Thanks for the video! That illustrates perfectly what you mean.
Based on the UI layout, it appears you’re using a version of the asset older than v2.2.0. This version improves on a technique the Cloud Shadows effect relies on, and fixes flickering under certain conditions (camera being far from the world origin, or looking directly at the X/Z axis).
I’m trying to use the “Transparent_wFogSupport” shader and it doesn’t work, the transparent object still gets hidden by the fullscreen fog. Is there something I need to set up for this to work?
Is it possible to show SC post effects on scene view camera? Scene view settings has post processing enabled but effects do not show. I’m using Unity 2020.3.38f1 and SC Post Effects 2.2.0.
We’re getting a weird warning we would like to get rid off:
CommandBuffer: temporary render texture _MainTex not found while executing
SCPE.SunshaftsRenderer+SunshaftsRenderPass (SetGlobalTexture)
UnityEngine.GUIUtility: ProcessEvent (int,intptr,bool&)
And the same warning but with:
SCPE.SunshaftsRenderer+SunshaftsRenderPass (Blit source)
I’m wondering if we’ve set it up incorrectly or if Unity is being weird
Effects applying to the scene view would be the default behaviour, if the default Unity effects render the ones from this asset will too.
There’s a few exceptions, like the Blur and Kaleidoscope effects, that are hardcoded to not render in the scene view, since they’d just get in the way.
In URP this works differently, on the Render Feature there’s a dropdown option to select where the effect is allowed to render, by default the scene view will be enabled.
This is unfortunately some unwanted behaviour related to keeping cross-version compatibility intact for URP. It’s ultimately harmless, and will no longer pop up come next version update (this week).
I just remembered, the camera object needs to have the “MainCamera” tag. The scene view camera always ends up mirroring this particular camera (in terms of components). If no camera has this tag, the scene view won’t have post processing enabled.
I had the intention on submitting the version 2.3.0 update this week, but I’ll be away for the rest of the month on a family visit.
It’s an update that sees fundamental technical changes, needed for future proofing. It’s finally passed the long checklists of tests today, but I’ve decided its best if I’m around to issue any hotfixes should any blocking issues pop up!
So I’ll be sure to submit this version December 1th
Version 2.3.0 is now finally available!
This is a major version update for both the Built-in RP and URP.
This asset was now released almost 5 years ago (Jan 2018) and has been purchased 2324 times. That it itself makes it existence possible, so thanks for sticking with me
Notable changes:
Built-in RP: No longer uses Unity’s Post-processing package’s shader library. This was put in place to support all render pipelines, but that effort seemed to be quickly abandoned. As such, the same library was never fitted with support for Single-Pass Instanced VR rendering.
Instead, the effect shaders now use the regular Unity shader libraries (that appeared to be perfectly possible). Making full VR support possible.
URP: A seemingly recurring trend, but Unity 2022.1 saw yet another rug-pull on the rendering API. I can dirty many words on the subject, but the asset has been reworked to support 2022.1+.
(Unity 2023.2 is said to introduce the Render Graph API to URP, this likely requires yet another rework. It’s possible this asset will simply split off into its own URP variant, but will no longer be free due to the amount of work required)
Updating:
No breaking changes, though this is a unique process involved. Please see the update guide: Update guide
Changelog:
Minimum supported version is now Unity 2020.3, and URP 10.3.2.
Shaders are no longer in “Resources” folders, meaning only effects present on volume profiles will be included in a build.
The installer that pops up when updating will automatically move them for you.
Added:
Single Pass Instanced VR rendering compatibility for: (Built-in RP requires Unity 2021.2+ for a bug fix)
Edge Detection effect
Sun Shafts
(Built-in RP) Distance fading functionality on effects
Pixelize, popular retro resolution presets. As well as a custom resolution height.
Changed:
(Built-in RP) Shaders now use the default UnityCG shader libraries. This ensures compatibility moving forward with core Unity changes.
The Fog.hlsl shader library can now be properly integrated into other shaders.
(URP) Updated framework to use the new RTHandles API. Though mainly to silence any obsolete API warnings.
(URP) Effects are now listed in the Frame Debugger using a better readable name.
Fog, no longer relies on a hidden camera to capture the skybox color. This removes any overhead related to camera processing (in URP this was already the case).
Minor shader optimization for any effect using a blur.
Minor shader optimization for the Edge Detection effect.
Color Split effect now has an “Edge Masking” parameter.
Sunshafts, renamed resolution dropdown values to “Full/Half/Third/Quarter” (the last being a new addition).
Fixed:
(URP) Pre-emptive fixes for Unity 2022.2 & 2023.1.
Blur (Gaussian mode) causing a slight discoloration.
(Built-in RP) Blur effect not rendering properly when using Single Pass Instanced VR rendering.
Texture parameters being blank in a build, unless overridden (they’re now overridden automatically when first adding an effect)
Caustics effect appearing too bright when using the Gamma color space and HDR
(Built-in RP) Color Split effect causing FXAA to stop taking effect.
(URP) Resolved any unintentional GC allocations.
(URP 13+) Sunshafts, warning about “temporary render texture” being thrown at the start of each frame
Removed:
Retired support for Single Pass Stereo VR rendering since it’s been deprecated after Unity 2019.
Unnecessary Blit from Blur and Sun Shafts effects.
Hi there, I was wondering if it’s possible to combine the depth and normal edge detection with the luminance edge detection? Currently the option is one or the other as global volumes don’t stack.
Hello,
I’m currently trying Unity 2022.2f01 to see how viable it would be for our current project. We’re making extensive use of this asset and it has been great so far : )
However, the Edge Detection effect doesn’t seem to work properly with transparent materials when the “Skip Transparents” option is checked in the renderer asset. Transparent objects are drawn on top of opaque ones.
The Edge Detection effect has been added to a global volume. Additionally, disabling post processing for the camera doesn’t disable the effect (but it does disable Unity’s built-in effects).
I tried it in a new, empty project, using URP 14.0.4.
Would there be an easy workaround for this issue?
Thanks!
.
Effects rendering even though post processing is disabled on the camera appears to be a (new) bug in 2022.2. The renderer always reports post processing as being enabled. In older versions this seems to work correctly. Fingers crossed that gets picked up and fixed in the release version.
Hallo,
I updated SC PostEffects to 2.3.0 and now the Fog effect is black when choosing the Skybox Color as Color Source. (Using URP with Unity 2020.3.14.) Also, I still think Global Density, or at least Distance Density, should be a normal FloatParameter, instead of being clamped between 0 and 1!
Curious, I’m not seeing this happen in any version. Does the screen simply turn black, or is the fog color black?
I’ve played a bit with the settings, and I agree Distance Density should be unclamped, it’s needed to achieve extremely dense fog (eg. snow or sand storm). I’ll be sure to include this change in next update.
Thanks for providing the screenshots! That indeed seems to be the case. This can be remedied by making the skybox shader double sided, just like the default skybox shader.
I suppose Unity’s internal skybox mesh has its normals facing inwards, whilst the mesh used for the fog shading uses normals facing outwards. Making the shader double-sided will work around this, but I’ll be sure to correct this.
Those errors are rather puzzling, something is instructing render textures to be created with no format at all. It seems you are using URP 12 in Unity 2020.3, is that correct? That unfortunately wouldn’t be supported as all the code in this asset assume the normal versioning table (eg. 2020.3 would use URP 10).