HDRP Volume Post-Process Pack
User's Manual
Version 1.0.0
B-Renderer Co., Ltd.

This document describes how to use HDRP Volume Post-Process Pack (hereafter "This package").

Demo Scenes

Demo scenes in this package require the project derived from 3D Sample Scene (HDRP) .

Create Project Dialog
Create Project Dialog

About Volume Post-Process framework

This package is based on Volume framework.
Please refer to the following link.

https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@12.1/manual/Volumes.html

Setup

1. Create Volume GameObject in your scene

Click the "+" button of the left top of a hierarchy view, and select

Volume > Global Volume

Create Global Volume
Create a Volume

A GameObject will be created and that has a Volume component.
View that in a Inspector view.

Volume GameObject

The Mode property defines the range of influence of the effect.

When Global, it renders effects anywhere.
When Local, it renders effects if a main camera is inside the collider of the volume GameObject.

2. Set a preset "Profile" or Create a new one

Volume component needs one Profile that define how to render the scene.

This package contains various preset profiles so you can use these immediately to add a single Post Process.

Click Profile field and select a profile from the list.

3. Edit Effect ordering

Open project setting window from Unity menu

Edit > Project settings…

The setting window will open, so select the HDRP Global Settings section in left side.

DHDRP Global Setting

Scroll right pane down and find the After Post Process section of Custom Post Process Orders.

Click the "+" button of right down of the section, and select the post process name you added to the Volume GameObject.

postprocess setting

This step is a must!
Don't forget to process above step on each Post Process.

link:
https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@12.1/manual/Custom-Post-Process.html#effect-ordering

Effects

icon means the property can be modified by Timeline.

Advanced Vignette

Multifunctional Vignette.

Main Properties

Property Description
masterVolume effects the overall effect amount.
Intensity vignette intensity. mainly effects the radius of vignette. determine the upper limit of blank radius (multiply by masterVolume).
Type type of vignette. refer next section.
Gradation Power how the gradient is applied
Center UV vignette center position in UV coordinates
Aspect Ratio aspect ratio of the vignette blank
Color vignette color

Mask Vignette mode properties

Type property determines vignette execution type.

Simple Mask or Mixed Mask mode has more specific properties.

Property Description
Mask Texture texture used as vignette mask
Rotation blank rotation
Inverse Alpha inverse alpha value of Mask Texture
Scale mask blank scale
Mask Reduction Ratio blank reduction factor proportional to intensity

Surface Texture setting

a texture you want can be overrided

Property Description
texture a texture to override
Texture Scroll Vector simple scroll vector
Texture Color added to texture surface color
Use Texture Alpha use alpha value of the texture. if toggled of, alpha value can be determine by slider
Texture Scale texture scaling
Texture Offset offset
Offset Time texture scroll offset

Flexible Noise Edge

This is one of the most variable effect of this package.

Blend textures and render complex effects.

Usage

This effect need a FlexibleNoiseSetting asset derived from ScriptableObject.
This package contains some preset assets, so at first you set one of them to the volume and check how it works.

Click "preview" button to play the effect preview on Unity editor without entering play mode.


Create your Flexible Noise Edge effect from scratch

Click "New" button of the volume, and select the file path to save a new asset.

Properties

Property Section 1. Blank Setting

Define blank space of this effect.
Same to Advanced Vignette.

Property Section 2. Surface Texture

Main surface of the effect.
Prepare a texture that shows the looping pattern.

Property Description
texture a texture to override
Texture Scroll Vector simple scroll vector
Texture Color added to texture surface color
Use Texture Alpha use alpha value of the texture. if toggled of, alpha value can be determine by slider
Texture Scale texture scaling
Texture Offset offset
Offset Time texture scroll offset
Surface Threshold alpha value to judge for blending color of the surface
Edge Threshold alpha value to judge for blending color of the edge
Edge Color blend color for the pixel that has alpha value below the Edge Threshold

Property Section 3. Noise Texture

This texture uses only alpha value.
Blend that with surface and make random opacity.

Noisy Distortion

Distorts the image according to the noise texture.

