The use of pixel-shaders to apply filters to a scene to produce various effects.
0
votes
0answers
23 views
Is it possible to do mouse picking with post processing effects?
I'm applying a vertex transform to the rendered framebuffer. Is there any way to do mouse picking with the transform reverted?
0
votes
0answers
56 views
Implementing Depth of Field in DirectX 11
I have created a procedural dungeon demo in DirectX 11 as part of an assignment, and am now looking to add some post processing to it. I have implemented whole scene Gaussian Blur in the past, but ...
0
votes
2answers
174 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
vote
1answer
110 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 ...
7
votes
1answer
437 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 ...
1
vote
1answer
559 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
votes
1answer
22 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.
...
4
votes
1answer
298 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 ...
0
votes
1answer
186 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), ...
1
vote
1answer
501 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 ...
4
votes
1answer
213 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 ...
11
votes
2answers
3k views
Rorschach ink blot (aka Psychology test pictures) shader
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? hmm...
I need help.
I ...
0
votes
1answer
187 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 ...
4
votes
2answers
538 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 ...
8
votes
1answer
672 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 (...
1
vote
0answers
43 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
137 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
votes
1answer
389 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 ...
-1
votes
1answer
184 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 ...
2
votes
2answers
2k 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 ...
14
votes
1answer
2k 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
votes
1answer
373 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 ...
1
vote
0answers
80 views
DX11 ID3DX11FFT as post
I'm trying to implement bloom using FFT during post processing. But I have no experience with compute shaders and so far.
DX11 has the ID3DX11FFT interface, which encapsulates compute shaders under ...
-1
votes
1answer
146 views
problem with texcoord at post effect (quad rendering)
I have this shader:
float4x4 View;
struct VS_INPUT
{
float2 Position : POSITION;
float2 TexCoord : TEXCOORD;
};
struct PS_INPUT
{
float4 Position : SV_Position;
float2 TexCoord : ...
0
votes
1answer
1k views
How to use FrameBuffer objects (OpenGL)
I want to draw a 2D scene and after the scene i want to draw some light effects.
When i draw some light, i create a FBO, draw in it and when finished with drawing, i want to create a texture where i ...
1
vote
1answer
50 views
2 Images, same object: tone difference and alignment
I would like to know a software which helps in post-production to calculate the general color/tone difference of 2 images. The images contain the same object, but arn't shot from the same position. ...
7
votes
2answers
607 views
How many rendering passes is “normal”?
I've been implementing John Chapman's method for SSAO (an excellent tutorial by the way), and I've completed it all minus the final part: blurring it. I believe this is what the entire process should ...
0
votes
1answer
284 views
HLSL postprocessing for day to night (DTN)
I am trying to implement a "day-to-night"-filter (as commonly used in cinema) for a 2D game (XNA) by using a full screen HLSL pixel shader. The aim is to transform any bright and colorful image into a ...
5
votes
3answers
913 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):
...
2
votes
1answer
315 views
How can I get post-processing effects with pygame?
I'd like to be able to make the screen like blurry and wavy, like when a player enters a portal in Minecraft.
How would I make this with pygame?
0
votes
1answer
4k views
HLSL Gaussian blur pixelshader: blur is not occurring
I am trying to use postprocessing to create a gaussian blur, however, no blur is to be seen, what am I doing wrong?
I have included the full code at the bottom of this post in a google docs link, but ...
1
vote
1answer
3k views
HLSL grayscale pixel shader: How to get the original colors of the model?
The following code gives me a completely black colored model, while it should be a model shaded in greyscale:
float4 SimplePixelShader(VertexShaderOutput input) : COLOR0
{
//some lambertian ...
4
votes
1answer
801 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!
4
votes
2answers
176 views
When to apply AA as post?
I'm working with a deferred shading technique. I have diffuse, normal and depth buffers, which I combine for the final scene composition. Where and when exactly do I apply an anti-aliasing pass (such ...
1
vote
1answer
905 views
Workaround for reading and writing same texture?
To apply post effects, it is often needed to read the preliminary image, perform computations on its pixels and store the result in the same texture again. For example, think of a tone mapping or ...
3
votes
1answer
651 views
Full-screen post-processing and texture size
I am newbie writing a post-processing code for mobile devices, and asking some trivial, conventional solution for a specific problem.
AFAIK, post-processing in OpenGL is trivially done with FBO bound ...
5
votes
1answer
214 views
A motion blur technique which can cover curve movement path?
I am looking for a motion blur technique for real-time games.
I know two techniques, velocity map and accumulation buffer. Velocity map shows very good quality, but doesn't work correctly if objects ...
3
votes
1answer
714 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:
#version 420
layout (location = 0) out vec4 outColor;
in vec2 texCoord;...
2
votes
1answer
433 views
Would I perform one pass per effect in Deferred Shading?
I'm implementing deferred shading the first time. Doing so I came up with a conceptual question.
First I render the geometry in a framebuffer with muptiple rendering targets for depth, normals, and ...
5
votes
3answers
4k views
How can I make a shader effect that looks like a lightly shaded pencil drawing?
I want to make a shader effect using OpenGL ES 2.0 that looks like this image:
I'm not sure if this image was painted or is the result of some filter, but I want to create a shader that produces ...
2
votes
1answer
2k views
Blur shader without render textures?
Is it possible to append a blur shader to a standard (diffuse) shader ? I am looking for a way to do this as Unity indie doesn't allow render textures.
4
votes
1answer
391 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 ...
1
vote
1answer
1k views
Writing to multiple RenderTarget2D's from HLSL shader
I need to write to two render targets: one for colour and another for depth+normal (for post-processing). I have a problem, though. Both targets seem to be getting the value output by COLOR0, while ...
0
votes
1answer
2k views
XNA - Error while rendering a texture to a 2D render target via SpriteBatch
I've got this simple code that uses SpriteBatch to draw a texture onto a RenderTarget2D:
private void drawScene(GameTime g)
{
GraphicsDevice.Clear(skyColor);
GraphicsDevice.SetRenderTarget(...
3
votes
1answer
624 views
How to properly render a Frame Buffer to the BackBuffer in Stage3D / AGAL
After doing a render pass with RenderToTarget (RTT), how do you properly render that texture buffer to the screen while maintaining original scale / proportions so it doesn't stretch or lose quality?
...
0
votes
1answer
995 views
Toon shader with Texture. Can this be optimized?
I am quite new to OpenGL, I have managed after long trial and error to integrate Nehe's Cel-Shading rendering with my Model loaders, and have them drawn using the Toon shade and outline AND their ...
4
votes
1answer
1k views
Shader effect similar to Metro 2033 gasmask
I was thinking about effects in games the other day and I was reminded of the Gasmask effect from Metro 2033. Once you put the gasmask on it blurred a bit in the corners and could ice up and even get ...
3
votes
1answer
555 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 ...
6
votes
1answer
2k views
XNA 4.0 Post-Processing Libraries?
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 ...