Post Processing for Built-in RP Sequentials
Sequentials in this category let you animate parameters of Post Processing effects for Built-in Render Pipeline.
In this page, you'll find common properties of built-in post processing sequentials. Every other property of these sequentials reflects the same properties of corresponding post processing effect. To learn more about fields/properties of each post processing effect please refer to the Unity Post-Processing Stack V2 Documentation
Setup Post Processing first
To use Post Processing related actions, you need to go to the Setup screen and choose related options. Please see the Setup documentation for more information.
Base Properties
To learn about the common Base Properties, please see Base Sequential
Target Object Options
This sequential derives from Object Returner Sequential and gets all its properties from that sequential. So, to learn about the Target Object Options please see Object Returner Sequential
Animation Options
This sequential derives from Animation Sequential and gets all of its properties. So, to learn about the __Animation Options please see Animation Base
Target Object
Target Object (or Target Objects if Multiple Objects are returned) needs to be PostProcessVolume type. So please make sure that the game object assigned in this field has a PostProcessVolume component attached. Otherwise you'll see a runtime error log when this sequential plays.
Override Option
This option lets you enable or disable this specific post processing effect.
- Leave as is: This won't change the status of the effect. If it's currently enabled, it stays enabled. If it's currently disabled, it stays disabled.
- Force Enable: This force enables the effect even if it's currently disabled.
- Force Disable: This force disables the effect even if it's currently enabled.
Enable Options
For each options, there are checkboxes enables modifying the related property. If you don't enable a property, it won't modify its values.
End Value Calculation
To learn about how the end values of parameters are calculated, please refer this section