GameDev : Post Processing Package (Part II)
The first effect we see together is BLOOM.
I simply give look at this effects, what are a how use them.
In few words, Bloom manage the emission from materials.
If we clcik all we enable all the option inside it
And if we try to change the intensity….
…nothing change.
Why?
Because to use the Post Process Effect we need to tell the Main Camera to RENDER THIS VOLUME EFFECT.
To do this, in the Main Camera we have to add a component : Post Process Layer
The problem here is the Layer is set to NOTHING.
So we have to create one.
In Post Process Volume, go to Layer, and create a new one
and in the Main Camera change Layer to Post Processing
If we try now
You see? More higher the number, more the intensity of every objects grows.
Another effect is COLOR GRADING
After we open it, we see this
Because we want use the HDR, we have to change one option.
Go to Build Setting, Player Setting, Player, Other Settings.
Here we have Color Space on Gamma. Change it to Linear.
This recompile our project, and after we can use Color Grading effect.
After that, Color Grading is like this
Now, let’s look at this because is REALLY COOL!!
Enable all, and change Tone Mapping to ACES
Now, if we make some try with Temperature, it is a sort of cold / warmth effect.
More higher the value more warmth the effect.
If we go up and down with this value
And if we turn all down the value Temperature and shoot to the Asteroid
We have BLUE FLAME!!!!
If someone of you are really talented with this type of things, well, you can create an AMAZING EFFECTS.
I give you here the link to the Unity manaul about Post Processing
https://docs.unity3d.com/Manual/PostProcessingOverview.html
Honestly, if you like this kind of thing, use it and try it, personally I’m just a programmer, so I have fun and I like to experiment, but I’m not very good ^^
I hope you enjoy with Post Processing, in the next articles we talk about MUSIC and how implement in our game!!