SC Post Effects Documentation

SC Post Effects
Author: jonathan
Version: 2.1.3
Dated: 12 Jan 2018

4.Compatibility #

Unity Versions

Supported through Unity 2019.1 to 2019.4

Beta and Alpha versions may work but will not be eligible for support, due to the frequent changes. Once a release version is available, the package will be retested and an update will soon follow to fix/correct any issues.

Post Processing Stack

A minimum of version 2.0.17 is required at the time, as installed through the Package Manager. When installing SC Post Effects, you will be prompted to update the package if it is outdated.

Since version 2.2.2 a bug was introduced that will regularly throw console errors and break Post Processing. It is recommended to stay on version 2.2.1 or update to 2.3.0

Scriptable Render Pipeline

SRP Version Built-in LWRP/URP HDRP
5.7.2+ (Unity 2019.1) Compatible Compatible Incompatible
6.9.2+ (Unity 2019.2) Compatible Compatible Incompatible
7.2.0+ (Unity 2019.3) Compatible Partial* Incompatible
8.0.1+ (Unity 2020.1) Compatible Partial* Incompatible
9.0.1+ (Unity 2020.2) Alpha version Alpha version Incompatible
  • A minimum of URP 7.2.0 is required
  • Note that URP’s 2D Renderer doesn’t support custom render features, as such it does not support custom post-processing effects.
* Support for effects when using the URP integrated post processing is gradually being added. A list of not-yet ported effects can be found here.

Due to some things not being readily available in the LWRP, certain features are excluded:

  • Edge Detection, Depth Normals and Cross Normals solver
  • 3D Hue Shift, Geometry influence parameter

VR

Has been tested using an Oculus Rift(S) with Multi- and Single-Pass Stereo Rendering. Though, certain features or effects remain unsupported.

Effects excluded from VR compatibility:

  • Sunshafts
  • Edge Detection
  • Fog (height fog feature)
  • Cloud Shadows
  • Ambient Occlusion 2D
  • Lens Flares
  • Sketch (World-Space projection mode)
  • Kaleidoscope

Single-Pass Instanced rendering remains incompatible.

Consoles

PS4/Xbox One have not been tested since I have no access to dev kits. Though, there is arguably little reason why this wouldn’t work, since the Post Processing Stack is compatible with these platforms.

Nintendo Switch is considered a mobile platform, see below.

Mobile

Mobile devices are bandwidth limited, so post processing must always be used sparingly. Multi-pass effects such as Blur and Lens Flares should be avoided. Ideally, a single shader containing all the effects used in the game should be made, executed in the desired order. This package contains individual effects, so is not optimized for this purpose.

This platform has not been tested for artifacts or performance, so it currently not considered compatible. Testing every update on a range of mobile devices is also too time consuming for me to sustain.

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Last updated on June 13, 2020
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