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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 (6000.0.58f1). These effects were from Acerola's Post Processing repo (which was designed for Unity's Built-In Pipeline) and I have since adapted these effects over to Unity 6 URP as part of my self study on shader programming and to improve its performance in Unity.

Initially, I modified them for Unity 2022 URP, but I am gradually updating this repo with improved versions of the effects I did over to Unity 6. You can access all previous code and materials for the PostProcessing-URP that I developed in Unity 2022 URP here in the Unity 2022.3.20f1 branch

Notes

As of now, I have only updated the Anisotropic Kuwahara effect to work with Unity 6, as that was my last contribution during my time at Serious Point Games. I plan to gradually bring over the remaining effects to Unity 6, one by one. The effects uses Unity 6000.0.50f1's compatibility mode for it to work. Because of that, it can be modified with a few changes to still be able to work on older Unity versions like Unity 2022. Do note that some of the effects may have issues when using them or don't work for Forward+ or Deffered rendering.

Includes

  • Kuwahara
    • Anisotropic (w/ Polynomial Weighting)

Example[s]

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

Normal

Anisotropic Kuwahara

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
  5. Ensure that Compatibility mode is on, which can be located under Project Settings > Graphics > Render Graph

Credits/Assets used

The code is based on Acerola's Post Processing effect (which was designed for Unity's Built-In Pipeline), but it has since been modified to work on Unity 6 URP and for preformance improvements, etc.