[=SE_JonF;24104]
Yeah you’re going to want to change those values to better reflect the different types of surface, judging by the complexity of the textures you’ll most likely need to incorporate masking to get the most out of it.
When I say atmosphere I mostly mean the look and feel of the level. What sort of atmosphere are you going for? General Sci Fi? Horror Sci Fi? etc… Playing around with Depth of Field, Contrast, Scene Color, Fog, Lighting, etc… Sounds and Particles can also contribute towards this, making your environment seem more alive.
Do you have a photo demonstrating what you’re seeing then? I’m not sure I understand it. I know that whenever I open my level for the first time it takes a bit to load all of the textures properly, they’re blurry for a moment. Not sure if is what you’re referring to. A screen would help.
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Ah is going to be an mobile game, and from what i read on the documentation most of those option i turn off. is what i have working in the post process volume is:
under Color Scene only these are on:
Vignette intensity = .9
Under Boom:
Boom intensity = 1
Under Auto Exposure:
Min Brightness = 0.2
Brightness = 0.2
Under Misc
AA Method = Temporal AA
And all other post process effect is turn off.
As for the the masking, i have no idea how to do that, i still learning stuff.
I guess I’ll need a texture to mask it with or can i use a constant 3 vector? And would it override my tint ( i using material instancing)?