[RELEASED] Cinematic URP Post-Processing - The Power To Create

For sure! The key thing is baked lighting+GI using the GPU lightmapper on 2021.3.

The effects I used here in the “after” shot included:

  • Sunshafts
  • Depth of Field
  • CIELab Color Correction
  • Bloom
  • DLAA
  • Barrel Distortion
  • Chromatic Aberration
  • Vignette
  • Grain
  • Dithering
  • Tonemapping
  • LUT Color Correction
  • Sharpening

The only things different between my internal version here and the asset store version are tonemapping, and a slightly improved noise algorithm on the sunshafts. Everything else is 100% achievable in the current version of CUPP.

This next big update will take a while (couple of weeks at least) as I am refocusing CUPP to position it as the ultimate high-end post-processing solution for URP.

Awesome, thanks for the details!
Can’t wait to mess around with it some more.

I was super excited because I’m in search of a functionling realtime GI solution for URP (there aren’t any!) and thought that the image was showing one off :stuck_out_tongue:

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Hi, do you have any documentation describing the effects? e.g. Filmic Noise.

Thanks

Yep! All that documentation is in the guide here:
https://docs.google.com/document/d/1_tO-wbBEpWJ258TFF96WRPD6cFG_RSEWwph_byfGjKM/edit

If people would be interested in a separate YouTube video on each effect, I’d be happy to do that too.

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Thank you. Im not sure if its the effect I’m searching for actually. I’m looking for something that creates the effect of old film cinecam from the 50’s ish.

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Ah, what you’ll be looking for is a “dust and scratches” effect, which CUPP doesn’t have by default. Hope that helps to narrow down your search! Essentially, it’s just an animated 4-5 frames of precomputed or runtime-generated dust & scratches that get overlaid on the scene.

Is there a way to exclude certain layers from the motion blur?
I am trying to essentially add a “layer” to the camera, kinda like a watermark. I’m doing this with a Camera-Space Canvas and it looks pretty solid, but using the default Unity Motion Blur blurs the canvas as well.
I was hoping that if I switch to CUPP’s Long Exposure then I’d be able to do this?
Thanks!

Yep, just render that layer after post-processing (ie. as a UI camera). That should work for both Unity’s MoBlur and CUPP’s long exposure. By default Post-Processing will always affect the whole screen that it ‘sees’, so the answer to “how do I avoid effect x on y object(s)” is always “render it after everything”.

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I have been trying to find a LUT for URP that mimics the ACES RRT, since the tone mapping profile included with unity is just trash, and not representative of ACES.

Alas I have yet to find one, perhaps anybody here knows how I could make one.

Thanks for the reminder. CUPP’s next update (a major one) actually updates this and brings CUPP’s tonemapping much closer to traditional ACES (but with some tweaks, as ACES is designed for digital camera sensors, and IMO a bit overrated for games).

Otherwise, you can use the “Neutral” LUT that comes with CUPP, export it to your video editing software, apply whatever your preferred ACES LUT is, then just re-export as a png with the same dimensions. I know some software like Kdenlive can do this.

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Hi! I’m finding a problem, it does not seem to detect motion vector although the “DethtextureMode” seems to be active, I miss something? Unity 2021.3.6f1

Are you sure that URP asset is the one your project is using? Go to quality and check what URP asset you’re actively using, then enable depth texture in the active one

(or just enable it in all URP assets to see if it fixes the issue)

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Yes, I had assured me was the only URP asset by eliminating the unused ones. But now by restarting Unity there is no longer that “Worning”, although I also go to deactivate the Depthtexture,
maybe unity had a meltdown … But now I don’t know if Motion Vectors are actually enabled and if I am having the most optimal result of the motion blur. I will do other tests, however thanks for the reply

Hey Marseol,
The next version of CUPP has a Motion Vectors test scene in it, so hopefully this should help troubleshoot in the future.
In the meantime, restarting Unity usually fixes this bug, but I have included a fix in the next version of CUPP that should prevent this from occurring, which is, lines 110+111 of PRISMSunshafts.cs get changed to:

        m_Camera.depthTextureMode// = DepthTextureMode.MotionVectors;
        |= DepthTextureMode.Depth;
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Hei, I see that with the LongExposure, the more the Exposure Time is increased, the more generated than the flicker to the transparent gameobjects and postprocess effects such as HBAO. Is there a solution? I also saw a 20fps loss when it is active. I hope there can be improvements, maybe parameters to regulate their quality. Anyway congratulations for this package!

Thanks! On the topic of Long Exposure, what device are you testing on that’s seeing that 20fps loss? I can try and do some more optimization, although that loss may be caused by Unity itself, rendering the motion vector buffer, particularly on mobile devices it will hurt.

Re: Transparent objects, do you mind sending through an example of the issue you’re seeing? Just tried a (very simple) repro scene on my end but everything seems to be working properly. If you are using custom transparency shaders, that could be the cause, as most on the Asset Store/elsewhere have not been updated to write to the URP motion vector buffer correctly yet.

Gif of the transparents test scene, red = transparent.
sombersarcasticangwantibo

I’m currently testing on pc with GTX970. Maybe the drop in FPS and the problem of transpirence are connected. Here is the problem that I find, only the enabled Long Exposure, Exposure Time and Intensity to the maximum, transparent lit material. Unity 2021.3.6f1 URP 12.1.7
obesefavoritebetafish

Thanks, that flickering definitely shouldn’t happen, and you’re right that the issue is probably linked. I’ll try a repro case (I’m on an AMD GPU, so could be a driver issue) and tweak a few things in the next update either way, which will be coming in a week.

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Hi, is it compatible on webgl?

Hi! WebGL is not officially supported. CUPP’s core effects compile for gles2.0, but the rest of the package does not (ie. long exposure, due to it requiring Unity’s motion vectors, which are not supported by default in WebGL AFAIK.) So unless you have a solid knowledge of shaders and are willing to maintain your own subversion, I would not recommend CUPP for WebGL.

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