EVERY Post-Processing effect in Unity | What you NEED to know

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Unity went through a lot of changes when they introduced URP and HDRP, and so there's now a lot of outdated information about how to use post-processing.
In this video you'll learn:
- How to setup post-processing in Unity URP
- What every single effect does (and what you might use it for)
- 2D vs 3D (there's only 1 effect this affects)
- Performance tips for working with post-processing

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Timestamps:

00:00 - intro
00:13 - setting up post-processing
01:15 - bloom
02:51 - channel mixer
03:04 - color adjustments
03:13 - color curves
03:25 - color lookup
03:49 - lift gamma gain
04:16 - shadows midtones highlights
04:52 - split toning
05:22 - tonemapping
05:44 - white balance
05:55 - chromatic aberration
06:08 - depth of field
06:27 - film grain
06:44 - lens distortion
07:05 - motion blur
07:38 - panini projection
07:51 - vignette
08:09 - performance

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Unity's e-book for 2D game art, animation and lighting:

Depth of field in 2D article:

Download our free 2D Asset pack:

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Regarding 2D Depth of Field: I misspoke (kind of) - the Depth of Field Post-Processing CAN work in a 2D scene, it just doesn't blur based on Z-depth. So it doesn't matter how close/far something is to your camera it'll basically act as an on/off blur for your sprites. As of right now, this is just how it is as far as i can tell.

sasquatchbgames
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Man I'm so glad I found your channel a while back. These videos are gold!

travisalstrand
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This is The Only Post-Processing tutorial that works for me ! thank you ❤

nextoon
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Super useful! Adding more FX to my game, RoadHouse Manager, this week so the timing is great.

gameboardgames
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love this, fast and straight to the point, and you cover all of em !

Oksel
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From what I've seen, Post Processing, even in incredibly stylized games, is best used in as subtle a way as possible.

As a game dev in the middle of a project, you might not notice a dramatic change when applying something like bloom or a vignette initially, but don't get tempted to crank all the values up just so that *you* notice it.

Instead, have play testing sessions where you apply a small change and play for a while. Then take a break for a day, come back with a different adjustment, and play for a while as well.

You should be in a better place to determine which feels better.

Worst case scenario is you have both options available as presets and allow the player to choose between them.

jcoco
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Nice video, very informative, keep up the good work man, learning a lot from you

krabos-ke
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Everyone talks about hollow knights and ori, but Alto's adventure is beautiful too.

Infact it has most beautiful UI, and environment for my eyes atleast.

anshulsingh
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Liked and loving these videos ! Many thanks 😊

harneetsingh
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How to make only the player character glow using Bloom in the post processing? I have been struggling with this for quite some time now. Any help would be much appreciated.

GlitchArt
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Thank you very much for this tutorial!

hauntedcrowdev
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In my game I've managed to create a depth of field with objects on a Blur Layer, so I made my camera only render that layer and set the post processing to only affect the Blur Layer.

Not sure exactly if this is the correct way to handle this, but for me It's been working great!

Lajlaj
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Just commenting for the algorithm. Thanks for the knowledge

GabCom
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How do I get different scenes to have different post processing settings? I want to have film grain and vignette in one scene, but in the next scene I dont want them on.

stigrbjornen
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Strange, i dont have the Post Processing bool / switch in the camera ... hmmm

glowshedfilms
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Hey Brandon, do you use addressables in your game? Could you do a tutorial about them please?

dong
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Thanks a ton! Is this URP only or does it work for built-in as well? Not sure which project tô create, ty

jacobs.
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Cool channel! Will you make a video about the save system in Unity (json)? I encountered some misunderstandings. 
And another question - how can i replace the onSceneLoaded event? Let me explain - I made a data transmission system based on your videos. I made the save system using a video from another channel (channel: Shaped by Rain Studios) - but both, you and the save system use the onSceneLoaded event and they conflict with each other. When I go between scenes, of course the player coordinates from the Jason file are loaded, and not the door position. Therefore, I’m thinking about how to bypass this event altogether. Thanks.

dmtryrin
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I've commenting now not because I watched the video (I sure will!)
Just wanted to comment on the most recent video because I guess you will be reading this comment.

I've just written a long comment, but decided to delete it and just TL;DR -
Bro, you channel is awesome, I don't understand how the f you have only 23k subs, but I'm glad to be one of them, because you're doing an awesome job, and explaining it in a really proper way.

slavabugz
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I don't have tick box on camera for post processing

PhilipCrossley-bg
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