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4
votes
1answer
103 views

Problem building a color grading map

I am trying to build a default color grading map into a 1024x32 RenderTarget. Here is my shader code: VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; ...
1
vote
1answer
310 views

Sprite collision with color?

Is this possible? To elaborate, I am making a PacMan offshoot. Essentially it is a "zoomed in" version of the game, but the board is randomly generated. I have 11 .png files each to be used as a ...
-1
votes
1answer
149 views

XNA changing color alpha

I know I can take a color and multiply it by a float to reduce its alpha like that: Color color = Color.Green * 0.15f; But how do I return the color's alpha to it's original value? I tried doing ...
0
votes
0answers
23 views

Any chance to store bloom power in 3 channels with YCbCr color coding?

I need to store per-pixel bloom power in the final Render Target to make Tron-like effects, when even non-bright pixels can bloom. The value can easily be stored in an alpha channel without any magic ...