[RELEASED] PRISM 2 - Realistic All-In-One Post-Processing for Unity - Now with Render Graph & URP Support

Awesome! will you be targeting URP after HDRP?

The lack of SSAO in URP is extremely unfortunate DX

Also thanks for making a version with PPS support.

I would love for PRISM to support URP yes, as it seems that will (hopefully…) be one of the only 2 supported render pipelines in Unity in the future. Right now though, I can only recommend that users purchase PRISM for the pipelines that it currently works on, HDRP and legacy. I am focused on making sure that where PRISM does support a pipeline, it takes full advantage of it and is deeply integrated, vs. just trying to get it to ‘work’ on everything and calling it a day.

The simple fact is, if Unity announced that there would be no breaking API changes to Post-Processing in URP for the next 24 months (aka: they said “yeah it’s stable now and won’t change, we’re happy with it”) then I would say go and buy PRISM for URP right now because it will 100% be supported for that period of time.

Quick tutorial on how to get PRISMv3 HDRP setup, now that the build is awaiting approval by the Asset Store!

For those looking to get into PRISM, now’s the perfect time as it’s been selected to participate in the Asset Store’s latest sale!

Get PRISM on a 50% discount now: PRISM - Realistic Post-Processing for Unity | Fullscreen & Camera Effects | Unity Asset Store

As an aside, still working on getting bloom up and running in HDRP, it’s a minefield of fun!

Instant buy!

I imported it to the test project in Unity 2019.4, standard renderer, but I can’t see the Prism effects in post-processing list.6017204--648686--upload_2020-6-24_12-22-45.jpg
I’ve imported both Post Processing and HDRP, because otherwise the Prism scripts won’t compile.
But I’ve noticed that PRISMresources doesn’t have any script attached to it. Maybe that’s the problem?
6017204--648692--upload_2020-6-24_12-25-46.png

Hi, I bought PrismV3 the other day, super excited to get it up and running.

I’m using HDRP 7.4.1 with Unity 2019.3.6f1 and I can’t seem to get the HDRP folder to import. So I can’t actually get the HDRP asset to use Prism. Is there a certain version of Unity that I need to update to in order for the HDRP version to work?

Apologies, this is my error, when uploading the first PRISM HDRP package I thought that an HDRP checkbox I checked would ensure it only got imported to HDRP projects like other Asset Store versioning works, that was incorrect and I have just uploaded a new version that includes both PRISMv3 Legacy + HDRP in the same package (HDRP now requires you to unpack a second Unitypackage however). I will DM you the version so you can use it immediately, for any others affected, until the asset store approves the new package, you can get the same PRISMv3 Legacy renderer package from Unity 2019.1 or .2 and just import into .3.

The new package should make installation easier, to summarize:

  • Download the new package, import into your HDRP project on 2019.3/4

  • Delete the existing “Scripts” folder in PRISM (as these are scripts for PPV2)

  • Then import the PRISMv3_HDRP .unitypackage that is included

Unity’s asset store guidelines say that we have to have a demo scene that “just works” out of the box, otherwise I wouldn’t need to include the delete step and could just have everyone choose their package right after import :confused:

Exciting times, after much tinkering, PRISMv3’s new Bloom effect is ready to roll out to the HDRP version. PRISM’s new bloom departs almost completely from standard bloom methods, and offers a 5-texture HDR Bloom in less than 10 passes, complete with more colour & threshold control than any other bloom technique.

To give everyone a run-down of the effect, and compare it to the default HDRP bloom, I’ve done up a quick video:

For those that want an early access version, shoot me a PM, otherwise it will be submitted to the next version of PRISM on the Asset Store.

Hi @GoGoGadget a quick question: does PRISM support layer masks so I can exclude the UI layer from any of its effects?

I don’t want to use a separate camera just for the UI for performance reasons.

I have an older version of PRISM (v2.4.1) but can’t find any info regarding layer masks. Unfortunately my project is still in Unity 2018.4.8 which isn’t supported by your latest PRISM version (v3).

Out of curiosity though, does PRISM v3 still support the built-in pipeline and would it be possible for you to back port it to Unity 2018? Does v3 support layer masks (if the version I have does not)?

Thanks!

So, to answer in order:

  • PRISM (since PRISMv2) “Supports” layer masks in the exact same way that the builtin Post-Processing stack (on both Legacy, and HDRP renderer) does. So if they support what you’re trying to do, PRISM will too. I can’t answer with certainty as I’ve never tried to mask out a world-space UI but in general if you’re trying to get too tricky it’s probably not a bad idea to see if you can just go back to screen-space UI rendered on its own. You should not be concerned about performance for this, it really is not a performance issue having a UI camera, even on low-end mobile if your UI is setup correctly.

