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After this, Bloom is computed, also in a traditional way which is by extracting all color information above a certain threshold and sequentially downsampling that texture to blur it. In this scene in particular, there isn’t much bloom so it’s hard to get a good visualization of that, unfortunately.
Tone mapping is where all of the above comes together. A single compute shader does all this work:
Distortion is applied
Bloom texture is rendered on top
Vignetting, camera dirt, chromatic aberration, lens flares and miscellaneous effects are computed
Exposure value is derived from the average luminance
Tone mapping brings the HDR color into the correct range for either LDR or HDR by using a custom tone map operator.
Finally, the UI is composited on top.
Distortion is achieved by generating a distortion texture which was rendered before the post processing pass. Geometry that generated distortion like heat haze from particle effects, is rendered into a new quarter-resolution render target which stores distortion data into the Red and Green channel and occlusion in Blue...