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Post Processing Effects Customizer (v1.3.0)

Posted: Wed Sep 13, 2017 2:05 pm
by TheLacus
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

The following links are for Daggerfall Unity 0.10.25 preview.

The following links are for Daggerfall Unity 0.10.24 stable.
Old Downloads Image
Image

Re: Post Processing Effects

Posted: Wed Sep 13, 2017 2:10 pm
by Midknightprince
[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 ?

Re: Post Processing Effects

Posted: Wed Sep 13, 2017 2:20 pm
by TheLacus
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.

Re: Post Processing Effects

Posted: Wed Sep 13, 2017 2:47 pm
by VMblast
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)?

Re: Post Processing Effects

Posted: Wed Sep 13, 2017 3:21 pm
by Nystul
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)

Re: Post Processing Effects

Posted: Wed Sep 13, 2017 3:40 pm
by Hazelnut
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:

Re: Post Processing Effects

Posted: Wed Sep 13, 2017 3:50 pm
by TheLacus
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.

Re: Post Processing Effects

Posted: Wed Sep 13, 2017 4:08 pm
by NikitaTheTanner
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! :)

Re: Post Processing Effects

Posted: Wed Sep 13, 2017 7:15 pm
by VMblast
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 40675 times

Re: Post Processing Effects

Posted: Wed Sep 13, 2017 7:48 pm
by TheLacus
Some screenshots
Spoiler!
no AO.png
no AO.png (968.82 KiB) Viewed 40662 times
with AO.png
with AO.png (1.18 MiB) Viewed 40662 times
town.png
town.png (1.28 MiB) Viewed 40662 times