Questions tagged [post-processing]

The use of pixel-shaders to apply filters to a scene to produce various effects.

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3
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1answer
602 views

Multiple volumetric lights

I recently read this GPU GEMS 3 article Volumetric Light Scattering as a Post-Process. I like the idea to add volumetric light property to realtime render i'm working on. Question is will it work for ...
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1answer
82 views

How to create post-processing effects in Slick2D?

As I get closer and closer to the end of the feature development for my game and the beginning of the graphical overhaul, I keep thinking of ideas for graphical effects that would make my game even ...
4
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2answers
335 views

2.5D platformer how to darken building edges?

I was wondering how I could go about creating a vignette type effect / some sort of volumetric shadow for the 'cross section' parts of a 2.5D level. The effect I'm going for can be seen in 'This war ...
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0answers
23 views

Can I “subtract” the current image from a previous one inside a UE material?

In Unreal Engine, I am trying to create an effect that essentially involves the following operation: If I have an image at time instant t, I want to compute the per-pixel difference between that image ...
0
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1answer
660 views

Unity Ambient Occlusion not working with Orthographic camera

It seems like the Ambient Occlusion setting from the Unity Post Processing stack (obtained from the asset store) only works with a Perspective camera, yet I haven't ...
4
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1answer
150 views

No AA support in Godot 3.1?

I'm using Godot 3.1.1 and just realized that there is no available AA options. According to some post, Godot 2 supports FXAA, but some reason it's took out from 3. So I try to get FXAA for Godot 3.1, ...
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0answers
28 views

How to add ambiant occlusion to a mesh created by script

We created a mesh point by point with a script (a huge mesh), and we would like to add ambiant occlusion to this mesh. We use Unity 2019.1.6 and the LWRP template. we already tested the unity ambiant ...
3
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1answer
5k views

Pixelation shader explanation?

I was looking for a pixelation shader for my postprocessing and came across this shader snippet - Works pretty well! - Not a whole lot of explanations on how it works except for "Pixelation is process ...
1
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1answer
52 views

Downscaling texture via mipmap [closed]

Copied from Computer Graphics SE. I am implementing a post-processing effect in my DirectX 11 pet renderer. The post-processing pass is implemented by rendering a full-screen quad covered with ...
12
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2answers
4k views

Rorschach ink blot (aka Psychology test pictures) shader

(source: bonnefil.com) I want this magnificent pattern to be in my game. So far I have figured out... Draw one side, then render it twice left and right. How do I render this pattern on one side? ...
3
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0answers
99 views

How can I make a tendril flame like aura visual effect?

I am a bit new to UE4 and I'm trying to get a tendril flame like aura like the picture below. Does anyone know how I would go about this? Should I use post processing or particles?
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0answers
31 views

Unity, getting a null reference after baking in occlusion

I have imported models from blender into Unity, also checked generate lightmap UV's in the import settings. Then I set the model as static and baked the scene. After that when the object is ...
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0answers
49 views

Looks like render in Unity ( Light Shaft on Particles etc.)

guys, i hope someone can help me, i want to get a looks like rendering, like a screen, i can buy Aura 2 and use volumetric light to have affect on Fireflies, and make a light shaft / good ray? The ...
1
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1answer
22 views

Unity is Creating Black Boxes when I look around

Please help me with this issue. I believe it came about after I finished tweaking post processing behavior in a minor way. If anyone has any idea please share it. I tried to rebake lighting on both ...
1
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0answers
1k views

Using Unity Post Processing v2, how can I apply processing effects to just the UI?

I am using Unity 2018.3 with HDRP 4.9, and Post Processing 2.1.3. I would like to apply post processing effects (i.e bloom) to the UI only. I tried the 2 camera approach, but still can't get it ...
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0answers
1k views

Post-Processing effects not visible with LWRP in Unity3D

I'm are running into an issue when setting up Post-Processing effects for the new Lightweight render pipeline. Post-processing effects are visible in scene and Game view, but not in Play mode. The ...
1
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1answer
68 views

Unity : Post Processing without playing

I have attached a post processing profile to my main camera for bloom and other similar effects. I know that when the game is running, the post processing works as I can see its effects. However, is ...
1
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1answer
340 views

Noise when using SSLR (Screen Space Local Reflections)

When I tried to apply reflections to my scene, I ran into the problem of noise: My fragment shader code: ...
1
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1answer
196 views

New Unity Post Processing - Default Project '3d With Extras' - What effect is causing this transparency in distant objects?

I've recently seen in Unity you can start a new project with Extras included. Which is basically some post processing to make it look nicer as standard, as well as some assets/materials etc to get you ...
2
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0answers
216 views

Improve bloom quality

I'm trying to understang how can I improve bloom effect quality using all known to me optimizations. Currently I'm making it as follows: Create new texture using some threshold to extracts areas ...
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1answer
110 views

Opengl Postprocessing draws only white

I'm currently trying to implement post processing into my project. First I configure my framebuffer: ...
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0answers
221 views

How can I achieve a 'warm' scene in Unity using post processing effects?

I've recently fallen inlove with this Cozy Tavern scene by Beholder, and am looking to replicate it's feel the best I can in unity as a learning exercise. A lot of the scene's depth is added through ...
0
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1answer
2k views

Unity3D - post-process unwanted on UI

I have scene rendered with a single camera using target texture (a). Second camera is used to render UI and using same target texture (a) as the first one. Third camera takes target texture (a), ...
7
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1answer
2k views

XNA 4.0 Post-Processing Libraries? [closed]

Are there any free XNA 4.0 post-processing libraries that are easy to hook into projects? I am looking specifically for a glow effect (although anything is great), and I should also mention that I'm ...
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0answers
1k views

HDR bloom techniques using post processing in Unity3D

I've seen many posts on how to accomplish HDR bloom effects in Unity3D using its (now legacy) Bloom component as part of the standard assets package. I'm trying to replicate it using the new post ...
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1answer
3k views

Unity - blur on one camera effects the other as well

I'm trying to fake a DOF effect for Sprites by using 2 cameras, one for the sharp objects, one for the blurred ones. I have set up the layers like Blur and Sharp accordingly. So I have these 2 ...
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1answer
2k views

Unity - blur only selected layers [duplicate]

I'm messing around with Unity 2017's post processing tools while making a 2D game that benefits from the parallaxing effect using a perspective camera. Please note that the game is mostly made using ...
4
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1answer
434 views

Can an existing game be optimised by converting it to use cel-shading?

