Hello,I’d like to share a post-process shader I just finished.I creates a “cheap camera” effect with vignetting,chromatic dispersion and depth-aware noise.Here’s a comparison:
Strange,in photography the resulting image would be considered bad,but in CG it seems to “ground” everything more in reality
The camera needs to have both renderdepth.js and oldcamera scripts applied to it to work correctly.
(I adapted parts of the shader from pro Noise-shader,and deleted some opengl-related parts,so if it happens that it doesn’t work correctly for some folks,let me know)
Hey I tried out your effect and Im having a problem with it. I just get a brown screen with the vignetting effect. Both scripts are attached, and both shaders are in their correct spots.
you are probably missing pro standard assets in your scene?
I did try to debug the opengl version with -force-opengl switch as best as i could, but get a different result every time I run the exe…
coming from virtools background,I’m actually somewhat disappointed in the shaders portion of Unity.Its a really straightforward and simple shader,yet people are having problems.
Was just going trough the showcase forum and noticed a image of yours with the effects,
and so here I was browsing trough your posts like a fanatic, glad to see I guessed right,
you posted this, awesome! glee
Abberation is normally more pronounced around the outside of a shot, and sometimes its fairly common that one channel is just substantially blurrier than another