Properties

Property Section 1. Noise Generation Setting

This effect needs a special texture created from Height map. Creation process will be executing inside Unity editor when the "Generate Noise Map" button clicked.
These property are used only in Editor.

When any height map not set, parlin noise will be used automaticaly. So you can setup this effect with no height map.

** about height map ** https://docs.unity3d.com/Manual/StandardShaderMaterialParameterHeightMap.html

Property Description
Source Height Map a source texture used by noise texture creation process.
Output Texture Size output texture size
Bake Noise Scale output texture scale of detail
Noise Roughness Magnification setting a bigger value results in a large slope in a output noise texture

Property Section 2. Runtime Generation Setting

These properties effects runtime rendering.

Property Description
Intensity Noise appearance strength
Runtime Noise Scale noise texture scaling
Runtime Noise Vector scroll vector
Trancate Noise Value a pixel in the noise texture that has alpha below this threshold will not be distorted

Property Section 3. Blank Setting

These properties defines blank space in the center of the effect.
Same to Advanced Vignette.

Gaussian Blur

Gaussian blur is completed by setting the two effects, vertical and horizontal, in sequence.

Properties

Property Description
Intensity blur strength
Sample Count sampling pixel count
Sample Interval sampling pixel distance
Standard Deviation weight calculation parameter
Brightness brightness adjustment parameter

Analog TV

Properties

Property Description
Master Volume master volume
Line Count scan line count
Chromatic R shift red pigment
Chromatic G shift green pigment
Chromatic B shift blue pigment
Speed line move speed

Sketch

Properties

Property Description
Intensity Outline and surface color intensity
Normal Base Outline Intensity outline intensity calculated using normal vector
Depth Base Outline Intensity outline intensity calculated using depth (G-Buffer)
Outline Color outline color
Surface Color surface color
Surface Intensity surface color intensity

Simple Ripple

Properties

Property Description
Master Volume maseter volume
Intensity Ripple intenisty. if autoplay enabled, this value defines whole effect ripple power
Frequency number of overlapping ripples
Propagation propagation of ripple (use in scripting or timeline)
Ripple Center UV center position of ripple

Autoplay Setting

Property Description
Ripple Speed propagation speed
Ripple Spread Time time to fade out

Water Surface

Properties

Property Description
Intensity intensity
Layer Count number of water layer
Ripple Brightness ripple brightness
Surface Brightness brightness of colored surface
Seed 1 water movement seed 1
Seed 2 water movement seed 2
Mesh Detail surface fineness
Color surface color

Concentration Line

Properties

Property Description
Intensity line intensity
Line Frequency number of line
Center Viewport In Screen center position
Blank Radius center blank radius
Color Threshold alpha threshold to render line
Blank Aspect aspect ratio of center blank
Line Rotation rotation of the entire effect
Auto Rotation Speed auto rotate in play mode if this value is set
Line Randomize Offset offset time to randomize lines
Auto Randomize Speed randomize in play mode if this value is set
Line Color effect line color

Noise Generation Setting

This effect uses a texture that contains alpha channel, and that must be created before executing.
In easy use, check the "Runtime Generation" toggle to create noise texure automatically in play mode.

Ordered Dithering

Reduce the number of colors to create a retro look.

Properties

Property Description
Intensity effect intensity
Ordered Matrix Size pixel matrix size to calculate
Color Step color step in rendering
Dither Threshold threshold to clip

Kuwahara Filter

Filter to make the screen look like an oil painting image.

Grayscale

Using in Timeline

All effects in this package can be modified from Timeline sequence.

About detail to use Timeline, please refer official reference.

1. add track to timeline asset

in the Timeline Window, click "+" button and add target Track by each effect.

2. add Playable Asset to the track

right click the track, and click Add *** Playable Asset.

Drag and Drop a volume GameObject in a scene from Hierarchy view to created track.

4. Edit animation

edit animation clip like any other timeline components

Tips

if your animation curve looks invalid scale,

↓ click the track and set focus, and type f key

Trouble Shooting

Any effects are NOT visible on the screen

Check the Edit Effect ordering and ensure that the effect you want to use is set.

If the Mode property of the volume is set to Local, any effects only be rendered if a main camera is in the collider of the volume GameObject.