URP, cameras and Post Processing maze

Hi,

For the last couple of days I’m simply trying to get Post Processing work in my 3D sample project.

I’m quite confused the way post processing works with URP.

Hoping to get nice on-screen pp effects, I first installed URP package and then, Post Processing package via package manager.

Watched some tutorials, read some articles and started to create a scene with effects.

The problem is I wasn’t able to view any type of PP effects within my URP environment.

Later on I discovered this →

After creating a “Global Volume” object instead of “Post-process volume” within my hierarchy, I was finally able to view effects immediately. OR simply adding “Volume” component to my main camera instead of “post-process volume”.

My questions are as below,

  1. If I use URP in my project am I not allowed to use PostProcessing(Stack v2) package with it? Or don’t I even need that? Since URP comes with its own PP solution?

  2. After uninstalling PostProcessing package, I have seen that my effects still remained there which proved the first case above as true. So does URP uses its own (scriptable?) post processing solution? With icons looking like SO (a cube with {} on it which represents a simple file in Unity environment I think?)

  3. I cannot see some options of post-processing within URP volume effect overrides. For example, there is “colored” attribute with Grain effect. But this not seem to exist with URP’s volume. How am I gonna handle this?

  4. I’ll use Cinemachine, too. Does it support URP’s post-processing solution out of the box? Should I be aware of any extra details beforehand? To prevent the above problems that I faced when using native main camera?

  5. This part is on what I’m not able to find enough info on the web:

I’ll have UI in UI layer. I’ll need to have additional, different or no PP effects at all with it. Will I be creating another camera and assign it to my UI in order for it not to be affected by the above in-game PP effects? And then add a different profile and volume on it?
For example, I’ll be having a “bloom” PP during gameplay but obviously will not want it when a Pause Menu comes up.
Or better, have some totally different PP effects on Pause Menu.
What should be my approach/workflow for this?

Thank you very much and sorry for noobish questions. This is all new to me… :sweat_smile:

  1. OK for my fourth question I’ve found the answer.
    Within CinemachineVirtualCamera Component there is Cinemachine Volume Settings extension which does it.

My other question is, I see that GameObjects within a certain layer same as with the camera that renders PP effects are being post processed. So how am I going to set my physics and collisions interactions layers then?

Currently I assigned “Ground” layer which literally represents ground and assigned as layer mask in my Player GameObject to stand on it as a result of collision detection.

But, at the same time I want that ground gameObject to be post processed. So I cannot move it into PostProcessing layer.

Where is the “cull-mask” sort of thing for the camera to include other layers for PP?

There was a PP Volume Layer comp with PP Stack V2 that I think made it available to target specific layers to be PP’ed.
What is the equivalent of it in URP? :frowning:

  1. PP stack v2 should still work in urp, but with limited functionality. Using the urp built in pp is preferred.
  2. Yes, urp has it’s own standard effects
  3. Urp doesn’t have all effects as default. You have to find them yourself on the asset store, or make them yourself, or try if the pp stack v2 works with that effect.
  4. Afaik cinemachine is just a camera with extra controlls, so it would work. Just try and find out
  5. Not too sure about UI, depends when the UI is drawn and when the pp is done.

I might be mistaken about some details but this is what I know (:

Thank you for your answers. I’m actually warming up and getting along with several different departments of Unity and game development in general. Most of my questions relate to working in Unity environment and getting to understand how each object/component/behaviour is related/linked to each other. I’m digging deeper into it and finding some answers.

OTOH, replies like yours support this progress and speed it up. Thanks again. :slight_smile:

Glad they were helpful, let me know if you got more questions, don’t mind helping out (:

UI is generally rendered in screen space and is not affected by PP at all. You can do a world space UI (used in lots of VR games and occasionally in some games eg:

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If you do a world space UI, then it’s rendered to a texture and it will be affected by PP just like everything else.

There’s also the case where you want to overlay something 3D onto the UI (simple example is an RPG inventory system):

If you want PP on that, it’s not well-supported in URP, and there’s a whole thread about it here: Post Processing with multiple cameras is currently very problematic .