bengreenier / bengreenier/Unity-Pixelation-v2
PP-2.3.0 and URP-8.1.0 support?
- Dominant language
- C#
- Stars
- 14
- Forks
- 4
- PR merge metrics
- No merged PRs in 30d
Description
Hi, I was wondering if you've had a chance to play around with the latest URP + PP? I'd like to get the *Pixelation* shaders to work with the latest iteration of URP and PP, but I'm fairly certain that the updates you've made to the [Pixelation Package](https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/pixelation-65554) are compatible with LWRP, but not the latest URP (unfortunately). One thing I found is that a [Volume Override](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.1/manual/VolumeOverrides.html) will be required to apply the shader to a [Post-Processing Volume](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.1/manual/Volumes.html); here's some [example overrides](https://github.com/Unity-Technologies/Graphics/tree/master/com.unity.render-pipelines.universal/Runtime/Overrides). I've created an override for *Pixelation* that does work when selecting *Add Override* in a global post-processing volume:
```csharp
using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.PostProcessing;
using UnityEngine.Rendering.Universal;
namespace Assets.Pixelation.Scripts
{
[Serializable, VolumeComponentMenu("Post-processing/Pixelation")]
public sealed class PixelationOverride : VolumeComponent, IPostProcessComponent
{
[Range(64.0f, 512.0f)]
public FloatParameter BlockCount = new ClampedFloatParameter(128f, 64f, 512f);
public bool IsActive() => true;
public bool IsTileCompatible() => true;
}
}
```
Unfortunately that's not all that's required. I'm still looking into how to wire up this *Pixelation* volume override to the *Pixelationv2* shader, but maybe you have an idea of what would need to be done to get it to work?
Contributor guide
No contributing guide indexed for this repository
Research direction
Start by comparing the provided PixelationOverride with Unity's URP example overrides and inspect how it is intended to connect to the Pixelationv2 shader. Verify the effect in a global post-processing volume using PP 2.3.0 and URP 8.1.0; done means the Pixelation effect can be added and applied successfully.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp, unity
- Domain
- computer-graphics, game-dev
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100