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

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Amplify Shader Editor allows the user to create post-processing effects compatible with Unity's Post-Processing Stack V2.
 
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.
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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]
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From there you can create your shader as any other regular ASE shader, changing your current '''Shader Type''' option to '''Post-Processing Stack''' or  right-mouse clicking on your Project view and selecting Create > Amplify Shader > Post-Processing Stack'''.
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The creation method over the Project view only becomes available after the template is imported '''and''' the ASE window is opened.
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=== ASE Post-Processing Stack Tool ===
  
From there you can create your shader as any other regular ASE shader.
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Some additional steps now need to be done in order for your shader to be PPS v2 compatible and there is where our tool will help out.
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.
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A specific C# script file must be created containing both the effect's properties class as well as its renderer.  
  
=== ASE PPS Tool ===
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Amplify Shader Editor provides a tool to greatly facilitate the step described above.<br/>
 
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This tool available at '''Window > Amplify Shader Editor > 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.<br/>
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<img class="responsive-img" src="http://amplify.pt/ASEPPSToolWikiImages/PostProcessToolLocation.jpg">
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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.
 
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.
 
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Please notice that this tool will work with any PPS shaders, even if they're not created with ASE. 
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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.
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<img class="responsive-img" src="http://amplify.pt/ASEPPSToolWikiImages/PostProcessToolUsage.gif">
 
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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.<br/>
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The final C# script cannot be reloaded afterwards 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.
If you already have this tool installed over Amplify Shader Editor and an error like this thrown:
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Please update to the latest version available at our [http://amplify.pt/download download page ] if you are having errors being thrown by this tool over your project.<br/>
[Image]
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For additional information on custom post processing effects please check Unity's own documentation:<br/>
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:<br/>
 
 
[https://github.com/Unity-Technologies/PostProcessing/wiki/Writing-Custom-Effects Writing Custom Effects]<br/>
 
[https://github.com/Unity-Technologies/PostProcessing/wiki/Writing-Custom-Effects Writing Custom Effects]<br/>
 
[https://docs.unity3d.com/Manual/PostProcessingWritingEffects.html Post Processing Writing Effects]<br/>
 
[https://docs.unity3d.com/Manual/PostProcessingWritingEffects.html Post Processing Writing Effects]<br/>

Latest revision as of 16:57, 10 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.

From there you can create your shader as any other regular ASE shader, changing your current Shader Type option to Post-Processing Stack or right-mouse clicking on your Project view and selecting Create > Amplify Shader > Post-Processing Stack. The creation method over the Project view only becomes available after the template is imported and the ASE window is opened.

ASE Post-Processing Stack Tool

Some additional steps now need to be done in order for your shader to be PPS v2 compatible and there is where our tool will help out. A specific C# script file must be created containing both the effect's properties class as well as its renderer.

Amplify Shader Editor provides a tool to greatly facilitate the step described above.
This tool available at Window > Amplify Shader Editor > ASE PPS Tool.



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 tool will work with any PPS shaders, even if they're not created with ASE.



The final C# script cannot be reloaded afterwards 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.
Please update to the latest version available at our download page if you are having errors being thrown by this tool over your project.

For additional information on custom post processing effects please check Unity's own documentation:
Writing Custom Effects
Post Processing Writing Effects