Custom Post Processing with Unity's Scriptable Render Pipeline

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Bood Effects, Sepia or just black and white grayscale. Everything is possible now with the new scriptable render pipeline and it's possibilities to add custom steps in the post processing pipeline.
We will create some steps for the LWRP in this tutorial from scratch.
Do not be afraid to follow this tutorial, because it contains some shader coding. The coding is very simple and I keep it to the things we really need. And it is mostly copy and paste.

=== related stuff ===

Post Processing Texture Overlay (for SRP)

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#ditzelgames #unity #gamedev
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Is this SRP-specific? Seems like it might also work with the built-in renderer?

AndyDuplain
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Hi, is there any reason - why you did not updated Unity Hub from 1.5 to Unity Hub 2.0.2?

PRodi_
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could you make and updated tutorial for HDRP - LWRP 7.1.8? it seems like the api changed.

stormAster
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Update on urp please ? Will Unity at least going to show us how to achieve this on urp ? because right now we cannot change parameters of volume overrides at runtime, it looks so complicated for something that was so easy to do before

hobsido
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notice how unity's "color premeter" is spelled and pronounces with an 'a', as in parameter. Four syllables buddy not three. You know text to speech works pretty good these days.

wendybizare