+2
Under review

SF camera Post Effect does not work with an other Image Effect on same camera

pinataMAN 8 ár síðan updated by Chase Pettit ✌ 8 ár síðan 5

Hi !


I have a problem with a post effect I created in SF. It work well when putting it on a camera alone, but when I want to test it with an image effect from Unity, everything breaks !

My post effect is a chromatic aberration effect.


When it's working great (alone on the camera):

Image 678


When I put an Image Effect (Noise and Grain for example) above (in the inspector of the camera) my SF Post Effect on the same camera:

Image 679


When I put an Image Effect under (in the inspector) my SF Post Effect on the camera I get a completely black screen.


And here is my Node Tree of the shader:


So i'm relatively new to Post Effects in SF, I dont really know if it's a bug coming from my shader/script or if it's possible to combine custom Post Effects with Image Effects from Unity.

If someone had this problem before and know how to handle that, it would be cool to have the solution. I didn't found anything about this on the Internet.


Thanks ! :)

I haven't dug too deep to try to try to solve it, but I'm having the same issue. Any post effect I put after a post effect produced in Shader Forge doesn't work properly and outputs either a black or blank screen. This occurs with both standard Unity image effects and other post effects produced in Shader Forge.


EDIT: Removing the meta pass from the shader code generated by Shader Forge corrects this issue. Not sure if there's something specific in the meta pass causing the issue or its presence in general.


EDIT 2: It seems all that's actually necessary is to either remove the "Cull Off" line from the meta pass or change it to "Cull Back".

I already heard about removing the meta pass in the shader script, but it doesn't work for me. I still have the same problems.

Still an issue as of SF v.134 (and Unity 5.5.1). Modifying the "Cull Off" line to be "Cull Back" does fix the issue for me, but the required manual modification to the shader code doesn't make for the smoothest Shader Forge workflow.

Under review

You can set that in SF too, it's the backface culling field

The "Cull Off" statement in the meta pass is the issue, and that doesn't seem to be impacted by the backface culling field. In fact, it seems like you actually want to have "Cull Off" in the forward pass - not having that seems to cause the post effect shader to only work if the camera is targeting a Render Texture.