Motion Blur. This one is currently broken... But I have worked out a method of generating velocity buffers, so expect a per-object camera motion-blur soon.

God Rays (Deprecated, use radial blur mode if you don't want bloom.) As far as I know, this effect has been removed. FrostBite23 has a new one with proper sunshafts, so look through the thread for the package.

StarBloom (This effect now makes a return!) this one has been removed for now. I wish to add it again later.

New re-written Object-oriented API: allowing for split-screen games to work. (also, no more static variables!) see manual for details.



Docs are now updated to the best I can manage, and should hopefully get better.

whole system mow uses power of two textures, allowing for faster texture upload on slower systems.

new screen capture method has been implemented. works faster, and looks better. also has a quality slider. The new motion blur fx coming will benefit from this very well.

certain effects don't stack well. I have found the reason for this, and it's because most of my shaders don't use any sort of alpha blending, of which blocks other effects from showing. 3.0 aims to address this issue, and already, several fx (e.g. both DoF and Bloom work really well now!) have been given the ability to stack with others! On a side note: in the current release, the SSAO is stackable with other fx, so at least there's that.

On a side note: in the current release, the SSAO is stackable with other fx, so at least there's that. no longer relevant as Unity 4.5 disabled linear space in free version. This is now releavnt again with the arrival of Unity 5, as free users now have access to linear space again! Using linear color space with these effects makes the screen go dark! if you get this problem, check the color space is set to 'Gamma' instead.This is now releavnt again with the arrival of Unity 5, as free users now have access to linear space again!

current POT implementation, from reading user feedback, is very buggy and slow on some computers. Since I have made a new implementation of the texture capture engine, I plan to erase ALL OTHER ENGINES, and only have one, to boost performance, and to clean the code up...

effects pack still doesn't work on mobile: a lot of people wish this was possible, so I will see what I can do! On a side note: I did actually get some basic post-processing working in another project of mine, (see here for details: http://forum.unity3d.com/threads/wip-neodash-a-sci-fi-not-yet-d-arcade-racer-for-android.267972/) and it essentially only captures the texture when it's needed. this allowed the possibility of a radial blur every time the player's car ran over the dash panel!