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DOCG-5984 Improved the Custom post-processing section, migrated the F…
…ullscreen Master Stack pages. Added a reference to the custom renderer feature page. Added a reference to custom-post-processing.md on the customizing-urp.md page. Implemented the same structure as in the 6000 version. Copied Fullscreen Master Stack pages, the feature is implemented in 2022.3 and was not documented in URP. Converted the formatting from the main manual to URP.
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...ity.render-pipelines.universal/Documentation~/Images/Fullscreen-shader-rain.png
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...er-pipelines.universal/Documentation~/post-processing/custom-post-processing.md
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# Custom post-processing | ||
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The Universal Render Pipeline (URP) provides a variety of pre-built [post-processing effects](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@15.0/manual/integration-with-post-processing.html) that you can adjust to create a particular visual effect or style. URP also lets you create custom post-processing effects using the [Full Screen Pass Renderer Feature](../renderer-features/renderer-feature-full-screen-pass.md). For example, you can implement a grayscale effect to indicate when a player has run out of health. | ||
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uid: urp-custom-post-processing | ||
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 | ||
<br/>*Scene with no post-processing effects.* | ||
# Custom post-processing | ||
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 | ||
<br/>*Scene with grayscale custom post-processing effect.* | ||
The Universal Render Pipeline (URP) provides a variety of pre-built [post-processing effects](../integration-with-post-processing) that you can adjust to create a particular visual effect or style. URP also lets you create custom post-processing effects. | ||
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The following page describes how to create a custom post-processing effect using the [Full Screen Pass Renderer Feature](../renderer-features/renderer-feature-full-screen-pass.md). | ||
The following pages describe different approaches to creating custom post-processing effects. | ||
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* [How to create a custom post-processing effect](post-processing-custom-effect-low-code.md). | ||
| Page | Description | | ||
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| [Create a low-code custom post-processing effect](post-processing-custom-effect-low-code.md) | How to use a Full Screen Render Pass to create a low-code custom post-processing effect. | | ||
| [Full Screen Pass Renderer Feature reference](../renderer-features/renderer-feature-full-screen-pass.md) | Understand the Full Screen Pass Renderer Feature. | | ||
| [Creating a full-screen shader in Shader Graph in URP](../urp-shaders/fullscreen-master-stack-urp.md) | Resources for working with the Fullscreen Master Stack to create full screen shaders in Shader Graph. | | ||
| [Example of a complete Scriptable Renderer Feature](../renderer-features/create-custom-renderer-feature.md) | You can use a custom Renderer Feature with a Volume component support for implementing custom post-processing effects. | |
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...universal/Documentation~/renderer-features/renderer-feature-full-screen-pass.md
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...render-pipelines.universal/Documentation~/snippets/shader-graph-blocks/alpha.md
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<tr> | ||
<td><strong>Alpha</strong></td> | ||
<td>The Material's alpha value. This determines how transparent the material is. The expected range is 0 - 1.</td> | ||
<td>None</td> | ||
<td>1.0</td> | ||
</tr> |
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...r-pipelines.universal/Documentation~/snippets/shader-graph-blocks/base-color.md
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<tr> | ||
<td><strong>Base Color</strong></td> | ||
<td>The base color of the material.</td> | ||
<td>None</td> | ||
<td>Color.grey</td> | ||
</tr> |
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...er-pipelines.universal/Documentation~/snippets/shader-graph-blocks/eye-depth.md
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<tr> | ||
<td><strong>Eye Depth</strong></td> | ||
<td>Scales a value to world space to represent the depth from the near plane. This value represents a point in world space, determined by the platform you use. For more information, refer to <a href="https://docs.unity3d.com/Manual/SL-PlatformDifferences.html">The Depth (Z) direction in Shaders</a>.</td> | ||
<td>In <strong>Graph Settings</strong>:<br/> | ||
• Enable <strong>Depth Write</strong>.<br/>• Set <strong>Depth Write Mode</strong> to <strong>LinearEye</strong>.</td> | ||
<td>0</td> | ||
</tr> | ||
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...pelines.universal/Documentation~/snippets/shader-graph-blocks/linear01-depth.md
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<tr> | ||
<td><strong>Linear 01 Depth</strong></td> | ||
<td>Uses a linear depth value between 0 and 1.</td> | ||
<td>In <strong>Graph Settings</strong>:<br/> | ||
• Enable <strong>Depth Write</strong>.<br/>• Set <strong>Depth Write Mode</strong> to <strong>Linear01</strong>.</td> | ||
<td>0</td> | ||
</tr> | ||
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...er-pipelines.universal/Documentation~/snippets/shader-graph-blocks/raw-depth.md
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<tr> | ||
<td><strong>Raw Depth</strong></td> | ||
<td>Samples the depth value from the depth buffer. You can also use this setting with a nonlinear depth value.</td> | ||
<td>In <strong>Graph Settings</strong>:<br/> | ||
• Enable <strong>Depth Write</strong>.<br/>• Set <strong>Depth Write Mode</strong> to <strong>Raw</strong>.</td> | ||
<td>0</td> | ||
</tr> | ||
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