PRISM - Realistic Post-Processing (NEW THREAD CAN BE FOUND HERE: PRISM - Realistic All-In-One Post-Processing for Unity - Community Showcases - Unity Discussions )
What is PRISM?
PRISM is an all-in-one post-processing solution for Unity, designed to incorporate multiple highly-optimized post-processing effects into one “Uber-Shader” to reduce expensive Graphics.Blit passes and increase performance.
Why make it?
In Down To One (the competitive survival game I’m leading development of at the moment), we use a bunch of post-processing effects on the main camera, and because of our custom 3-camera setup, performance does start to become an issue. As we’ve added a few more PP effects, it’s become obvious that you simply can’t have a properly optimized game when you “stack” effects on your camera - VRAM, extra GPU time spent in Graphics.Blit passes, performance lost where effects could be combined - there’s a reason no other game engine does it like Unity.
TL;DR - PRISM has been developed for use in DTO, and as a general asset for developers that want a highly optimized, realistic looking ‘one-stop-shop’ for post-processing.
What does it do?
The current version of PRISM features:
(ALL effects are HDR & LDR compatible)
Natural Bloom
-Unique, highly customizable stochastic bloom algorithm
-Highly scalable performance (can perform better than the default Unity bloom effect individually)
-Supports no threshold (physically correct) or threshold bloom (artistic choice)
-Temporal stability (anti-flicker)
-Integrated into Main Pass
Tonemapping (if you are using linear colour space, this is the “make pretty” button)
-State of the art tonemapping operator as default, with standard Filmic Tonemapping alternative
-Fully tweakable values on both tonemapping operators
-Integrated into Main Pass
Chromatic Aberration
-Vignette shape and horizontal edge shape supported
-Integrated into Main Pass
Vignette
-Integrated into Main Pass
Filmic Grain
-Scalable intensity
-Integrated into Main Pass
Depth of Field with Bokeh
-Bokeh temporal stability (anti-flicker)
-Highly scalable performance
-Highly customizable focus lengths, bokeh intensities, and blur amounts
-Integrated into Main Pass
Sharpen
-Highly optimized
-Scalable sharpen amount
Night Vision
-Requires deferred rendering
-Unique, 0-light compatible physically simulated effect
-Integrated into Main Pass
PRISM at work:
Older videos:
Alpha flythrough 1
