Post Processing Effects Customizer (v1.2.1)

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TheLacus
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Post Processing Effects Customizer (v1.2.1)

Post by TheLacus » Wed Sep 13, 2017 2:05 pm

Post Processing Effects Customizer

Description
Daggerfall Unity includes post processing effects but the game is fine tuned for the original classic look. This mod allows to tweak effects to graphically enhance a modded game, with a simplified interface and support for presets.

Quick Setup
Place postprocessing.dfmod inside StreamingAssets/Mods folder. Open mod settings, click on Presets button and select Low, Medium or High. If you have performance issues select a different preset. Note that presets can also be added locally or by other mods.

Supported Effects
  • Antialiasing (Fxaa, Taa)
  • Ambient Occlusion (SSAO)
  • MotionBlur
  • Depth Of Field
  • Vignette
  • EyeAdaptation (not fully functional)
  • Bloom
  • Dithering
FAQ
  • I have enabled reflections but they don't work as expected.
    Screen Space Reflections effect relies on material properties. This means that you need a custom texture pack, ideally one that has been tested with this effect enabled.
  • I see graphical artifacts in the sky with bloom.
    This is an (hopefully rare) issue that can happen if you use bloom + Enhanced Sky + Distant Terrains. The sun from Enhanced Sky may also be excessively affected by bloom. If you use these mods and experience these issues you may want to disable bloom for the moment.
  • I see graphical artifacts with rain or npcs.
    This is caused by TAA; this issue has been partially resolved but, if it still bothers you, FXAA can be used instead.
  • Can you add more effects?
    The game, and thus also this mod, relies on Post Processing Stack v1. At this time i don't have plans to include effects from different sources.
Downloads Old Downloads Image
Image
Last edited by TheLacus on Fri Dec 21, 2018 3:08 pm, edited 9 times in total.
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Midknightprince
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Re: Post Processing Effects

Post by 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

Post by 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.
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VMblast
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Re: Post Processing Effects

Post by 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

Post by 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

Post by 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:
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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TheLacus
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Re: Post Processing Effects

Post by 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.
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NikitaTheTanner
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Re: Post Processing Effects

Post by 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

Post by 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 35430 times

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TheLacus
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Re: Post Processing Effects

Post by TheLacus » Wed Sep 13, 2017 7:48 pm

Some screenshots
Spoiler!
no AO.png
no AO.png (968.82 KiB) Viewed 35417 times
with AO.png
with AO.png (1.18 MiB) Viewed 35417 times
town.png
town.png (1.28 MiB) Viewed 35417 times
Mod System documentation - Learn how to create mods for Daggerfall Unity.
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