Ultra fast Depth of Field effect. This are utra fast features for your mobile, now you can use DOF even on lowend devices. But of course there are some quality costs, but everything can always be made even better
- Ultra fast SSAO. Second one is ultra fast SSAO, another author’s algorithm, that also has drawbacks due to ultra fast ssao uses the minimum number of samples, but anyway it should work on any devices
Thank @warpedpipe for get in touch. Work is still under way.
That’s pretty cool you described in considerable detail. It will help to make changes in the next soon update!
Assets\Plugins\Ultra Fast PostProcessing\Runtime\URP RENDER\FastPostProcessingRenderFeature.cs(305,30): error CS0115: ‘PrettyFastPostProcessing_URP_Pass.OnCameraSetup(CommandBuffer, ref RenderingData)’: no suitable method found to override
help me i used unity 2019.4 and urp
New update should be awaliable tomorrow. A lot of fixes and impovments
I added some new efffectss:
fixed Unity 2019 Support
fixed Default Render (inverse uv, missing materials and command buffers)
fixed memory leaking
fixed material reload on asset import, change, undo
fixed URP issues with render to MainTexture
LUTs: added manual gradient feature Dithering: added 4 dithering options for colors Pixelization: added some test pixelization options Glow: improved shader, fixed blending DOF: fixed all issues Sharpness: fixed order issues Outline: fixed order issues Fog: fixed displaying, added option to use fog before posterization SSAO: fixed all issues
Presets Window:
fixed render images,
fixed folders,
fixed menu items,
improved behaviour,
fixed lut applymethod
In the next release I will add more profiles and examples I will improve gradients And I will improve presets for gradients and etc also, I will contnue to track issues. If you will try to use this asset write me what do you think, becaues it is very important for me, I see a lot of people interested in this asset, but I don’t know are you happy with the result. Maybe some of the effects do not look what you expected. I realy want you to like this asset. Thanks for your support. In the future there will be an improvement in the interface with the ability to change the order of effects and a wider selection of effects – I also wanted to note that if you have interest: realistic and pretty nice and fast water for low end devices= will be published soon. It will also be for URP and Default, I just need to find out how to use renderwithshader with URP
I Can’t build project with this asset.
It seems work in editor, but it eat all of memory in start to build a scene.
I tested multiple version of unity at URP and builtin pipeline in two computer, but I can’t build.
I tried build with only UFP import, but failed too. (I tried Standalone and android platform)
I only success to build the way is exclude the fast postprocessing script from the camera.
of cource it dosen’t work post processing.
Thank you for buying the asset!
I will fix it today or tomorrow, also I plan to add some effects, and will try to improve the build for mobile platforms to reach the reasonably optimized result, if you do not want to use the asset you you can request a refund, if you have something to add, feel free to write.
I also plan to add some new example scenes, and create pre-prepared profiles.
I submitted an 1.1.1 update today, it should be awaliable tomorrow
fixed build errors
fixed integration and asset disabling errors
fixed some minor bugs in the code
added support for 2022
fixed open gl and direct x compatibility
fixed bugs with variable precision for low end platforms
I run asset on The Samsung J1 (2016) ($75) 1.3 GHz ARM with 1 GB of RAM
I enabled LUTs, Gradient, Posterization Dithering, Glow, DOF, SSAO
It was working pretty good on 20-25 FPS using this model, but this phone has only 480x800 resolution, and full hd would be more expensive for computations, plus the effects that I used for this use very non-standard drawing algorithms
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And I wanted to add, I also plan the dropping price for a while, because now assets have some bugs, and has no reviews, and I hope dropping will help to promote it, and if you have bougth this asset for the full price, you may contact me, and I will give you vouchers, if you really want it, I can give a couple of vouchers for this asset, or any other of your choice.
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So I would like to know your opinion, just every thing takes time, and I want to know what is the better to do first :
There are three things that I can done in the nearer future
Improve performance (I used highp for whole shader to reach maximum quiality on mobiles, so I can inspect it and optimize to reach about +10%-25% of performance, also I can inspect effects, I can add some baked operations, and I can combine effects for using same data to reduce the amount of computation)
Improve existing effects
Add new effects variants with higher quality but lower performance
Also I plan to add some good example scenes, and add 20-30 pre-prepeared Profiles, for different situations and scenes
I think it’s a difficult problem.
I tested the latest version and this asset works reasonably well on a mobile screen (samsung galaxy S20 in my case). But it’s too rough on a PC screen. This could be due to a display ppi issue.
I want to use this asset in a mobile environment, so in my case I want to ‘Improve performance’.
@Clow_Lead Thank you for your feedback, it will be easier for me to understand in which parts of asset I have to improve, I have already prepared a little materials and optimization tricks, also I plan to include additional blur passes for dithering.
Also I prepeared vr ar support code and some integration improvement. In general, as I understood, that I should concentrate on optimization. I also plan to add separated profiles for each effect, for example you will have two root profiles that use same dof mini profile. What about PC, I also plan to extend effects listl and add default variant for glow and dof, and of course I plan to complete grading section, It is verty impoortant task for me.
@mr_duke Just purchased this but seem to be getting an error:
Assets\Plugins\Ultra Fast PostProcessing\Scripts\Runtime\URP RENDER\FastPostProcessingRenderFeature.cs(130,30): error CS0115: ‘FastPostProcessingRenderFeature.SetupRenderPasses(ScriptableRenderer, in RenderingData)’: no suitable method found to override
Currently on urp 2021.2.14, and the scripting define symbol has been added already: FAST_POSTPROCESSING_URP_USED
Is EM still around?
email is dead and so is website, so how do we get any support?
I heard there was some medical issues a while back, but haven’t heard anything lately.