SC Post Effects Documentation

SC Post Effects
Version: 2.3.8
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6.Scripting #

Familiarity with C# and OOP programming is assumed. Support cannot be extended to coding help. Some specific functionality and use cases really need to be handled on a project-specific basis with some creative thinking.
If you are using an assembly definition, ensure you add a reference to the sc.posteffects.runtime assembly, otherwise you won’t be able to access the SCPE namespace and effect classes.

The most common use case is modifying an effect’s parameters at runtime. How it works is practically identical to Unity’s own effects can be modified, the difference being the effect you want to address and the name of its parameters.

Built-in Render Pipeline (Post Processing package)

The package’s manual has a dedicated section regarding this.

Universal Render Pipeline

The concept is the same, yet the syntax differs slightly. The volume system does not have a “QuickVolume” function.

Examples

I’ve composed an example script, which jolts the intensity of the Radial Blur effect quickly up and down when you press the Space bar.

View the script on Pastebin:

Built-in RP URP

You’ll notice that just the syntax for getting a reference to a volume component, from a (post processing) volume, is different between the two render pipelines.

 

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Last updated on January 20, 2023
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