Enhance the vignette effect and unify postprocessing effects laying ground work for damage effects etc. #96

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opened 2021-10-07 22:19:21 +02:00 by unfa · 1 comment

The vignette effect currently uses a TextureRect applied on a canvas after rendering the issue is that it's applied after tonemapping of the camera output, so hilights are already clipped and they don't look natural this way.

Damage effects like "bleeding eyes" etc could also be done this way.

Here's a method that lets us fix it and also apply other post-processing effects before the tonemapping (if we need lens flares, chromatic aberration etc.)

https://docs.godotengine.org/en/stable/tutorials/shading/advanced_postprocessing.html

My question about this on Godot Contributors chat (some good info there):
https://chat.godotengine.org/channel/rendering?msg=L3FFdfpqxwuQn48ku

The vignette effect currently uses a TextureRect applied on a canvas after rendering the issue is that it's applied after tonemapping of the camera output, so hilights are already clipped and they don't look natural this way. Damage effects like "bleeding eyes" etc could also be done this way. Here's a method that lets us fix it and also apply other post-processing effects *before* the tonemapping (if we need lens flares, chromatic aberration etc.) https://docs.godotengine.org/en/stable/tutorials/shading/advanced_postprocessing.html My question about this on Godot Contributors chat (some good info there): https://chat.godotengine.org/channel/rendering?msg=L3FFdfpqxwuQn48ku
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Basics are done (bleeding eyes) and I'll spare this for now.

Basics are done (bleeding eyes) and I'll spare this for now.
unfa closed this issue 2021-12-07 04:26:57 +01:00
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Reference: unfa/liblast#96
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