PRISMv3 does support the builtin pipeline and should work on Unity 2018, although due to the incredible amount of support surfaces now (which even Unity have acknowledged ) it’s not feasible to officially ‘support’ 2017 & 2018 for me (Unity don’t even support 2017 or 2018 updates to their Post-Processing stack, and they’ve got 50 post-processing developers on payroll!). So your best bet is to just import it to 2019 and copy/paste the folders over.

While I’m here, this weekend a new version of PRISMv3.HDRP will be pinged up to the asset store, with added bloom + new ChromAb + Lens Distortions working in it.

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Thanks for getting back to me.

The problem with UI on a different camera is when it comes to applying AA - I have to do it on each camera if I want to use TAA or FXAA. I have a HUD in game with angled panels so the AA is really needed, and MSAA is unfortunately too costly.

I’ll have a look at your suggestions above though to see if they help thanks!

Another question: how come you deprecated support for Sun/God rays in PRISM? The Unity implementation is pretty costly so PRISM being able to handle these would have been great.

Makes sense! There are also other ways you may be able to fix that with a more specific UI shader that does some bicubic supersampling, but I’ll leave that up to you :slight_smile:

Regarding Sun/God rays being deprecated in PRISMv3 HDRP - as you mentioned, Unity now have an implementation. PRISM’s was there when there was no inbuilt effect to do it. Since proper godrays in HDRP is actually now an effect that needs knowledge of the lighting of the scene (ie. scene sky color/exposure etc) - it makes more sense for it to be handled by the ‘lighting’ system as opposed to the post-processing system.

As an aside, PRISMv3 v 3.4 has been uploaded to the asset store pending approval, main changelog:

HDRP improvements:
-Added new bloom & new bloom threshold LUTs
-Added all working lens aberration effects and added new chromatic aberration effect
-Improved performance with multiple multi_compile defines added when toggling effects
-Multiple in-editor error fixes
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Thanks again for your very informative answers!

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Does Prism v3 support URP at this moment? It’s a little bit hard to read from the asset store description.

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No, at the moment PRISM only supports HDRP and Legacy. URP is being worked on but you should not purchase PRISM for URP right now.

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A subset of PRISM features are now working on Unity 2020.2.3 in URP! More to follow.

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Another update on PRISM.URP: Many features are being reworked and improved for this major update, including PRISM’s lens distortion pipeline.

PRISM’s new lens distortion much more closely mimics the traits of real-life lenses - in particular, the vintage lenses which I collect as a hobby.

One example of this is PRISM.URP’s new Petzval Distortion feature, which mimics a characteristic found on lenses like the famous Helios-44 and contributes to a “swirly” look of the image.This is not currently achievable with any other Post-Processing system for Unity, and being fully built-in to PRISM’s main pass, is highly optimized.

neatuncommonleafhopper

Update for everyone! PRISM for URP’s new bloom is now working, and working beautifully. Here’s an example of it with and without the newly built stability feature, which in effect changes every element of the bloom pipeline to introduce stability.
imaginativetintedgrizzlybear

I intend to release PRISM’s URP version as a whole new asset on the Asset Store - versioning is simply much easier that way and will help me provide support to users faster by instantly knowing what render pipeline/effect they are using, and sales make it easier for me to decide where to focus new effects between URP, builtin, and HDRP versions of PRISM.

A question for any existing (or prospective) PRISM users out there, would you also prefer single effects to be sold? IE: PRISM’s Bloom, Color Correction, Lens Distortions? The price for these would be around $5 each, for URP.

For those who aren’t aware, PRISM’s URP version is out on the Asset Store as a new asset - CUPP - Cinematic URP Post-Processing, basically re-written from the ground up to support URP: Cinematic URP Post-Processing - CUPP | Fullscreen & Camera Effects | Unity Asset Store

PRISM is still the asset to use if you’re using HDRP or builtin, and will be getting some of the benefits created whilst developing CUPP (such as the new LUT suite) in future updates!

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Just purchased prism, but i am running into an issue. I am using hdrp in 2021.1.16 and taking advantage of the dynamic resolution to gain a bit of performance. my idea was to use prism mainly for its sharpen effect to hide the downsampled resolution and this works great. my problem lies with trying to use the PrismHDRP_Stack. if I have the intensity of the stack to 1 with dynamic resolution on, prism seems to mess up somewhere and the resulting image is stretched larger than the screen (i only end up seeing a portion of what should be displayed). using the stack without dynamic resolution works fine. I looked in the docs and even searched these forums to try and find a solution but wasnt able to. any solutions?

reproduce:
-in hdrp enable dynamic resolution in the hdrenderpipelineasset
-enable “force screen percentage” and set the percentage to something like 75
-toggle the intensity in the prismhdrp_stack between 0 and 1