Adding Post Processing Profiles in Unity- Game Dev Series 155

Objective: using post processing effect in URP.

Post processing is a visualize effect processing step that just like a filter to videos, can creating marvelous visual effect to your game scene. We had used a default post processing effect before, and this time we will discover more function on post processing of URP.

Global Volume

The first thing is adding a volume. Volume is the core of post processing, which you would do all the adjustments on it.
From Hierarchy, click Add button and select Volume. As you can see, there are 4 type of volume. We will use Global Volume to demonstrate.

Once added a volume, click the New button of Profile to create one.

Then we can press Add Override to add some effects.

Here I would list some basic effects that will level up your game scene:

  • Bloom
    This probably the reason why we had to create emission texture in the previous articles. This effect would make some light spreading effect around the lights in your game scene, which would present a good result on emission texture.
  • Color Adjustments
    This effect allows you to recreate the color tone of your game scene, and also can control the exposure of game view.
  • FilmGrain
    Want to make your game looks like film? This would be the perfect effect.
  • Color Curves
    If you are good at video or photo toning, you might be quite familiar to this effect. This can adjust the bright and dark part of game scene.

Tips of using multiple volume

If you want to create different mood of game scene in one space, you can use other volume such as Cube Volume.
Let’s add 2 Cube Volume into game scene and adjust their size to align each other.

And same as Global Volume, create a new profile to both of them. Then we can add some effect to these volume.

I would create a warm color tone, and a cold color tone to another.

The size of volume determine the range of its effect.
You can also adjust the Blend Distance in Volume setting to decide how fast the effect would transition in between.

Let’s check the result when camera moving from one to another.

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