Is there any performance difference between ver 2 and 3, when using Unity 2021 LTS and builtin pipeline? And how about webgl?
Not in builtin.
I am helping test a project that is using Beautify 3 but its a slow process at the moment as every build Beautify recompiles 221,000 shader variants twice even though nothing has changed on the settings, is there a way to get beautify to not recompile every build as it is really slow.
Hi!
Beautify comes with shader optimization options (stripping) which must be used to get the optimal build time and size.
If youâre using URP, the stripping options can be found at the top of the Beautify volume inspector:
Or if youâre using built-in pipeline, you can find similar options pressing the Shader Options button in the inspector:
These options instructs Beautify to strip (avoid) compile shader features that you wonât use, producing less variants during build.
More details can be found at our Guides section:
- URP version: https://kronnect.com/guides/beautify-urp-performance-tips/
- Built-in pipeline version: https://kronnect.com/guides/beautify-built-in-faq/
I love how the sun flare looks like, but it flickers when comes through leafs on my trees models when I am running and looking up the sky.
Is it possible to enable sun flares smooth transition between enabled/disabled?
Itâs URP 14 forward, Unity 2022.2.16
Including gif:
Hi, yes. Check out these options under Sun Flares section to smooth the transition:
Regards.
Thanks, but with âUse Layer Maskâ the obstacles are not detected using âpixels?â anymore. With this option only colliders are used as obstacle for the flare.
In the URP version, for performance reasons, itâs either one or other method - weâll port the technique we use in our Sun Flares HDRP asset to make the transition also smoother in the URP version without the physics requirement (new option).
Hello, is it possible to affect the UI with Beautify 3? For example to have bloom on the texts or sprite of the UI?
Thank you in advance
Canvas rendering in world or camera space are affected. Overlay canvas render at the end of the render loop so they canât be affected by Beautify unless you use a somewhat complex setup like two cameras and make your UI visible in the first camera and Beautify runs on the second camera.
Thank you for your answer!
Hi! Latest beta includes a whole new âSmoothâ occlusion mode which performs multi-sampling and interpolation across frames based on depth buffer. You can get the beta from the support forum.
In documentation (urp), there is this part:
I havenât been working with urp for long time, and not entirely sure about anything. Now, if i just want to use Beautify, should i go with âIgnore Post Processing Optionâ, or does that also affect to quality of Beautify effects? And if i am going with âusing only beatifyâ route, am i missing some important post processing effects?
If youâre using just Beautify, then yes, use the âIgnore Post Processing Optionâ. It will run the Beautify effects (without quality changes or loss) allowing you to disable the âPost Processingâ option in the camera which will shave a bit of overhead from the URP post processing system (the color grading pass is omitted for example) which is unnecessary if youâre not using other effects from the URP post processing system.
Hello, I made an account on your support forum, but unable to ask a question unless I buy it first, and same goes for discord. Your contact form doesnât work either, as it gives an error when submitting.
I would like to know if your plugin supports anti-aliasing with alpha preservation? I am outputting to a Render Texture, and as soon as I turn on Post-Processing on the camera, the alpha turns solid color. As you can see in this [thread]( Post Processing with multiple cameras is currently very problematic page-5#post-9040855), it seems to be a problem a lot of people would like to have working. Unity is âplanningâ it, but this will most likely take years to implement in a non-beta version.
It would be amazing if your plugin supported this.
Hi,
Checked Beautify for built-in pipeline and yes, I can confirm alpha channel is preserved when rendering into a render texture.
Regards.
Sorry, I am using URP, not the Built-in. Thanks for the quick reply, though!
If it works, you will have several new customers for sure!
Checked URP as well, alpha can be preserved. The culprit was the final pass of post processing which wipes the alpha channel. You have to disable Post Processing checkbox on the camera rendering to your render texture and enable the âIgnore Post Processing Optionâ in the Beautify Render Feature so it executes regardless of the post processing system.
Thatâs awesome. I bought your asset, but itâs not working for some reason⌠Edit: Nevermind. I realized that I had to add a material to it that wasnât âDefaultâ haha. All the effects work on the render texture with alpha, except for Edge Antialiasing doesnât seem to be doing anything at all, no matter which value I set it to.
Btw, how do I post in your forums? I created an account but thereâs no âCreate postâ button. And Unity takes forever to generate the invoice number, so canât confirm invite on discord yet.
Just send a pm to Kronnect or to the admin on the Discord or web forum.