That’s absolutely fine, a proper tutorial would be very helpful to get people started. Just make sure to point to the ImageEffectGraph repo, so people are always pointed to the latest version and benefit from future improvements and bug fixes. Thanks!
Has Unity/ @Tim-C responded to this in any way? Would really love to have this as official feat. I was so used to having this in UE4 that I completely forgot Unity can’t do it yet.
Hi! Have you had any success implementing raymarching as a post-processing effect in SRP?
This is really cool! Spent a little time reworking this halftone shader to get a spider-verse inspired look.
I don’t know how to stop it from stretching when using a different aspect ratio though, not sure if that’s an issue with the shader or how the image effect node samples the camera view.
Edit: Here’s the code if anyone wants it.
That’s very a cool effect. As for the aspect ratio, image effects do not deal with them by “default” (since UVs are uniform from 0 to 1) but you can access the screen width and height from the Screen node, and divide to get aspect, and adjust the effect from there.
I have not tried, but interested to see if anyone has!
Building upon adamb70’s example scene, I had attempted to create an image effect based entirely on Z-buffer values with relation to the camera. Scene Depth node provides said Z-buffer when directly hooked to an Unlit Master, as shown here:
Scene Depth merely outputs a uniform color [Black-White] which Image Effect Master reads to produce a uniformly white image. Unlit Master depicts the desired effect. I understand I may be asking prematurely, but I would like to know how I may properly map these unique pixel values to the Output. Thank you for your help!
Is there any way to directly access the generated depth+normals buffer or does it require separate node (like you already have for motion and depth only)?
Update:
After fooling around i got Depth+Normals node working in legacy mode, however for some reason neither HDRP or LWRP work, not even in shader written directly without shadergraph.
LWRP does not generate a DepthNormals texture however you can customize the rendering pipeline to generate it for you.
So is there hope that 2019.3 will bring features from shader graph image effects as part of Unity?
I don’t think so. There is nothing in the latest betas. I wouldn’t expect something about that before 2020.2 or so…
as far as i know ,scene depth can get scene depth infomation,Surface Depth can get depth exclude translucent material.
Still no news on this subject ![]()
No there is plenty of stuff went by then. Using shadergraph shaders with custom post processing is possible, there is just no post processing master stack yet and it is planned for the next SRP iteration.
https://portal.productboard.com/unity/1-unity-platform-rendering-visual-effects/c/230-shader-graph-full-screen-master-node
There’s been activity on this now: Commits · Unity-Technologies/Graphics · GitHub
I really hope this makes the cut. Would be a great tool for everyone that is not familiar with writing shaders.


