Post Processing Content Examples

Overview of the samples provided in the Post Processing Content Examples

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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

PostProcessing_Map.png

Listed below are the examples provided inside the PostProcessing map:

Example

What is Demonstrated

1.1 Default Settings

The default settings of a Post Process Volume (also the settings used when a camera is not within a Post Process Volume).

1.2 Film

Film allows you to adjust the color of your scenes.

1.3 SceneColor

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).

1.4 Bloom

Bloom simulates the effects the eye perceives when viewing objects that appear very bright.

1.5 Ambient Cubemap

The Ambient Cubemap lights the scene from a provided image.

1.6 AutoExposure

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.

1.7 Lens Flares

Lens Flare simulates the scattering of light when viewing bright objects through imperfections found in camera lenses.

1.8 Ambient Occlusion

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.

1.9 Screenspace Reflection

Alters the appearance of objects in reflections where the Intensity, Quality, or Max Roughness can be set.

1.10 Global Illumination

How to affect the indirect lighting contribution coming from Lightmass in order to alter a scene's brightness, tint, or color.

1.11 Depth Of Field

Applying a blur effect to a scene based on distance in front or behind a focal point with Depth of Field.

1.12 Motion Blur

Generating a Motion Blur which blurs objects based on its motion.

1.13 Screen Percentage

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.

1.14 AA Method

Demonstrates Anti-Aliasing (or AA) which improves image quality by smoothing out the edges that appear jagged on screen.

1.15 Blendables

Blendables are, in short, overlays that can be applied to the screen (e.g. screen warping or coloring).

1.16 Priorities

Allows you to control which Post Process Volumes will override one another if they are overlapping.

1.17 Blend Radius and Weight

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).

1.18 Unbound

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).

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