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Post by sickscore on Aug 15, 2017 17:30:25 GMT
Hey guys, anyone has a good idea to "sync" camera effects between multiple cameras? I have all my effects on my main camera, but then I need to adjust all aim cameras when I change my main camera effects. Is there another approach to this? Cheers, sickscore Post #200 >> vBrother Hype!
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Aug 15, 2017 17:32:00 GMT
Congratulations sickscore!!! :D maybe try cinemachine? Cheers!! NuclearRasberry
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Post by tharindu on Aug 15, 2017 17:42:33 GMT
Hey guys, anyone has a good idea to "sync" camera effects between multiple cameras? I have all my effects on my main camera, but then I need to adjust all aim cameras when I change my main camera effects. Is there another approach to this? Cheers, sickscore Post #200 >> vBrother Hype! Haha you've always been a vBrother irrespective of the number of posts. With all the good you've done for the community <3 When you say sync camera effects, I have only one question to ask. Are you still not using the new post processing stack from Unity ? It's an intelligent approach to post effects, where all of the post processing effects are kept in a post processing profile (scriptable object) and a script called PostProcessingBehavior that is attached to this camera (containing a reference to this scriptable object) is responsible for handling post processing. So if all your sub cameras have post processing behaviors all using the same post processing profile , there's nothing for you to sync. They are all in sync Brackeys got you covered.
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Post by Invector on Aug 15, 2017 17:50:42 GMT
Post Processing FTW!
ps* thread moved to game development/general discussion with love
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Post by sickscore on Aug 15, 2017 17:54:52 GMT
tharindu Thx Of course I tried out the new PP-Stack from Unity, but I'm still too much in love with my PRISM workflow. It's using a preset system aswell, but I still need to sync all the other things.
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Post by tharindu on Aug 15, 2017 18:06:32 GMT
tharindu Thx Of course I tried out the new PP-Stack from Unity, but I'm still too much in love with my PRISM workflow. It's using a preset system aswell, but I still need to sync all the other things. Ouch. In that case I fear only a custom solution can set you free. Any free effects in here you're using so I can suggest something I have in mind ? Need to try it out first. I am now entirely relying on Post Processing Stack for my post effects needs I have even ditched my amplify color copy :'(
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Post by sickscore on Aug 15, 2017 18:26:06 GMT
Hehe, I use almost the same setup in all of my projects (sure, it depends on the type of game). - PRISM (PP-Stack with amazing performance) - Time of Day (Day/Night Skybox) - FXAA (Much better than Unity's Anti Aliasing) - HBAO (Horizon Based Ambient Occlusion, AAA AO with good performance) - DeepSky Haze (Physically-Based Atmospheric Scattering)
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kano
Junior vMember
Posts: 40
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Post by kano on Aug 15, 2017 18:31:27 GMT
tharindu Thx Of course I tried out the new PP-Stack from Unity, but I'm still too much in love with my PRISM workflow. It's using a preset system aswell, but I still need to sync all the other things. Ouch. In that case I fear only a custom solution can set you free. Any free effects in here you're using so I can suggest something I have in mind ? Need to try it out first. I am now entirely relying on Post Processing Stack for my post effects needs I have even ditched my amplify color copy :'(
Yeah I used to use Scion a while back, and in some places it better than Unity PP stack (better bloom & lens effects), but I now switch to Unity PP stack as it is always updated - trying to cut down on amount of assets I have to worry about updating. Scion was actually using a pp stack before Unity bring theirs out out. Anyway one stack is more performant than lots of separate components.
What I would like, with shooter, is to alter depth of field when aiming gun, so that character and gun are blurred a little, but enemies & environment are clear and in focus, then go back to default settings when stop aim. People just using melee not have to worry about this though.
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