That last one is what we’ll look at today. The Post Processing Stack essentially replaces all of the standard asset image effects that used to get dropped onto the cameras individually. This new system is (in my very humble opinion) much nicer looking, faster, and way easier to work with.
The stack offers more accurate shading effects and it takes care of applying them in the right order. I’m going to walk you through how I apply my PPS behaviors (that’s part of the new stack!).
In essence, you add a post processing behavior script to the camera, drop a behavior onto the script, and tweak the behavior through the project view.
1. Download and Install
2. Camera Setup
3. Setup your behaviour
4. HDR settings
Those are all the obscure steps, from here you can just mess around and change things until they look good (that’s what I did the first time). If you come up with some awesome looking scenes or find some cool new features, let me know in the comments!
That said, you can also keep going and I’ll run you through some of my settings from my Petra project.
5. Tweaking values
You can also access the world fog settings in the lighting window (Windows > Lighting > Fog)
Side note: Soft knee is a term I have heard in audio for a compression method that fades in with volume. I couldn’t find any info on what it does here. If you know please post in the comments and I’ll get it in here (with credit)!
You did it!
There we are! Our final shot. You can now add this Post-Processing behaviour to any camera you have, or make even more!
Now that we’re through that, go and create your own gorgeous scenes in Unity! These effects have so much potential, I can’t wait to see where they take the next generation of Unity graphics.
Let me know if you enjoyed (or didn’t) learning about the new Post-Processing Stack. And definitely post a comment with any work you create using the stack!