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Post-processing effects for Unity URP (2022.3.20f1) as part of my self study on shader programming

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Miyu_Early

PostProcessing-URP

Unity Version Unity Pipeline Support (Built-In) Unity Pipeline Support (URP) Unity Pipeline Support (HDRP)

A series of post-processing effects for Unity URP (2022.3.20f1) as part of my self study on shader programming.

Notes

This is an early preview of what I have so far, and there are plans to add some effects (as there are other effects that I created or adapted but haven't uploaded to the repo yet) and to redo some of these effects myself to simplify, clean them up, challenge myself to make them from memory, and maybe improve them. Some of the effects may have issues when using them or don't work for Forward+ or Deffered rendering.

Features

  • Kuwahara
    • Basic
    • Generalized
    • Anisotropic (w/ Polynomial Weighting)
  • Pixel Art
    • Downsampling
  • Dithering
  • Color Palette Swapping
  • Color Blindness
    • Protanopia/Protanomaly
    • Deuteranopia/Deuteranomaly
    • Tritanopia/Tritanomaly
  • Zoom
    • 2 Different upscalers (Anti Aliased & Pixelized) + Normal
  • Gamma Corrector
  • Tonemapper
    • RGB Clamp
    • Tumblin Rushmeier
    • Schlick
    • Ward
    • Reinhard
    • Reinhard Extended
    • Hable
    • Uchimura
    • Narkowicz ACES
    • Hill ACES
  • Hue shifting
  • Bloom
  • Depth Based Edge Detection
  • Vignette
  • Chromatic Aberration
  • ASCII
  • Color Correction
    • Exposure
    • White Balancing
    • Contrast
    • Brightness
    • Color Filtering
    • Saturation
  • Sharpness
    • Basic
    • Contrast Adaptive
  • Photoshop Blend Modes
    • Add/Subtract
    • Multiply
    • Color Burn
    • Color Dodge
    • Overlay
    • Soft Light
    • Vivid Light
  • Difference of Gaussians
    • Basic
    • Extended
  • Blur
    • Box
    • Gaussian
  • Fog
    • Distance

Example[s]

Note: I don't have screenshots of every effects in use like basic difference of gaussian.

Normal

Basic Kuwahara

Generalized Kuwahara

Anisotropic Kuwahara

Bloom

Vignette

Tonemapping (Schlick)

Pixel Art (Downsampling)

Color Blindness (Deuteranomaly)

Hue Shifting

Zoom

Color Correct

Extended Difference Of Gaussian

Blur (Box)

Color Palette Swapping

Dithering

Chromatic Aberration

Sharpness

Edge Detect

Installation

  1. Clone repo or download the asset folder and load it into an unity project.
  2. Add the render feature of the effect that you want to use to the Universal Renderer Data you are using
  3. Create a volume game object and load the effect's volume component in the volume profile to adjust values
  4. If needed, you can change the effect's render pass event in its render feature under settings

Cresits/Assets used

The code is based on Acerola's Post Processing effect for Unity's Built In pipeline.

License

MIT