Post Processing Effects

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TheLacus
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Post Processing Effects

Postby TheLacus » Wed Sep 13, 2017 2:05 pm

Description
InterKarma recently included Unity post processing effects in core so i'm releasing this simple mod to enable them and start receiving some feedback.

PPE.png
PPE.png (1.93 MiB) Viewed 845 times


Installation
Use current source code or wait for next build.

Download

Version 0.2
Last edited by TheLacus on Fri Sep 15, 2017 4:55 pm, edited 1 time in total.
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.
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Midknightprince
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Re: Post Processing Effects

Postby Midknightprince » Wed Sep 13, 2017 2:10 pm

[quote="TheLacus"]Description
InterKarma recently included Unity post processing effects in core so i'm releasing this simple mod to enable them and start receiving some feedback.

Explain to me what this does.
Just briefly.
And if this has new build stuff what's it going to change from #78 ?
Check out my YouTube Channel!
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TheLacus
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Re: Post Processing Effects

Postby TheLacus » Wed Sep 13, 2017 2:20 pm

Midknightprince wrote:Explain to me what this does.
Just briefly.
And if this has new build stuff what's it going to change from #78 ?

Enable ambient occlusion and other effects. See this comparison:

Image

These will be supported starting from the next build.
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.
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VMblast
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Re: Post Processing Effects

Postby VMblast » Wed Sep 13, 2017 2:47 pm

Thnx for adding this. :)

PS -for some reason it doesent work in my DFU....or maybe I didnt install it correctly (just to Drag&Drop it to StreamingAssets)?
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Nystul
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Re: Post Processing Effects

Postby Nystul » Wed Sep 13, 2017 3:21 pm

wow this is amazing. also played around with it some time ago when there used to be the ssrr effect in it (I think they took it out for rewriting purposes)
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Hazelnut
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Re: Post Processing Effects

Postby Hazelnut » Wed Sep 13, 2017 3:40 pm

I can't really see a difference between it on and off in the screenshots of the chessboard so I'm none the wiser... :oops:
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TheLacus
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Re: Post Processing Effects

Postby TheLacus » Wed Sep 13, 2017 3:50 pm

VMblast wrote:PS -for some reason it doesent work in my DFU....or maybe I didnt install it correctly (just to Drag&Drop it to StreamingAssets)?

Did you download the latest code from github?
Hazelnut wrote:I can't really see a difference between it on and off in the screenshots of the chessboard so I'm none the wiser... :oops:

Look the shadows on the bottom left.
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.
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NikitaTheTanner
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Re: Post Processing Effects

Postby NikitaTheTanner » Wed Sep 13, 2017 4:08 pm

Yeah, the shadows and the outlines are strikingly better. The models and textures look good on both pictures, but first picture has a much better overall look, looks much more real and actually 3D.

Plus, the grass looks superb on Lacuses' screenshot! :)
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VMblast
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Re: Post Processing Effects

Postby VMblast » Wed Sep 13, 2017 7:15 pm

From what I see, settings for AO on lvl 1 is the best balance of effect and subtleness...so thats what I recommend.

PS -the grass (well all sprite/card) elements have problem with AO. They flicker a bit (with effect). But when I change camera settings (in Editor) from Differed Legacy(light prepass) to just Differed, grass becomes transparent.
MOD_AO.png
MOD_AO.png (1.56 MiB) Viewed 769 times
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TheLacus
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Re: Post Processing Effects

Postby TheLacus » Wed Sep 13, 2017 7:48 pm

Some screenshots

Spoiler!
no AO.png
no AO.png (968.82 KiB) Viewed 756 times

with AO.png
with AO.png (1.18 MiB) Viewed 756 times

town.png
town.png (1.28 MiB) Viewed 756 times
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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