Playmaker Forum

PlayMaker Feedback => Action Requests => Topic started by: Kubold on May 07, 2017, 02:29:29 AM

Title: Request for Postprocessing Stack Actions
Post by: Kubold on May 07, 2017, 02:29:29 AM
Hi,

Unity claims that you can change the values of the Postprocessing Stack (https://www.assetstore.unity3d.com/en/#!/content/83912) at runtime.

Since this feature became a standard and the regular image effects became "legacy", we would use a set of Actions for changing the values (for example to smoothly change DOF at runtime, or gradually desaturate the scene, increase the noise and such).

Right now, with the "Set Property Action" you can only enable or disable chosen effect, but you don't have access to actual values.

Thanks!
Title: Re: Request for Postprocessing Stack Actions
Post by: tcmeric on May 07, 2017, 04:24:51 AM
I am just about finished the actions for this. (All the actions are complete, just organizing them, proofing, etc).

You can find them free here: https://github.com/dumbgamedev/postprocess_playmaker

They do also require the use of Keijiros script, called: Post Processing Stack Utilities. Which works as a sort of bridge. https://github.com/keijiro/PostProcessingUtilities . What is does is clones the post processing stack settings at runtime, so that the playmaker actions dont permanently change your settings. (Ie, we want things to go back to default after the game is stopped).

This set of actions was funded via my Patreon account, so shout out to everyone there: http://patreon.com/playmaker . The more people who pledge, the faster these things get done and the more sets I can push out.

I am working on a quick tutorial how to use these actions. Should be done pretty soon.
Title: Re: Request for Postprocessing Stack Actions
Post by: tcmeric on May 07, 2017, 08:44:44 AM
You can find the tutorial video here:
Title: Re: Request for Postprocessing Stack Actions
Post by: Kubold on May 07, 2017, 01:43:52 PM
Thank you! Awesome.
Title: Re: Request for Postprocessing Stack Actions
Post by: Groo Gadgets on May 07, 2017, 09:09:57 PM
Wow! I was just looking at Unity's new post processing effects today, thanks for these!

Simon
Title: Re: Request for Postprocessing Stack Actions
Post by: Kubold on May 22, 2017, 06:40:19 AM
Settings for Depth of Field seem to be missing. All else is there except DOF settings. Is there a chance you will add it?
Title: Re: Request for Postprocessing Stack Actions
Post by: tcmeric on May 22, 2017, 06:53:06 AM
I missed a few at the end. I can add it for you. Check back in a day or so. (Ill ping here again when its added).

- Eric
Title: Re: Request for Postprocessing Stack Actions
Post by: Kubold on May 22, 2017, 07:06:09 AM
Thank you, that would be great help :)
Title: Re: Request for Postprocessing Stack Actions
Post by: tcmeric on May 23, 2017, 12:44:15 AM
https://github.com/dumbgamedev/postprocess_playmaker

Added support for:

DOF
Color Wheel
Tone Mapping
Title: Re: Request for Postprocessing Stack Actions
Post by: Kubold on May 23, 2017, 07:06:53 AM
Awesome, thank you very much! :)
Title: Re: Request for Postprocessing Stack Actions
Post by: blackant on November 15, 2017, 07:21:09 AM
awesome !! presiselly what i need right now !

big thanks

8)
Title: Re: Request for Postprocessing Stack Actions
Post by: Arnoob on November 19, 2017, 08:19:27 AM
That is awesome! Thank you so much!

By the way, I hate to ask request to people that work on their spare time like you do, but do you think it would be possible to create the actions for the SSR too? :-)
Title: Re: Request for Postprocessing Stack Actions
Post by: tcmeric on November 27, 2017, 02:21:16 AM
Hi,

Sure no problem. I created SSR actions today for the post processing stack.

They are now on my github account here: https://github.com/dumbgamedev/postprocess_playmaker

- Eric
Title: Re: Request for Postprocessing Stack Actions
Post by: Arnoob on November 27, 2017, 04:33:59 AM
That's awesome! Thank you a lot!
Title: Re: Request for Postprocessing Stack Actions
Post by: phannDOTde on July 11, 2018, 11:46:36 AM
Hey Eric

quick question -are you planning to make actions for Post processing Stack V2 at some point?
Title: Re: Request for Postprocessing Stack Actions
Post by: tcmeric on July 11, 2018, 08:20:51 PM
Which values would you like to change? Ie, depth of field, etc.
Title: Re: Request for Postprocessing Stack Actions
Post by: blackant on July 17, 2018, 01:10:26 PM
Post processing Stack V2 can't be modified directly with playmaker ?
Title: Re: Request for Postprocessing Stack Actions
Post by: tcmeric on July 17, 2018, 07:53:06 PM
Maybe by get/set, but if that can be avoided, then that is best. I havent tried.
Title: Re: Request for Postprocessing Stack Actions
Post by: MarkD on October 06, 2019, 09:57:27 AM
Has anyone else tried this lately? I tried this yesterday and when I integrated the assets from Keijiro I got all sorts of errors. 

Any ideas anyone?
Title: Re: Request for Postprocessing Stack Actions
Post by: Broken Stylus on October 07, 2019, 06:57:57 AM
Please provide a screencap of those errors.
Title: Re: Request for Postprocessing Stack Actions
Post by: MarkD on October 13, 2019, 06:29:26 AM
Hey thanks -

So I think I know the problem, but not necessarily how to fix it.  In the first part of the tutorial we're told to get some bridge files from keijiro's Github.  Copying those files over into my project isn't the way to go, though because the error I get when I do that and attempt to open the project is that "no git executable was found, please install Git on your system".

Having never used Git, is that all that I need to do is install git to my project? Why would I need that if the project files are all posted there?

Any ideas?


Title: Re: Request for Postprocessing Stack Actions
Post by: wetcircuit on October 14, 2019, 01:26:24 PM
When I last checked keijiro's Post Processing controller, it was for PPS v1 (the version that was a camera component).

afaik, PPS2 can't be script controlled, it has to be done with post-process volume gameobjects.

Each PP volume has a weight adjustment. you can set all volumes to global (with different settings) and blend them….

The behavior is a little strange, I think the idea is they are a "stack" in the scene hierarchy so the first volume needs to be set full-weight, and it interpolates to the next volume's settings.