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Fast Mobile Post Processing: Color Correction(LUT), Blur, Bloom – Dev Community

Fast Mobile Post Processing: Color Correction(LUT), Blur, Bloom – Dev Community

Tsunami 16 July, 2020
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User Rating 2.4 (5 votes)

For more detail this asset from the Unity Asset Store: Click Here

Fast Mobile Post Processing v1.7 (Latest version)

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Fast Mobile Post Processing: Color Correction(LUT), Blur, Bloom with LWRP support v1.6

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Fast Mobile Post Processing: Color Correction(LUT), Blur, Bloom with LWRP support v1.3

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Works with Unity versions higher than 2017.1.0f
LWRP works only with Unity versions higher than 2019.1.6f1

Fastest Solution on the market!

This package consists of the main post-processing stack features, which were maximally optimized to increase the performance even on low-end devices:

* Color Correction(LUT) – Using 2D LUT and 3D LUT techniques which as follow from NVIDIA official tutorials, runs faster than other color correction techniques, keepin the same image effect. Runs at 45-50 FPS on low-end mobile device(with proper settings).

* Blur – The fastest blur in the Asset Store. Completely optimized blur. Can be used with mask. The number of blur passes can be set as well. Runs at 45-52 FPS on low-end mobile device(with proper settings).

* Bloom – Optimized realistic bloom effect. Runs at 45-52 FPS along with blur, on low-end mobile device(with proper settings).

* Chromatic Aberration – Super fast chromatic aberration effect Runs at 50-55 FPS on low-end mobile device(with proper settings).

* Image Filtering- Includes 5 extremely optimized image filters Contrast, Brightness, Saturation, Exposure and Gamma running almost with no performance hit on low-end mobile device(with proper settings).

* Vignette – Very simple and fast vignette effect running almost with no performance hit on low-end mobile device(with proper settings).

* All together – which means, when all the effects applied, the scene runs 300% faster than standart unity post processing stack on low-end mobile device(with proper settings).

NOTE!!! All the testing was made on low-end mobile device Meizu M2 Note in the scene containing:
-65 different gameObjects,
-68 different Materials,
-57 different Textures,
-1 Directional Light(realtime),
-approximately 40k polygons

For all the effects, I used the most efficient algorithms, optimizing the fragment shader as much as possible.

Feel free to get in touch if something is not clear or hard to understand.

 

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