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Post-processing

UnityEffects and decalsApplies toSkateBIRD

SkateBIRD (Unity 2019.4, built-in pipeline) draws its screen effects with the Post Processing Stack: its shaders ship in sharedassets0.assets as Hidden/PostProcessing/* and its managed side as Unity.Postprocessing.Runtime.dll. Observed · SkateBIRD The playground scene has a Skatebirb Default Postprocessing root, and the project names a post-processing layer (layer 31, see layers). Observed · SkateBIRD

The profile the game applies while skating (ReactiveGameplayPostProcessing) has depth of field focused on the bird, about 3 m from the camera, plus lens distortion, chromatic aberration and a vignette. Observed · SkateBIRD A camera moved away from the bird therefore renders a fully blurred, warped frame. Observed · SkateBIRD

The game’s options DisableDoF and DisableVignette turn depth of field and the vignette off for the player, and they persist to the save file. Observed · SkateBIRD A runtime plugin can turn the effects off on the profile’s runtime copy without touching the saved option, for as long as it controls the camera. Observed · SkateBIRD

SkateBIRD’s third-person camera is a Cinemachine rig (Cinemachine SkateCam 2.0). Setting Camera.main’s rotation takes effect only when the rotation is re-asserted every frame, because Cinemachine overwrites it otherwise. With the camera yaw equal to the pose yaw, the measured camera bearing equals the pose yaw to 0.00° on all 8 playable scenes. Observed · SkateBIRD

After a teleport the game’s camera keeps its own orientation. Observed · SkateBIRD