Trippy Post Processing

A trippy post-processing and render feature for Unity's URP.

A trippy post-processing and render feature for Unity’s URP based on Sobel Filter Edge Detection. I wrote this so that the next time I get high, I would work on projects with this ON :]

Usage

  • Download the .unitypackage from the Releases Section.
    • Trippy_PP_min_v001.1.unitypackage just contains the backend for the post-processing.
    • Trippy_PP_all_v001.1.unitypackage contains the backend as well as a demo scene with the implementation for reference.
  • Open/Create a new URP Unity project.
  • Import the package into the project.
  • Enable the Trippy Renderer Feature in your URP Renderer (generally in Assets/Settings folder) by adding the Trippy Renderer Feature to the Renderer Features.
  • Control the Renderer Feature’s properties by adding a Global Volume component to your scene.
  • Add Makra/Trippy override to the Volume component. The custom post-processing contains the following components-

    Name Description
    Enable Effect Toggles the effect on or off.
    Intensity Intensity of the Trippy effect.
    Edge Color Color of the edges.
    Edge Width Width of the edges.
    Base Color Base color of the environment.
    Use Gradient Toggles if a gradient texture is used as the edge color.
    Gradient Tex The gradient texture to be used.
  • If you wanna have some fun consider adding the TrippyVolumeAnimator.cs script to the Volume component ;)

Contributing

Contributions to the project are welcome. Currently working on:

  • A better algorithm for edge width calculation.

License

MIT License

C#, Unity, HLSL