Working with Cinemachine
Adding Post Processing to Virtual Cameras
Now that we understand how we can add different extensions to our Virtual cameras, the final extension that we haven’t covered yet is the Post Processing Extension. Just like how we can add Post Processing to our overall scene, with this extension we can override our main Post Processing unit with the virtual camera ones.
Downloading Post Processing:
By default Post Processing is not installed within Unity, therefore you will need to go into the Package Manager and install the Post processing asset manually.
The Post Processing can be found within the Unity Registry.
Next within the Main Camera we are going to add the Post process Layer Component. In order to apply the Post Processing to the correct camera, we will need to create an new Layer. For this demonstration I created a new layer called “Virtual Cam Post”. Using “Default” or “Everything” will create longer render times which is not preferred.
Adding Post Processing to Our Virtual Camera:
In our Virtual Camera we are going to add the Cinemachine Post Processing extension.
By Default there should no post processing profile, therefore we will need to create a new one. Then we are going to set the selected virtual camera to the newly created layer “Virtual Cam Post”. Once that is all completed we can start adding effects.
By adding the post processing effects onto our Virtual cameras allows the game to be more streamlined and useful if you have multiple cameras. For example if you have several cutscenes that require intense bloom and Lens Distortion, but the main camera doesn’t require it during actual game play.