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The Content Examples provided in the PostProcessing map illustrate how to add screen effects inside and outside of a Post Processing Volume. By adjusting the properties of a Post Processing Volume you can achieve effects like lens flares, screen tinting or blurring and many others as well as define how volumes interact with one another or a player.
You can find additional resources for each example by clicking on the example's name.
PostProcessing Map
Listed below are the examples provided inside the PostProcessing map:
Example |
What is Demonstrated |
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The default settings of a Post Process Volume (also the settings used when a camera is not within a Post Process Volume). |
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Film allows you to adjust the color of your scenes. |
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Scene Color applies effects, instead of the color shifts seen in the Film section, to your scene (e.g. Vignette, Scene Fringe, and Tone Mapping effects are shown). |
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Bloom simulates the effects the eye perceives when viewing objects that appear very bright. |
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The Ambient Cubemap lights the scene from a provided image. |
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Shows how to simulate the effect of the human eye adjusting to a bright environment when coming from a dark environment or vice versa with Auto Exposure. |
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Lens Flare simulates the scattering of light when viewing bright objects through imperfections found in camera lenses. |
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An effect that approximates the attenuation of light due to occlusion. Best used as a subtle effect that darkens corners or crevices to make them appear more natural. |
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Alters the appearance of objects in reflections where the Intensity, Quality, or Max Roughness can be set. |
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How to affect the indirect lighting contribution coming from Lightmass in order to alter a scene's brightness, tint, or color. |
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Applying a blur effect to a scene based on distance in front or behind a focal point with Depth of Field. |
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Generating a Motion Blur which blurs objects based on its motion. |
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Through Screen Percentage, a scene is rendered at a lower resolution and then scaled up. The Screen Percentage value represents a percentage of the overall resolution of the scene. |
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Demonstrates Anti-Aliasing (or AA) which improves image quality by smoothing out the edges that appear jagged on screen. |
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Blendables are, in short, overlays that can be applied to the screen (e.g. screen warping or coloring). |
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Allows you to control which Post Process Volumes will override one another if they are overlapping. |
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Used to change the transition from one Post Process Volume to another over a distance (e.g. blend scene tint or color based on distance to an object). |
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This allows you to create a global Post Process effect without being constrained to being inside an actual volume (e.g. the effects are applied where ever you are in the world). |