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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... |
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