect to create a subtle warped, vintage-TV screen effect. I like it.
In my game I've managed to create a depth of field with objects on a Blur Layer, so I made my camera only render that layer and set the post processing to only affect the Blur Layer.
Not sure exactly if this is the correct way to handle this, but for me It's been working great!
Very nice! Thank you.
Just commenting for the algorithm. Thanks for the knowledge
Thanks a ton! Is this URP only or does it work for built-in as well? Not sure which project tô create, ty
Awsome
Thank you.
Hey Brandon, do you use addressables in your game? Could you do a tutorial about them please?
Thank you
Cool channel! Will you make a video about the save system in Unity (json)? I encountered some misunderstandings.
And another question - how can i replace the onSceneLoaded event? Let me explain - I made a data transmission system based on your videos. I made the save system using a video from another channel (channel: Shaped by Rain Studios) - but both , you and the save system use the onSceneLoaded event and they conflict with each other. When I go between scenes, of course the player coordinates from the Jason file are loaded, and not the door position. Therefore, I’m thinking about how to bypass this event altogether. Thanks.
From what I've seen, Post Processing, even in incredibly stylized games, is best used in as subtle a way as possible.
As a game dev in the middle of a project, you might not notice a dramatic change when applying something like bloom or a vignette initially, but don't get tempted to crank all the values up just so that *you* notice it.
Instead, have play testing sessions where you apply a small change and play for a while. Then take a break for a day, come back with a different adjustment, and play for a while as well.
You should be in a better place to determine which feels better.
Worst case scenario is you have both options available as presets and allow the player to choose between them.
Awesome
How to make only the player character glow using Bloom in the post processing? I have been struggling with this for quite some time now. Any help would be much appreciated.
Hey any update on your Metroidvania project, 'Veil of Maia'? I thought it was an interesting game and just wanted to know if you're still developing it.
will be doing a Q+A video soon to answer that
I've commenting now not because I watched the video (I sure will!)
Just wanted to comment on the most recent video because I guess you will be reading this comment.
I've just written a long comment, but decided to delete it and just TL;DR -
Bro, you channel is awesome, I don't understand how the f you have only 23k subs, but I'm glad to be one of them, because you're doing an awesome job, and explaining it in a really proper way.
Make scripting course brother 😢
First
2nd lol
I AM FIRST!