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Best Practice for Post Process?

Hello, I'm back!
After The Darkest Dusk, I've just started a new project.

This time - before diving in - I’d like to implement a post-process effect that pixelates only the player. The idea is that when the character moves away, the pixel ratio remains consistent, so the character appears smaller due to distance but doesn't change the pixels size.

On that note, I wanted to ask: in your opinion, what’s the best practice according to the system you created? Should I connect the pixels post-process directly to the Main Camera?

In theory, my idea is to apply the post-process only to the character layer, so that the background remains untouched.

P.S. I just updated Adventure Creator - it’s even more amazing than the last time I used it. Great work!

Cheers,
Flavio

Comments

  • Welcome back, @Flavio.

    While shaders aren't really my area, I'd say it likely depends on the underlying technique.

    I'd expect it'd involved placing Player on a specific Layer. If the technique involves a full-screen Render Feature, then configuring that should be enough.

    Otherwise, if it's handled through a Post Processing Volume, you'd likely need to render the Player's Layer using a separate Camera that overlays on top of the AC MainCamera. If you use Unity UI for your Menus, you'd also need a third camera that overlays on top of the other two.

  • Thanks for the hint! I'll try the first solution, if I can do, seems to be simpler and more efficient. Very much appreciated!

  • Small update: I followed your suggestion and it worked! If you're curious, here's a video of the result:

    Thank you!!!
    Cheers

  • Looks great!

  • Thanks!!!

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