Post Processing - SkaterXLModding/skater-xl-mapping-wiki GitHub Wiki

Table of Contents

Welcome

This guide will cover the basics of setting up Post Processing on maps in Unity 2019.3.15f1 for Skater XL. This is a short process that with appropriate amounts of tweaking, can push a well made map to the next level of visual fidelity. Due to the large amount of various post processing tools at our disposal, this guide will not cover in depth every single layer that can be added to the stack, so for more information on these details please refer to the official Unity documentation. There are plenty of resources on this top, so remember to check out the external information sources at the bottom of this page

Developer Recommendation

"Hello guys, my name is Eduardo, a technical artist in Skater XL. I will help Kiwi a little bit on this topic.

About light, Unity 2019 comes with a default PP effects if Unity doesn't detect a volume with an override in some effects.

That mean, that some scenes could look dark or bright, depending on your original lighting setup, because Unity now executes an Exposure effect with default values, and those default values perhaps are not good for your lighting values.

My recommendation is:

  1. Create a volume file, and insert:
  • Exposure -HDRI Sky (Add your HDR sky image) -Fog -Bloom -Ambient Occlusion

To override the values, need to check each checkbox, however keep "Enable" off in fog, bloom and AO, in order to check first the light.

In exposure you could start with Mode = "Fixed", probably your scene will look super bright that because Fixed Exposure is 0 by default, start to increase that value until reach some visual close to you had in 2018.

Usually, initially I set the Fixed Exposure = Exposure that I set in the HDR Sky, and then start to play with values until reach the look that you desire.

For example, if want to simulate a physical sun the intensity in the directional light should be close to 120.000 lux but need to set the Fixed Exposure with some values like 13-16.

Once that you get the desired look, you can bake your light, and start to turn on effect like Bloom, Fog, AO, and apply any other color correction that you want.

Then you could test Mode = Automatic in the Exposure in order to bring more light when the player enter in a dark section.

I leave here this link that could be very useful: Achieving High Fidelity Graphics for Games With the HDRP"

Related Wiki Pages

[Introduction to Lighting]

External Information Sources

Unity Manual - Post Processing

Skyoo Video - Post Processing in HDRP 2019

Unity Manual - Post-Processing in HDRP