Post processing stack v2.0 not working with Universal Rendering Pipeline (756058)

It is a bit like building your sky scraper in quick sand and hope it does not fall. Plus the new store has a huge negative effect on sales, making it even more hard and risky to go about building for such a moving platform with little expected return.

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Just curious, what effects does new store has on the sales exactly?

Just had a massive drop in sales after was fully rolled out. Not sure why yet, but is lot of things that seem to affect

The new store also broke all of the old links :^)

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Why would you do this! Not breaking links is a fundamental thing to do for anything you care about.

So it’s either an inexplicable oversight - or Unity doesn’t care about the Asset Store income stream either for itself or it’s developers.

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I feel like asset store is becoming more like the other stores where care is focused on more towards money making assets. This I guess cant be avoided to some extend… I almost think Unity will probably make more money from asset store income than its subscription, definitely more than their perm licensing era.

I do question Unity’s care about the asset store management if I see facebook ads that contains assets that has been deprecated long time ago…

I think they do care for the store, but not much, as there is no store link in their main unity.com page front, so probably want to sell more Unity for various cases like vr, design etc and move away from games and the store.

Otherwise i really cant understand not have a link to the store as it would exponentially increase asset sales in general.

Instead they have some random categories of how Unity can be used in million ways, and games seem like an afterthought lost in these many categories of other random uses.

Also if go to Games link, there is zero mention of the store as well.

If you think about it. Subscription model kinda gives away why they are doing what they do. Unity needs to have more people subscribing in order to make the business model to makes sense. So it is natural for Unity to reach out other sectors. I am not saying reaching out and broadening the industry types is a bad thing. But it had to do it on the solid foundation on its core users, which I still likes to believe it is gaming. Unity seems like it wants to do both well, but their change of technology during 2018 and 2019 versions just feels like still a in progress and not production ready. SRP and ECS seems like it needs more time and without they being fully production ready both for end users and market place devs, it feels like nothing much to show for 2018 and 2019. In my humble opinion 2018 and 2019 was just anarchy to be best. Lets hope 2020 be better… with production ready multiplayer added on top.

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Agree with everything, they seem to be doing too much with lot of inconsistency, i too hope will get better and store gets a bit more exposure too in the process, because now many users may not even know it exists without a clear link in Unity.com.

Where are the docs? Unity can you clarify what on earth is going on with Post Processing, which how where to use with what pipeline, it’s all sooooo confusing?.. is LWRP pp compatible with URP, SRP, HDRP, LTS. What is going on give everyone an update.

The docs have been promised two months ago. LWRP is already declared deprecated, and no official solution has been given for custom PP effects in URP.
The least you could do is show your presence in this thread. Come on, PPv2 has literally been deprecated as soon as everyone started to get a hang of it. If you truly believe it was necessary to deprecate it, handle the transition! Come on, don’t leave us alone in this.

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WHERE ARE THE DOCS UNITY??

https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html?subfolder=/manual/integration-with-post-processing.html

Its really annoying, its again a completly different approach how to change settings at runtime.
Stack v1 was totally garbage, v2 was fine and in this one I cant get it to work at all. The values are changing in the editor, but the rendering does nothing. There are no docs, no explanation at all how to do it. Unity really needs to settle down a bit. Its nice that there is so much new stuff coming, but when will it stop, Im currently in the mood to where I stop lerning anything new about unity puts out because in the next week it will be totally outdated again.
Btw If anyone have a solution about the Post Processing Problem, I want to hear it.

Unity major advantage was making games easilly in a stable multiplatform environment.

Now has become extremely complex and fragmented and even desktop has 3 incompatible pipelines making it unbelivably complex to keep up with all platforms and changes.

I just hope they settle to something and we can work, because seems like they care now more about bringing new things than giving an environment that you can trust to start a game on and not expect your game become obsolete because everything in it is depreciated or need to change to another pipeline or image effect etc set

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You are completely correct. Feels like having we have to figure out how to develop our projects without focusing on visuals until Unity figures it all out.

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Does anyone know how to write a custom effect for the URP post processing? The docs say nothing about it :frowning:

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You can’t currently. See this thread:
[Lightweight Render Pipeline is Evolving!]( https://discussions.unity.com/t/750033 page-4#post-4934669)

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Does anyone know how to change PP via script in URP? I see that my values are changing but nothing is happening in rendering :confused:

I want to do a “Camera” Shake with Lens Distortion in AR.

I based my code on the HDRP PP examples, because it is basically the same system.
I think I’m on the right track here…

my current code:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;

public class CameraShake : MonoBehaviour
{
    Volume volume;
    LensDistortion lensDistortion;
    ChromaticAberration chromaticAberration;

    // public VolumeProfile volumeProfile;

    public AnimationCurve animationCurve;

    // Start is called before the first frame update
    void Start()
    {
        Volume volume = gameObject.GetComponent<Volume>();
        LensDistortion tmpLD;
        ChromaticAberration tmpCA;

        if(volume.sharedProfile.TryGet<LensDistortion>( out tmpLD ) )
        {
            lensDistortion = tmpLD;
        }

        if(volume.sharedProfile.TryGet<ChromaticAberration>( out tmpCA ) )
        {
            chromaticAberration = tmpCA;
        }
    
    }

    [ContextMenu("Shake")]
    public void Shake()
    {
        if(lensDistortion != null)
            StartCoroutine(AutoShake());
    }

    IEnumerator AutoShake()
    {
        float progress = 0;
        Vector2 center;

        while(progress < 1)
        {
            progress += Time.deltaTime;
            float x = Mathf.Lerp(0.5f, Random.Range(-0.5f, 2), animationCurve.Evaluate(progress));
            float y = Mathf.Lerp(0.5f, Random.Range(-1.3f, 2), animationCurve.Evaluate(progress));
            center = new Vector2(x, y);
            lensDistortion.center = new Vector2Parameter(center, true);
            chromaticAberration.intensity = new ClampedFloatParameter(Mathf.Lerp(0.05f, 1, animationCurve.Evaluate(progress)), 0, 1, true);
            yield return new WaitForSeconds(0);
        }
    }
}

Any Ideas?

Literally asked the same thing above… did you not actually read the thread? look literally just above your comment and youll see the answer.