I assume it's possible to cel-shade existing games through API interception. If done properly, could this be used as a rendering optimization technique? This means rather than doing the cel-shading ...
3
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2answers
3k views

Fast fullscreen quad rendering in Direct3D 11?

For the last few weeks, I've been trying to port a DX9 implementation of HDR rendering (tone mapping, bloom, stars, etc.) over to DX11. I believe I've got all features working but I'm not getting good ...
4
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1answer
967 views

How to reduce color space in a post-processing material in Unreal Engine 4

I'm trying to get an old-school Quake 1 look going in UE4. I am currently using this blueprint in order to get a retro style large pixel filter. In game (might need to zoom in to see the difference)...
7
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1answer
2k views

Depth Peeling implementation problem: How to render the next layer? (OpenGL)

I try to implement order-independet transparency sticking to the pseudo code in the linked paper (page 4). I can't figure out how they are able to do this in OpenGL. I am rendering the scene two ...
0
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2answers
6k views

How to make a GameObject ignore a camera effect?

I have a 2D game and I wanted to apply bloom to the main GameObjects so I attached the effect onto the main camera, however the background also gets affected by the bloom and it gets all shiny. How ...
1
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1answer
445 views

Replicating a worldspace sphere on screen space

I have quite some struggle with a post processing shader that I'm working on. I use Unity, and I have a shader in which I want to, in screen space as part of post processing, render a sphere that ...
1
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1answer
1k views

Global PostProcess in UnrealEngine 4.10.2

I am new to UnrealEngine and following few tutorials to get started with. I am trying to find "Global PostProcess" (in World Outliner) in UnrealEngine 4.10, but I am not able to find it. Has it been ...
0
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1answer
31 views

Is it possible to fake momentum by tracking an objects last known positions?

Basically I am making a melee combat system. I want to be able to apply force based on where/how things are hit. I am NOT using physics simulations for this, which is why I cannot just rely on that. ...
7
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1answer
859 views

How do I counteract FXAA blur?

FXAA is a cheap post processing anti-aliasing method which works great with deferred pipelines where traditional MSAA may not be a viable option. It's also easier to implement than alternatives such ...
0
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1answer
294 views

Problem with SSAO

I'm trying to implement SSAO based on this tutorial (and other). My setup: XNA 4.0 Deferred depth = z/w This is result: Lines across buildings are moving when I move camera. So I'm wondering is ...
5
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1answer
2k views

How to create heat haze effect in Libgdx?

I would like to create a heat haze effect for a 2D game I am making. Do You have ideas or suggestions, how to get that effect. I am using Libgdx(OpenGL 2.0). Thank You in advance!
9
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1answer
2k views

Tone mapping and eye adaptation - pale colors and darker image

I'm trying to implement tone mapping along with eye adaptation and HDR. Actually I implemented this already but I'm not satisfied with result and I think that I made something wrong. My final image (...
7
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3answers
2k views

What Shading/Rendering techniques are being used in this image?

My previous question wasn't clear enough. From a rendering point of view what kind of techniques are used in this image as I would like to apply a similar style (I'm using OpenGL if that matters): ...
4
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2answers
2k views

Discoordinated Chromatic Aberration Effect

The game Teleglitch heavily utilizes the CA effect with screen distortion. I am trying to achieve this effect. Issue 1. How to not apply the effect onto the floor? (solved) They render the screen ...
2
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0answers
66 views

postprocessing shader destroying viewport on linux?

Basically I implemented gamma correction into a q3 based game to get rid of the annoying SetDeviceGammaRamp. On windows and macosx everything works fine, but on linux it draws garbage. It looks like ...
1
vote
1answer
160 views

What's wrong with my method of getting intermediate rendering to my postprocessing shader?

I'm working on a project in OpenGL. Earlier this week, I successfully implemented Deferred Shading, but I'm not sure how to pass the information from the Deferred Shader to the Post Processing Shader. ...
2
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1answer
917 views

How can I create a screen-space distortion effect?

I am trying to create a screen-space distortion effect using shaders. This image demonstrating the effect I'm after is from Nvidia: Let's consider that I have access to the background texture. How ...
3
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1answer
1k views

Deferred rendering and gaussian blur - artifacts

I compute Gaussian blur in two passes (horizontally and vertically). Shaders look like this: Horizontal blur - fragment shader: ...
-1
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1answer
243 views

how to turn (or solidify) water or fuild into solid material (Renderring Effect)

i want to implement an effect like this. for example, let's assume the clay are made of particles. liquids of clay flows for a while, then it becomes dry and rest.finally those particles becomes only ...
14
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1answer
3k views

How to implement fake 3D like distortion effects for a 2D side scrolling game?

I'm not certain of the proper terms to search on or even where to begin though I imagine it is some sort of post processing effect. I've seen games like I Wanna Be The Boshy and You Have To Win the ...
0
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1answer
852 views

Render scene twice in OpenGL, overlay second render with tranparency

Is it possible to render two scenes (same scene with different setups) without any alpha, and after that is done just overlay the result from the second render on top of the first layer with a static ...