Difference between revisions of "Unity Products:Amplify Shader Editor/Post Processing Stack"

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(Created page with "<span style="font-size: 120%;">[http://amplify.pt/unity/amplify-shader-editor Product Page] - [http://amplify.pt/unity/amplify-shader-editor/samples/ Included Shaders] - Uni...")
 
(Post Processing Stack)
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From there you can create your shader as any other regular ASE shader.
 
From there you can create your shader as any other regular ASE shader.
 +
Please notice that some additional steps need to be done in order for your shader to be PPS v2 compatible and there is where our tool will help out.
  
 
=== ASE PPS Tool ===
 
=== ASE PPS Tool ===
 +
 +
For the effect to become available over the stack, a C# file must be created containing both the effect's properties class as well as its renderer. This is where the ASE PPS Tool is helpful.
 +
By simply drag and dropping the shader into our tool it will automatically create both both Properties and Renderer class on file at the users choosing.
 +
 +
Please notice that this c# cannot be loaded into the tool. If the user on a later time wants a new configuration for it, the shader must be dragged and all properties must be set again.
 +
 +
ASE Post-Processing Stack Tool is now packed inside '''ASEPPSTool.unitypackage''' instead of having it right available, since it will throw error if you had PPS v2 previously installed an then removed afterwards from your project.
 +
 +
If you already have this tool installed over Amplify Shader Editor and an error is thrown over this tool, you can either remove the file '''AmplifyShaderEditor > Plugins > Editor > Utils > ASEPPSHelperTool.cs''' from your project or check your Player Settings, more specifically the Scripting Define Symbol text area on the Other Settings and see if the '''UNITY_POST_PROCESSING_STACK_V2''' is written over there. If so, and if you don't have the PPS installed you can remove it from there.
 +
 +
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For additional information on custom post processing effects please check:
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[https://github.com/Unity-Technologies/PostProcessing/wiki/Writing-Custom-Effects Writing Custom Effects]
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[https://docs.unity3d.com/Manual/PostProcessingWritingEffects.html Post Processing Writing Effects]

Revision as of 17:00, 9 April 2019

Product Page - Included Shaders - Manual - Shader Functions - Tutorials - API - Shader Templates - Post Processing Stack - Scriptable Rendering Pipeline - Nodes - Community Nodes

Post Processing Stack

Introduction

Amplify Shader Editor allows the user to create post-processing effects compatible with Unity's Post-Processing Stack V2. In order to start creating your shaders you'll first need to import the AmplifyShaderEditor > Plugins > EditorResources > Templates > PPStackTemplates Unity Package. This will enable the Post-Processing template to be enable for selection on your Node Properties shader type.

[Image]

From there you can create your shader as any other regular ASE shader. Please notice that some additional steps need to be done in order for your shader to be PPS v2 compatible and there is where our tool will help out.

ASE PPS Tool

For the effect to become available over the stack, a C# file must be created containing both the effect's properties class as well as its renderer. This is where the ASE PPS Tool is helpful. By simply drag and dropping the shader into our tool it will automatically create both both Properties and Renderer class on file at the users choosing.

Please notice that this c# cannot be loaded into the tool. If the user on a later time wants a new configuration for it, the shader must be dragged and all properties must be set again.

ASE Post-Processing Stack Tool is now packed inside ASEPPSTool.unitypackage instead of having it right available, since it will throw error if you had PPS v2 previously installed an then removed afterwards from your project.

If you already have this tool installed over Amplify Shader Editor and an error is thrown over this tool, you can either remove the file AmplifyShaderEditor > Plugins > Editor > Utils > ASEPPSHelperTool.cs from your project or check your Player Settings, more specifically the Scripting Define Symbol text area on the Other Settings and see if the UNITY_POST_PROCESSING_STACK_V2 is written over there. If so, and if you don't have the PPS installed you can remove it from there.


For additional information on custom post processing effects please check: Writing Custom Effects Post Processing Writing Effects