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Showing content from https://docs.unity3d.com/Manual/PostProcessingOverview.html below:

Unity - Manual: Introduction to post-processing

Post-processing effect availability reference

Introduction to post-processing

Unity provides a number of post-processing effects and full-screen effects that can greatly improve the appearance of your application with little set-up time. You can use these effects to simulate physical cameraA component which creates an image of a particular viewpoint in your scene. The output is either drawn to the screen or captured as a texture. More info
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and film properties, or to create stylised visuals.

This page contains the following information:

The images below demonstrate a SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
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with and without post-processing.

Scene with no post-processing Scene with post-processing Render pipeline compatibility

Which post-processing effects are available and how you apply them depend on which render pipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary
you are using. A post-processing solution from one render pipeline is not compatible with other render pipelines.

This table contains information about which of Unity’s post-processing solutions are compatible with each of Unity’s render pipelines.

Note: Post processing stack version 1 is now deprecated and should not be used.

Effect availability and location

For information on the specific post-processing effects each render pipeline supports, refer to Post-processing effect availability reference.

Post-processing effect availability reference


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