Managed to make it work by finding docs on how it’s used for HDRP (basically just add a Volume component), but is it me or it doesn’t work when using the experimental 2D renderer? (post-processing v2 was working with this renderer)
Indeed, volume now has the effects, the question is if we need to tweak those effects or add new, how is it done without forking the rendering pipeline of course, as this would compromise compatibility with anything else (assets in asset store, next pipeline versions etc).
Or generally how is possible to create custom image effects with render targets in SRPs, it does not need to be in a post processing system, standalone would be fine as well.
Lightweight pipeline has one method to render a camera, so i suppose one could render the scene in multiple passes through some shader attached to a quad in front of a camera to emulate the various render texture toggle requirements, but this is much work for something standard pipeline does very easilly.
But i dont know if this is something that can be generally applied, or will change or become depreciated like everything these days in Unity becomes obsolete in matter of weeks.
I hope we get a final word on how to create image effects and custom blit to render textures soon.
Eh. Yikes! I quite liked the custom PP effect workflow[1] and have built a bunch of visuals around it. (I also thought the codebase for the PP stack is quite nice!) Are custom image effects not going to make a comeback at all?
I can definitely see how adding new render features to a custom renderer could be easier and more powerful than the old post-processing stack. The word custom here is a bit too scary for what it is, you can simply extend the default forward renderer with more render passes, no need to write any code.
Here is a screenshot from me using the post-processing v2 stack and LWRP together in Unity 2019.1 (I even use a custom render feature to render the sharp shadows and everything seem to work nicely together):
Ooh so URP is making its own new post processing pipeline, but it will also support the “standard” post processing pipeline? Jeez, what a mess. But hey as long as it works!!! If this is true then I’m very glad
Indeed it works in Unity 2019.1 and 2019.2, but i tried 2019.3 and is not working, like in HDRP pipeline.
This is the first version they use this new URP and its image effect system, so the stack will stop work when 2019.3 is released i assume, as is not working in Beta so far.
It does not work on my end. But since it’s almost a month when you made the comment. Can I know if you, or anybody figure a way to use post processing with 2d renderer?
This is both exciting, yet frustrating time indeed… The recent Unite talk showed some water shader “plugin” that just extends the rendering pipeline to do its effects “without modifying” the existing default pipeline. I really wish there is more info on how that is done? That is probably one thing that people would really want to know. It seems like that is the way to create custom effects going forward…Probably using the same method to extend HDRP.
The problem is that confidence level in anything new right now is zero, even if they have this system to extend the pipeline, it can be changed overnight and then nothing works again, like they did with post processing stack v2.0, LWRP to URP etc etc
The main problem right now is that Unity is not stable for any extended development besides the standard things Unity provides and there is zero confidence in starting with anything, as is expected to change overnight.