后期处理内容示例
Listed below are the examples provided inside the PostProcessing map:
Example | What is Demonstrated |
---|---|
1.1 Default Settings | The default settings of a Post Process Volume (also the settings used when a camera is not within a Post Process Volume). |
1.2 Film | Film allows you to adjust the color of your scenes. |
1.3 SceneColor | Scene Color applies effects, instead of the color shifts seen in the Film section, to your scene (e.g. Vignette, Scene Fringe, and Tone Mapping effects are shown). |
1.4 Bloom | Bloom simulates the effects the eye perceives when viewing objects that appear very bright. |
1.5 Ambient Cubemap | The Ambient Cubemap lights the scene from a provided image. |
1.6 AutoExposure | Shows how to simulate the effect of the human eye adjusting to a bright environment when coming from a dark environment or vice versa with Auto Exposure. |
1.7 Lens Flares | Lens Flare simulates the scattering of light when viewing bright objects through imperfections found in camera lenses. |
1.8 Ambient Occlusion | An effect that approximates the attenuation of light due to occlusion. Best used as a subtle effect that darkens corners or crevices to make them appear more natural. |
1.9 Screenspace Reflection | Alters the appearance of objects in reflections where the Intensity, Quality, or Max Roughness can be set. |
1.10 Global Illumination | How to affect the indirect lighting contribution coming from Lightmass in order to alter a scene's brightness, tint, or color. |
1.11 Depth Of Field | Applying a blur effect to a scene based on distance in front or behind a focal point with Depth of Field. |
1.12 Motion Blur | Generating a Motion Blur which blurs objects based on its motion. |
1.13 Screen Percentage | Through Screen Percentage, a scene is rendered at a lower resolution and then scaled up. The Screen Percentage value represents a percentage of the overall resolution of the scene. |
1.14 AA Method | Demonstrates Anti-Aliasing (or AA) which improves image quality by smoothing out the edges that appear jagged on screen. |
1.15 Blendables | Blendables are, in short, overlays that can be applied to the screen (e.g. screen warping or coloring). |
1.16 Priorities | Allows you to control which Post Process Volumes will override one another if they are overlapping. |
1.17 Blend Radius and Weight | Used to change the transition from one Post Process Volume to another over a distance (e.g. blend scene tint or color based on distance to an object). |
1.18 Unbound | This allows you to create a global Post Process effect without being constrained to being inside an actual volume (e.g. the effects are applied where ever you are in the world). |