[Unity] Part 4: Post Processing 2

Information
Step 1
In this lesson we'll learn how to use the rest of the Post Processing effects!
Step 2
Continuing from the previous lesson, it's add another effect to our Volume! This time we'll add "Bloom"

Make sure to:
- Click All to enable it
- Set the Intensity to 1, so that we'll see something.

Step 3
We can't check our work yet, because bloom 'Only' shows on objects with Emissive HDR.

So let's select one of our balls, and Enable Emission on it, and change the HDR scale to 2.0 or 2.5

Check Your Work
Step 4
Now lets check our work! Divide the Scene/Game views, and move the Main camera into the volume.
Challenge
Step 5
Try applying Emission to your other objects Materials!
Check Your Work
Step 6
Let's now actually press Play and see what happens when we zoom in and out of our player!

What's happening is that the Camera that is following and rotating around the camera is sometimes going into the volume box or going out of the volume box.

Step 7
If you want the volume to cover the entire world, we would want to tick "Is Global" in our Volume
Check Your Work
Step 8
Now this Post Processing Volume covers the entire world!
Step 9
You can actually have more than one Post processing Volume in the world! Let's extend our platform.
  1. Make a copy of our plane, hold down CTRL and click and drag one of the arrows to move it to the side.
  2. Create a new Post Processing Volume and put it on that new Plane

Also don't forget to put it on the Post Processing Layer!

Very important: If you want to use more than 1 volume, you cannot use Is Global tick button option. So they all must have that green box

Check Your Work
Step 10
So let's check our two Post Processing volumes in Play mode!
Information
Step 11
Next, let's just stick to one IsGlobal Volume, so we'll use the first one.
Step 12
Modern games actually use a Tonemapping setting called "ACES", so let's enable that!
Check Your Work
Step 13
You can see right away that it has powerful contrast, has bold colors, and pale highlights!

Does this look awesome!?

But hold on, we're not done yet! We still got more to cover!

Information
Step 14
Let's move onto Motion Blur!

What is Motion Blur?

In Photography, it's the shutter speed of our Camera. The higher the shutter speed the more on-point something looks, even if it's moving fast.

The slower the shutter speed, the more it looks like the image is dragging across the screen or canvas.

Step 15
But in Unity's Post Processing we use "Shutter Angle". Let's try it!

Add the motion blur, click "All" to enable it. And then leave everything as is for now.

Check Your Work
Step 16
Click play and start moving your camera around, you'll feel the difference!

While in Playmode, try adjusting the Shutter Angle to 0, and then back to a high number. You'll feel the difference, and then leave it at a number you think is good for you!

Step 17
Next effect we'll do is "Depth of Field"

Add the Depth of Field Effect

Step 18
Since this is "Depth" of field, we will want some objects in the distance, so let's place some cubes around.

Make sure they all don't have rigidbodies so they won't fall and stay in place!

Check Your Work
Step 19
To see our effects, we must view the Main Camera in the Game view, not Scene view.

Move the Main Camera close to the player and then switch to Game View, and change your Depth of Field settings.

Information
Step 20
Here's what each of the options means for Depth of Field and how to use it.

Focus Distance
Distance to the point of focus.

Aperture
Smaller the Aperture, the most out of focus things will be

Focal Length
Distance between lens and film.
Bigger the Focal Length, the shallower the depth of field will be.

Step 21
For now we want to see things clearly up close but blurry when we look far away. So use my settings.

Focus Distance: 3.8
Aperture: 20
Focal Length: 120

Check Your Work
Step 22
Press Play and Check out how your game works! Do the objects in the distance appear blurry?
Information
Step 23
That's all that we'll tackle on Post processing for this project. If you want you can explore more on your own!
Information
Step 24
You are finished with this lesson! Next we'll talk more about metallic reflections and lighting in Unity!
[Unity] Part 4: Post Processing 2 Info

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MVCode

Created By

tina nguyen

Course:

Epic Roll a Ball

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