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Post Processing Pipeline For Unity

This code accompanies my series on Post Processing on YouTube.

This is made for Unity 2021.3.1 using the built in pipeline.

Disclaimer

These effects are modular only for ease of experimentation and finding what looks best for a given scene. Once desired effects have been found, many of the shaders can be condensed into a singular pass to reduce overdraw and maximize performance.

Most of these are also not production ready, they are meant to be referenced for those looking to implement the effects themselves. While they are generally well optimized, they may not account for specific edge cases or might be lacking in desirable features.

Features

  • Fog
    • Distance
  • Bloom (HDR)
  • Depth Based Edge Detection
  • Color Correction (HDR)
    • Exposure
    • White Balancing
    • Contrast
    • Brightness
    • Color Filtering
    • Saturation
  • Tonemapping
    • RGB Clamp
    • Tumblin Rushmeier
    • Schlick
    • Ward
    • Reinhard
    • Reinhard Extended
    • Hable
    • Uchimura
    • Narkowicz ACES
    • Hill ACES
  • Hue Shifting
  • Sharpness
    • Basic Sharpening
    • Contrast Adaptive Sharpness
  • Blend Modes
    • Add/Subtract
    • Multiply
    • Color Burn
    • Color Dodge
    • Overlay
    • Soft Light
    • Vivid Light
  • Pixel Art Effects
    • Downsampling
    • Dithering
    • Color Palette Swapping
  • Gamma Corrector
  • CRT Shader (not included with this repo)
  • Color Blindness
    • Protanopia/Protanomaly
    • Deuteranopia/Deuteranomaly
    • Tritanopia/Tritanomaly
  • Kuwahara Filtering
    • Basic Kuwahara
    • Generalized Kuwahara
    • Anisotropic Kuwahara w/ Polynomial Weighting
  • Zoom
    • Anti Aliased Pixel Art Upscaler
  • Difference Of Gaussians
    • Basic
    • Extended
  • Vignette
  • Chromatic Aberration
  • Blur
    • Box
    • Gaussian

Examples

Unmodified

noeffects

Fog

fog

Bloom

bloom

Color Correction (RGB Clamped)

colorcorrect

Hue Shifting

hueshift

Sharpness

sharpness

Tonemapping

Tumblin Rushmeier

tumblinrushmeier

Schlick

schlick

Ward

ward

Reinhard

reinhard

Reinhard Extended

reinhardextended

Hable

hable

Uchimura

uchimura

Narkowicz ACES

narkowicz

Hill ACES

hill

Blend Modes

All examples are blended with themselves, the image is a gradient from no blending to full blend.

Add

addblend

Subtract

subtract

Screen

screen

Multiply

multiply

Color Dodge

colordodge

Color Burn

colorburn

Overlay

overlay

Soft Light

softlight

Vivid Light

vividlight

Pixel Art

Open images in their full resolution for optimal viewing. Sheik model is exported from melee.

sheik

2x Downsample

downsampled_sheik

1x Downsample + Dither

dithered_sheik

1x Downsample + Dither + Sharpness

sharp_dither

Still Frame:

sharp_dither_still

Color Palette Swapping

Original Colors:
dithered_grass

Palette Swapped (8-bit):
color_swapped

Color Blindness Simulation

Protanopia (Absent L-cone)

protanopia

Deuteranopia (Absent M-cone)

deuteranopia

Tritanopia (Absent S-cone)

tritanopia

More Details

These shaders are useful for testing the usability of your game from the perspective of those with color blindness.

Consider the case below, with the default red and green health bars it is hard for someone who suffers from deuteranopia (the most common form of color blindness) to tell the difference between them at a glance.

league1

Riot Games is aware of this issue and provides a color blind mode in the options which changes ally health bars to a bright yellow, making the value difference between allies and enemies quite obvious.

league2

Kuwahara Filter

Basic

kuwabasic

Generalized

kuwageneralized

Anisotropic

kuwaanisotropic

References

https://catlikecoding.com/unity/tutorials/custom-srp/color-grading/
https://github.com/tizian/tonemapper
https://en.wikipedia.org/wiki/Ordered_dithering
https://www.inf.ufrgs.br/~oliveira/pubs_files/CVD_Simulation/CVD_Simulation.html
https://en.wikipedia.org/wiki/Kuwahara_filter

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My Unity post processing pipeline and shaders

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