![]() ![]() ![]() The final effect we will add to the profile is Vignette, which will add a darker edge to our camera, serving to focus the user towards the centre of the screen. The variables we will set are the following: Tonemapping Mode to ACES, Post-exposure (EV) to 0.6, Saturation to 10 and Contrast to 15. The scene is looking a bit dull, so let's add in the Color Grading effect. We are going to do this for: Intensity – set to 1.5, and Soft Knee – set to 0.1. As we did with the previous effect, we are going to tick the variables we want to edit, and then we can tweak them as desired. The next post-processing effect we are going to add is Bloom. We're going to do this for the following options: Minimum (EV) – set the value to -0.35, Maximum (EV) – set the value to 1, and Key Value – set to 1.25. Within this effect if we want to edit a value, first tick the box to the left of the variable, and then it becomes editable. The first effect we'll add is Auto Exposure. Let's work our way through the post-processing effects. Download the assets and follow along whilst watching the video with the link below.įinish off by working through all the post effects ![]() We'll demonstrate how easy it is to put something together with no code, and bring your creations to life in real time. In this tutorial we'll take our exported FBX model from our DCC tool and import it into Unity, add in our procedural camera system (Cinemachine), apply our animations via the Timeline sequencing tool and then make our scene look beautiful with our post-processing stack. With the release of our Webby award-winning demos Adam and Book of the Dead, Unity has shown that it can produce Triple A quality productions in real time. Artists or designers can now use Unity to bring their assets to life, whether they're custom-built or free 3D models, and express their creativity without the bottleneck of needing an experienced coder. You may already know how easy it is to get started, prototype, iterate and publish to your chosen platform, and over the past few years we have been improving the Unity toolset to be more than a developer or programmer tool. ![]()
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