Custom Post Processing
Personal Project
Custom SRP Rendering Pass
No Custom Post Processing
With Custom Post Processing
Custom Rendering Feature
I created a custom rendering feature which allows me to apply multiple post processing effects efficiently to the game in a single pass which do not come standard in Unity’s post processing software. I accomplished this by grabbing the color & depth buffers from the camera to modify the final image while using a single post processing material to optimize performance. For all of the applied post-processing effects I created effect components, so that they may be added easily by non-programmers to the post processing volumes. Additionally this allowed for the easy tweaking of key values enabling easy adjustment of the effect intensity for designers.
The difference shown above is subtle, however in future sections I will show how each effect works with the intensity increased for easier distinguishment from the original.
Kuwahara Filter
No Custom Post Processing
With Kuwahara Post Processing
Kuwahara Node
Created a custom ShaderGraphs node which could be used in the post processing shader graph to apply a Kuwahara filter to the image in real time. A Kuwahara filter is a type of edge-preserving blur used in artistic and non-photorealistic rendering. The filter works by computing the mean and variance (measure of variation in colors) of different neighboring regions of a pixel, then choosing the region with the lowest variance to reduce noise while preserving edges.
Post Processing Shader Graph for Kuwahara Effect
Screen Warp
No Custom Post Processing
With Screen Warp Post Processing
Screen Warping Effect
I created a screen warping using scrolling displacement textures to distort the image by modifying pixel positions. This is commonly used for heat distortion, water refraction, or glitch effects. It can also be used subtly to create a sense of unease.
Post Processing Shader Graph for Screen Warp Effect
Color Quantization
No Custom Post Processing
With Screen 32 Bit Color Quantization Post Processing
Color Quantization Effect
I created a color quantization post processing shader to reduce the number of unique colors in an image by mapping each pixel to the nearest color within a limited palette. This creates a stylized, posterized, or pixelated effect, commonly used in artistic rendering and retro-style visuals.
I quantized the color by forcing colors to snap to the nearest "allowed" color. This is done by dividing colors into steps and rounding them to the closest step.
Post Processing Shader Graph for Color Quantization Effect