Post-processing in the Universal Render Pipeline

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URP版本:8.2.0

源参考网页 Post-processing in the Universal Render Pipeline Volume

The Universal Render Pipeline (URP) includes its own implementation of post-processing, so you do not need to install any other package. URP is not compatible with the post-processing version 2 package.

This implementation uses the same Volume system as the High Definition Render Pipeline. You can add post-processing effects to your Camera in the same way you add any other Volume Override.

The images below show a Scene with and without URP post-processing.

Without post-processing:

With post-processing:

Post-processing in URP for mobile devices Post-processing effects can take up a lot of frame time. If you’re using URP for mobile devices, these effects are the most “mobile-friendly” by default:

Bloom (with High Quality Filtering disabled) Chromatic Aberration Color Grading Lens Distortion Vignette Note: For depth-of field, Unity recommends that you use Gaussian Depth of Field for lower-end devices. For console and desktop platforms, use Bokeh Depth of Field.

Note: For anti-aliasing on mobile platforms, Unity recommends that you use FXAA.

Post-processing in URP for VR In VR apps and games, certain post-processing effects can cause nausea and disorientation. To reduce motion sickness in fast-paced or high-speed apps, use the Vignette effect for VR, and avoid the effects Lens Distortion, Chromatic Aberration, and Motion Blur for VR.

URP使用Volume Framework组织Post Processing

一个Volume可以是全局的,也可以是局部的。

每个Volume都包含场景设置属性值(Scene setting property values)。根据摄像机的位置,URP会在这些场景设置属性值之间进行插值,以便计算最终值。打个比方,一般来说,雾效果是全局,但是可以通过使用一个local volume,指定某个特定的区域雾的特别效果。

Volume引用Volume Profile,Volume Profile包含一些缺省的数据。要修改这些Volume Profile的数据的话,就要添加Volume Override

一个场景中可以有多个Volume,全局的Volume和局部的Volume所产生的效果可以叠加。在运行期,URP将查找所有启用了的Volume