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kino's Introduction

Kino

Kino is a collection of custom post-processing effects for Unity's High Definition Render Pipeline (HDRP).

System Requirements

  • Unity 2019.3
  • HDRP 7.1

Effects

Streak

screenshot

Streak adds horizontally stretched bloom that roughly resembles anamorphic lens flares. Although it's neither physically correct nor energy conserving, it's handy to emphasize shininess of the scene in just a few clicks.

Recolor

screenshot

Recolor is a kind of false color effect that replaces image colors by mapping luminance to a given gradient. It also supports edge detection effect to add contour lines to the images.

Overlay

Overlay simply adds a color gradient to the final output of the post process. It's handy to widen the color spectrum of the output in a nearly subliminal level.

Glitch

gif gif

Glitch is a collection of simple video glitch effects.

  • Block (block noise effect)
  • Drift (color drift effect)
  • Jitter (scan line jitter effect)
  • Jump (vertical jump effect)
  • Shake (horizontal shake effect)

Sharpen

A simple sharpen filter that is similar to ones used in paint software.

Utility

A multi-purpose filter that provides several small effects in a single pass.

  • Hue shift
  • Invert
  • Fade (fade to color)

Slice

Slice

Slice and slide effect.

Test Card

Test Card

A simple test card pattern generator.

How To Install

The Kino package uses the scoped registry feature to import dependent packages. Please add the following sections to the package manifest file (Packages/manifest.json).

To the scopedRegistries section:

{
  "name": "Keijiro",
  "url": "https://registry.npmjs.com",
  "scopes": [ "jp.keijiro" ]
}

To the dependencies section:

"jp.keijiro.kino.post-processing": "2.1.15"

After changes, the manifest file should look like below:

{
  "scopedRegistries": [
    {
      "name": "Keijiro",
      "url": "https://registry.npmjs.com",
      "scopes": [ "jp.keijiro" ]
    }
  ],
  "dependencies": {
    "jp.keijiro.kino.post-processing": "2.1.15",
    ...

Frequently Asked Questions

Nothing happens when I add effects to a volume

Check the Default HDRP Settings in the Project Settings. You have to define custom post processing orders to make them take effect in the pipeline.

HDRP settings

License

Unlicense

kino's People

Contributors

kant avatar keijiro avatar

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kino's Issues

Isoline view range

Hey Keijiro!

I wanted to know if there's a way to limit the range of where the isoline starts/finish drawing, I found that the range is given by the camera near/far plane, and tried to modify the ComputeViewSpacePosition in DepthUtils.hlsl but with no success on trying to remap the z buffer.
Was trying to get the isoline grow away from the camera based on some value. Would be great if this feature existed. Thanks a lot! Awesome work as always.

blur effect

this is a continue of a closed issue: #14

hey Keijiro!

No, not depth-of-field. A full screen blur effect as a post-process method. Or what would be better, the ultimate goal would be when you can put a shader on a plane or on a UI element which can blur every object behind.
I found this project https://github.com/sebastianhein/urp_kawase_blur with URP, but the problem is with this, alpha-pixels/transparent object wont show with this method.

That's why I asked you that it could possible to implement such a blur effect into your Kino project. I'm searching a good blur effect for a year from now and I found none. :( I know that it's differ in HDRP and URP, but I couldn't see any solution neither of them.
Maybe you can explain that it's even possible? I mean show transparent object behind blur effect.

image

This is the effect I can achieve so far. As you can see, transparent object cannot see behind this shader. There is a ScriptableRenderFeature script in this little project but I cannot figure out how can it work to achieve my goal.
ShaderTest3_2.zip

If you have spare time, can you investigate this sample project please?
Thanks for your help!

Pimpace

ui.: I'm using the latest Unity 2019.4.2f1 LTS version

Originally posted by @pimpace in #14 (comment)

2018.3.0b5 HDRP

Shader error, failed to open source file: 'PostProcessing/Shaders/StdLib.hlsl' at line 6 (on d3d11)

Every shader are give this error.

Streak gives:
RenderingCommandBuffer: invalid pass index 1 in DrawMesh
RenderingCommandBuffer: invalid pass index 2 in DrawMesh
RenderingCommandBuffer: invalid pass index 3 in DrawMesh

Recolor Gradients limited to 8 Keys in a Gradient, work around needed.

I've been messing around with his awesome package for a while and found out a major limitation to this, since this is using the unity default Gradient tool it is limited to only have 8 Keys in a Gradient. For example if you're trying to do a toon look with the Recolor effects Fill and have the gradient to have a mode of Fixed you have to be very picky about which keys you have to use, thus preventing you from mapping out all the luminosities you need.

ijsitjwijtmijw

If it's possible, could splitting up the gradient into two separate ones be done?

Other than these little issues, I'd like to thank you for sharing this graphics toolset with us, it's been awesome to use so far, great job!

Kawase blur effect?

Hey!

It would be awesome if you implemented blur effect (which support transparent objects)!

best regards;
Pimpace

Glitch Effect For 2019.3f+ without HDRP

As the title indicates, would the glitch effect be exported to Unity 2019.3f and above, the old one doesnt work in new version, I believe to due to Unity's update to cameras. And some of us dont really use HDRP yet--

Access to glitch paramaters

Hello, i'm trying to access to the glitch parameters via code with the volume component, in order to control them with midi input. But i have an error : "The name 'glitch' does not exist in the current context". I don't understand which name i have to use ? I hope my question is clear.

Thank you.

DLSS issues

Screen effects cause some DLSS issues with the screen being cropped when using these effects.
You can reproduce this by adding the Nvidia DLSS package into your project, apply 'maximum quality' or 'maximum performance' settings on the DLSS and watch the screen crop.

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