I can’t add Depth of field to Global Post-process Volume. How can I fix this?
I’m not sure. If it’s grayed out then it’s already been added to the profile. It should show up here:
Sorry to waste your time. It’s already been added but I didn’t see it.
Submitted version 0.5.0 Beta, which will hopefully be approved in a few days.
Due to the nature of these changes, effects on existing profiles may be removed when updated and will have to be re-added
Validated support up to Unity 2018.2 and Post Processing Stack 2.0.10.
Added:
- New effects
- Sunshafts, radiate sun rays from a directional light and skybox
- Fog, distance and height-based fog with 2D density noise
- Clouds shadows, projects a texture over the world (cloud example texture included)
- Screen Gradient
- Color fields option
- Rotation parameter
- Overlay
- Blending modes
- Tiling parameter
Fixed:
- Single-Pass Stereo rendering fixes for:
- Light Streaks
- Blur (Box method)
Changed:
- Effects dropdown is now grouped into categories
- All effects are now in the SCPE namespace to avoid possible conflicts
- Edge Detection will show a warning for unsupported modes when using LWRP/HDRP
- Ambient Occlusion 2D and Lightshafts are automatically disabled in VR
Removed:
- Fisheye effect (replaced by Unity’s Lens Distortion effect)
- Fog Gradient effect (replaced by Fog effect)
Does this fog have any aliasing issues when used with MSAA? And is it single-pass stereo VR rendering compatible?
Thanks.
Good question, since MSAA doesn’t apply to the depth buffer, pixels where depth greatly differ (mainly between horizon and skybox) will be unfogged. When using any other AA technique, this is not the case.
The effect was tested with SPSR and there were no strange artifacts, it renders correctly for both eyes.
Just bought this pack and I am impressed so far. There are some bugs though:
In my tests it’s completely broken and throws out the “Trying to get a relatively sized RenderBuffer without an active camera” error. The effects work in the scene view though, it’s simply black in the game view.
While also testing I couldn’t make the effects to work in HDR. It seemed like the Threshold was bound to the LDR and didn’t have any kind of HDR values to it.
Haven’t seen that error before! It may, as it says, there is no active camera, but as far as I know, the Post Processing Stack doesn’t run without a camera. And I’m sure you must have an active camera
Are you using a render pipeline, or “legacy” render? Also, which Unity version are you using?
To which threshold parameter are you referring?
Sorry, forgot to mention it: I get that error in HDRP, the latest preview release, Unity version 2018.2.0.f3. I get that error only when adding one of the effects from the package. Such an error doesn’t happen on vanilla or LWRP.
By threshold I mean the Threshold slider on, for example, the Lens Flares effect. It behaves as if it has the LDR as an input. Every pixel, no matter how bright in HDR range it is, gets cut off with a threshold of 1 or more. It obviously shouldn’t be like that, anyone would want to have the Lens Flare and other similar effects to be applied only to the brightest pixels. Is it maybe beacuse the effect is listed in the After Stack and the framebuffer gets tonemapped, thus not allowing to use the raw HDR data?
And indeed it was. By changing the rendering order to “BeforeStack” it now receives proper HDR values (in this image the Threshold was set to 2).
Ah, thanks, I’ll try this out! I’ll have to a look at HDRP tomorrow and see what’s up.
Hello…I use Unity2018.2.0f2, and did Setup up Oculus and SC post all in default model and single pass for stereo rendering method…but in device, my left eye is absolutely white with noting could be seen…could you give me a detail config helper?
The default profile included in the package only has Unity effects added to it, does this happen when any of the SCPE effects are enabled? If so, which one in particular?
I found the cause of these errors, it was due to the way I set the resolution for temporary textures. I will apply a fix to all the effects for next update.
Thanks for bringing it to my attention! When I last tested HDRP this wasn’t an issue, but apparently my method has been declared “illegal” recently.
Just submitted an update with the following changes:
Added:
- Gradient
- Blending modes
Fixed:
- Errors messages for some effects when using HDRP
- Threshold behaviour for Light Streaks and Lens Flares
- Sunshafts
- Directional Light position influencing origin of sun rays
- High intensity values causing banding artifacts
Hey,
does the new fog work in VR (forward & single-pass), and what’s the performance like? Also, will it make everything blurry (like some post effects do when enabled)?
thanks for reply…I think no effect make sense in Oculus GO. I guess maybe SCPE is available when the project is built in .exe file and on PC?but not available for apk in Android system like Oculus GO??
If it is available for Oculus GO with Android System, Could u give a simple Novice guidance On Youtube??Or maybe a very simple scene is OK…Thanks a lot!!
Hey, just purchased the asset - thanks for the work!
A few questions if you don’t mind:
- could we get a sunshafts demo? Can’t get them to look good atm
- would a bilateral filter be possible?
- for the Kuwahara filter - would love to be able to use fx distance beginning and end. That way could use it as a kind of depth of field effect
Thanks again!
The fog effect will render correctly for both eyes when using Single-Pass Rendering. It doesn’t blur the fogged areas, I did some experimentation with this and the visual gain was minimal. The shader operations aren’t anything groundbreaking (as opposed to true volumetric fog) and I didn’t notice a performance hit. I tested it in the Adam Exterior Demo, which is already pretty performance heavy.
Ah, right, Oculus GO is mobile of course, that slipped my mind. Currently SCPE is not supported on mobile platforms. I will do testing on that platform before the final release, so right now I can’t say for sure if I’ll end up supporting mobile in the end.
I’m not entirely convinced the Post Processing Stack is suited for mobile, since it uses a lot of textures. Mobile devices are also generally very bandwidth limited, so performance may not be great. Though, this will depend on the effects (and the amount) used.
Before the final release I’ll add an example for all the effects to the demo scene. I actually lost the source files, so I have to redo the entire thing
For the Sunshafts, the first parameter I would set is the color threshold. If you have a blue sky with a yellow sun, set the color to match the sun, this way the sunshafts will only radiate from the sun (not the entire skybox).
But to give you a better idea, here is a screenshot of the Adam Exterior Environment with the Sunshafts effect and its settings:
I can add a bilaterial method to the Blur effect in the future, for sure! What would be the benefit for you as opposed to the current blur methods?
I noticed yesterday the Edge Detection effect should have a fade start and end distance, so I’ll add this to the Kuwahara effect as well. Thanks for the suggestion!
Awesome! Thanks for the quick reply!
Re: Bilateral filter - as far as I understand it (not much at all) it’s a bit different from a blur as it preserves the edges. Is there a way to do that with the current methods?
I actually played with a bilateral filter shader (as material on a plane in front of cameras). Results looked great, but performance is awful. I’ve attached it for reference.
3590321–290787–BilateralFilter.shader (3.64 KB)