Objective: Understand how to use Cinemachine Post Processing Extension!
Cinemachine also allows us to use different post processing profiles based on the camera we are using. It is a nice way to easily swap out post processing profiles.
First make sure post processing is installed and set up inside of your project.
Once done we want to set up our main camera with our post processing layer.
Right now, it is looking for nothing because we don’t have a post processing profile set up yet. Create an empty game object and add a new layer, “Post”
Then go to the main camera and set it to “Post” which is going to look for post processing and anti aliasing, etc.
Next, let’s add a general post processing. Create a global volume.
This profile is going to be really simple, let’s add a vignette and make sure it is turned on with some intensity.
Also make sure the layer is set to post.
Now let’s create a secondary camera. When we switch to this camera we want it to have a different post processing look to it.
Add extension post processing and create a second profile. This one can have a color grade, let’s make it really warm and dark.
Now when we go from one camera to the other they will look very different, since they both have different post processing stacks.
This is how we use the post processing extension on Cinemachine cameras to give us unique post processing looks without having to go into scripts and adjust post processing profiles.