PostProcessing
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Post Processing Stack
It appears that when entering in playmode, the `ReloadBaseTypes()` is called 2 times: `instance.ReloadBaseTypes()` => when the instance is null a new one will be created. Inside the ctor, at...
The existing dynamic resolution strategy manually scales the temporary intermediate textures to the correct size required for the current dynamic resolution scale. This allows the effect to run correctly and...
in order to do not initilize the projection matrix See issue #546
Fixes an issue with MultiScaleVO showing incorrectly if XR and single pass stereo is enabled for a project, but the current camera not actually doing stereo rendering, like the scene...
Added Fog effect which modifies RenderSettings before rendering and restores after rendering Related to #512 **Implementation consists of three parts** 1. Loading base fog values from RenderSettings in PostProcessEffectSettings.Reset. 2....
Changed GetJitteredPersperctiveProjectionMatrix to take the existing matrix and shift it based on jitter parameters instead of recalculating the whole matrix. This should not alter the jittering of standard cameras in...
I added the ability to use children objects and have their colliders apply to the post processing volume. I also added the required Inspector toggle and gizmo functionality. This is...
I fixed the Bloom Effect implementation: Calling `SRGBToLinear()` in the `FragPrefilter` Pass is missing. This change makes Bloom Effect maintain the same appearance regardless of the [Unity's Color Space setting...
Fix for #580 Summary: - Add runtime utilities property to query if using Metal on MacOS - Reduced lerp & LUT threadgroup size on MacOS Metal to stay under threadgroup...