Noise Hunters Devlog 24 - The Difference of Post-Processing


Hello [Code_Name: MEVYE] [Location: CLASSIFIED], welcome back!

Today we will see the great difference post-processing makes to Noise Hunters!

Unity has an asset called Post Porcessing Stack that adds effects to the render with an intuitive user interface and easy to understand. This a big component when giving polish to a game, making a great difference without much effort.


In Noise Hunters we apply this effects:

  • Ambient Occlusion: This will help with objects that are close together and we don't want to show the edges, for example in walls or in stacks of props.
  • Grain: With grain we can create a sensation of camera and sight distortion, adding to the feeling of Noise Hunters.
  • Vignette: There is a slight outer vignette, this darkens the area of effect. This helps to focus attention and transmit a sensation of claustrophobia. When the player aims, this effect will increase, focusing more in the centre of the screen.
  • Motion Blur: Even though motion blur is a bit infamous in several games, in Noises Hunters it adds a better sensation of motion and adds an effect similar to a movie.
  • Chromatic Aberration: This will make a halo effect around objects when the lens of the camera fails to cover all the colours. This effect will add a more sci-fi setting and simulates the visor of MEVYE. Like vignette, this effect will increase when the player aims.
  • Depth of field: We use this effect to simulate the human eye when it loses focus on far objects. When the player aims the depth of field will change to lose focus on the player and focus more where the player is aiming.


Even though this is a powerful tool, it is also a powerful tool to destroy performance in any game. All this parameters have to be modified carefully so it doesn't tank performance. By looking at the manual provided, you can see methods to optimize the use of Post-processing.

Thanks for reading and don’t make any noise! 🤫

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Contact:

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Mail: noisehuntersgame@gmail.com

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