Updated and maintained since 2018, now with complete VR support!
Included effects:
• Edge detection Highlight the edges of objects or colors
• Fog Distance and height fog with 2D density noise. As well as single, gradient and skybox color modes.
• Sunshafts Radiate sun rays from a directional light and skybox
• Caustics Projects an animated caustics texture over the scene, within a certain height range
• Color Grading LUT Use any third-party LUT strip, with the option to fade two LUTs over distance.
• Cloud Shadows Projects a texture over the world (cloud example texture included)
• Tilt Shift Horizontal or Radial depth of field effect
• Ripples Make the image appear to wave
• Lens Flares Draw procedural lens flares on bright spots
• Colorize Remaps the screen's color to a gradient texture (eg. night or thermal vision)
• Refraction Create cracked glass, scratches, frost etc.
• Kuwuhara Transforms the image into a real-time oil-painting
• Sketch Creates a hatching effect based on luminance
• Ambient Occlusion 2D Adds self shadowing based on luminance
• Light streaks JJ-Abrams style lens flares. Extends bloom with light streaks
• Blur Gaussian and Box blurring methods
• Speed Lines Anime/cartoon speed effect
• Color Split Simulates the derefraction of color channels
• Radial blur Blurs the image towards the edges of the screen (aka Bethesda-style pain effect)
• Pixelize A retro resolution effect, creates pseudo pixelart
• Dithering Creates a checker-pattern Lo-Fi shading effect
• Posterize Limits the screen to old school 1-16bit color depth
• Sharpen Makes the image appear crisper (useful when using TAA)
• Double Vision Crosseyed vision, either full-screen or limited to the edges
• Hue Shift 3D Simulates psychedelic color breathing
• Overlay Fix an image to the screen, includes blending options
• Kaleidoscope Splits the screen up into mirrored "pie" pieces
• Transition Steps through a gradient to transition to a black screen (eg. GBA Pokemen)
• Black Bars Creates a vertical/horizontal letter-boxing effect
• Scanlines Draw horizontal lines over the screen
• Tube Distortion Bend the image like a CRT screen
• Danger Warn for damage or grow ice over the screen.
• Gradient Draws a gradient over the screen
• Mosaic Circular, hexagonal and triangle patterns
Demo content includes sample textures for all effects.
Example profiles (Built-in RP):
• Comic book
• Night vision
• Painterly
• Psychedelic
• Retro
• Underwater
Compatibility
This package is primarily developed for PC/Mac/Consoles. Mobile platforms are not supported.
For the Built-in and Universal render pipelines. Excluding HDRP.
Single-Pass Instanced Rendering (VR). Some features are excluded:
Full compatibility details
Universal Render Pipeline will be supported up to Unity 2023.1. The asset will have to be split up into its own URP variant. A paid upgrade will be offered to support future URP versions (2023.2+ requires another complete rewrite of the rendering framework, a seemingly recurring trend)
自2018年以来更新和维护,现在有了完整的VR支持!
包括的效果:
- 边缘检测 突出物体或颜色的边缘
- 雾化 距离和高度的雾化与2D密度的噪音。以及单一、渐变和天盒颜色模式。
- 太阳轴 从定向光和天空盒中放射出太阳光线。
- 浮雕 在一定的高度范围内,在场景上投射一个动画浮雕纹理。
- Color Grading LUT 使用任何第三方的LUT条,可以选择在距离上淡化两个LUT。
- 云影 在世界范围内投射纹理(包括云的例子纹理)。
- 倾斜移位 水平或径向的景深效果
- 波纹 使图像看起来像波浪一样
- Lens Flares 在亮点上绘制程序化的镜头光斑。
- 着色 将屏幕的颜色重新映射为梯度纹理(例如,夜视或热视)。
- 折射 创建裂纹玻璃、划痕、冰霜等。
- Kuwuhara 将图像转换为实时油画
- 素描 基于亮度创建一个孵化效果
- 环境遮蔽2D 根据亮度增加自带阴影的效果
- 光线条纹 JJ-Abrams风格的镜头耀斑。用光线条纹扩展绽放效果
- 模糊 高斯和盒式模糊方法
- 速度线 动画/卡通速度效果
- 颜色分割 模拟颜色通道的折射
- 径向模糊 向屏幕边缘模糊图像(又称贝塞斯达式痛苦效果)
- 像素化 一个复古的分辨率效果,创建伪像素艺术
- 抖动 创建一个格子图案的Lo-Fi阴影效果
- Posterize 将屏幕限制在老式的1-16bit色深。
- 锐化 使图像看起来更清晰(在使用TAA时很有用)。
- 双面视觉 全屏或仅限于边缘的交叉视觉
- Hue Shift 3D 模拟迷幻的色彩呼吸
- 叠加 将一个图像固定在屏幕上,包括混合选项
- 万花筒 将屏幕分割成镜像的 "饼 "片
- 过渡 通过梯度过渡到黑屏(如GBA Pokemen)。
- Black Bars 创造一个垂直/水平的字母框效果
- 扫描线 在屏幕上绘制水平线
- 管状变形 像CRT屏幕一样弯曲图像
- 危险 警告损坏或在屏幕上长出冰块。
- 梯度 在屏幕上画出梯度
- 马赛克 圆形、六边形和三角形图案
演示内容包括所有效果的样本纹理。
示例配置文件(内置RP):
- 漫画书
- 夜视
- 绘画性
- 迷幻的
- 复古
- 水下
兼容性
这个软件包主要为PC/Mac/Consoles开发。不支持移动平台。
用于内置和通用渲染管线。不包括HDRP。
单通道实例渲染(VR)。某些功能被排除在外:
完整的兼容性细节
通用渲染管线将被支持到Unity 2023.1。资产将不得不被分割成自己的URP变体。将提供付费升级,以支持未来的URP版本(2023.2以上需要再次完全重写渲染框架,这似乎是一个经常出现的问题
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