More info See in Glossary is used to transform the vertex coordinates of the visible objects from “object space” into a different space called “clip space” these new coordinates are then used by the GPU to rasterize the scene, i.e. For instance, after the culling stage is completed, a Vertex Shader A program that runs on each vertex of a 3D model when the model is being rendered. More info See in Glossary is a generic name for a program, or a collection of programs, running on the Graphics Processing Unit (GPU).
(out chromaticAberration) Ĭ(new NoInterpMinFloatParameter(chromaticAberrationIntensity, 0, true)) Ĭhanging intensity by property accessor didn't work and SetValue() was needed.Īs an extension of JPhilipp's great answer, here's a more complete code sample for toggling effects "ApplySettings" function.
Start is called before the first frame update Public float chromaticAberrationIntensity Private ChromaticAberration chromaticAberration = null Public class PostProcessingData : MonoBehaviour Here's working code, ready to be animated: using UnityEngine.Rendering For the new Universal Rendering Pipeline, I was able to animate post-processing values via custom script added to the object containg Volume component (which contains all the effects).