Hi Philkrom, in Firefox by pressing F12 you can access a console that could be useful to see what happens to you. Could you send the log to hello@nephasto.com?
As you can see the effect consumes about 0.05ms, although it can go up to 0.07ms. This scene is the beginning of the forest’s demo, at 1280x720, CPU i7-3770 and GPU NVidia GTX 1060 6GB.
There is still no official solution for postprocessing in URP, so I think we will have to wait for 2020.1 (perhaps in 2021…).
Thanks for the response and details. I’m not technically familiar with the methods used in the shader; only recently began reading up on them. Can you elaborate on what they’re relying on as part of the standard pipeline post-processing stack? Just looking for a bulleted list to correlate with. Thanks!
support for Scriptable Render Pipelines (URD and HDRP) will be coming soon. When? Well, now there is no 100% official post-process support in URP yet (HDRP support it). I am waiting for such support in both SRPs. I hope 2020.1 is fixed (whenever it comes out).
Anyway, I’m going to change the description to make it clearer.
I tried the online demo (https://www.nephasto.com/store/oil-paint/demo/) and the layer mode doesn’t seem to work for me. It always applies the post process on screen. Am I the only one? I’d be interested in getting it but being able to filter application by layer would be great.
Hi Enter_Kratos, as the documentation says, URP supports post-processes, but not custom post-process (not officially).
According to this official post on SRP, it seems that big changes are coming (in my opinion in the right direction). I highlight the most interesting:
“Our goal is to ship verified graphics packages as part of core Unity. There will no longer be versions distributed via package manager”.
“Improvements to asset cross compatibility - We want to solve “I change pipelines and things still work.” You can author assets that rely on common cross-pipeline features, and have them work in multiple pipelines”.
“We want asset store products to be able to target both SRPs with the same set of assets”.
Currently, it is impossible for me to support three different renders (built-in, URP and HDRP) that also have APIs that are not very stable, poorly documented and with few examples.
As soon as they implement everything they promise to change (in the next LTS? 2021?), I will support URP and HDRP.