Jump to content

KL_Effects: Reworked Posteffects for Ultraengine


klepto2
 Share

Recommended Posts

 

This is a small collection of reworked posteffects including:

  • DOF
    • Features:
      • Bokeh Filtering
      • Autofocusing
      • FocusStart and focus Length values
  • SSAO
    • Features:
      • Denoising
      • Temperoal Reprojection
      • More Samples than the original
  • Tonemapping
    • Features:
      • More or less the same as the original, but
        with more configurable options and usage of the original Kkronos tonemapping
  • Bloom
    • Features:
      • Multipass downsampling and Tentupsampling
      • More natural bloom effect
      • based on this great video: 

And a completely new (well actually it is based on an early idea from @Josh) Volumetric Lighting effect which can be configured by using the TextureScale.y component  of the light to adjust the volumetric intensity for each light. more configuration options will come later. 

 

Download:

KL_Effects.zip

License: MIT

As a start the preffered order of posteffects is included in here:KL_Preffered.json

As always feedback is always welcome, also ideas for other effects are welcome as well. Please share if it doesn't work for you or if you experience some big performance drops or any other thing which might be related to these Effects.

 

 

  • Like 5
  • Thanks 1
  • Windows 10 Pro 64-Bit-Version
  • NVIDIA Geforce 1080 TI
Link to comment
Share on other sites

  • 1 month later...

Your bloom looks really good in our level. It's exactly what I wanted. I had to set the threshold to 0.5 to get it to appear though.

I think in the near future, user-controlled settings will make these type of adjustments easier.

image.thumb.png.aa52aedcc41ad720708398d32e9f93cf.png

  • Like 5

My job is to make tools you love, with the features you want, and performance you can't live without.

Link to comment
Share on other sites

Thank you :) Its nice to see it in action.

the default threshold is 1.0 because you normally just want bloom for colors brighter than the normal color range ( < 1.0). this is why you always need to use bloom before you do any tonemapping (normally tonemapping will try to bring the colors back to 0.0 - 1.0 ranges). the auto exposure should come before that. 

 

  • Like 2
  • Windows 10 Pro 64-Bit-Version
  • NVIDIA Geforce 1080 TI
Link to comment
Share on other sites

  • 3 weeks later...

FYI, the black squares the bloom effect would sometimes produce were caused by NAN outputs in the PBR shader, possibly caused by material painting code. I added a check for NAN at the end of the shader and will go back and determine the cause later.

  • Like 1

My job is to make tools you love, with the features you want, and performance you can't live without.

Link to comment
Share on other sites

Actually, I take that back.

For some reason, the Prefilter function can return NAN values. I have traced the problem down to the contribution value, calculated after this line:

contribution /= max(brightness, 0.00001);

My temporary fix is just to check for NAN at the end of the shader and output black if it is found.

My job is to make tools you love, with the features you want, and performance you can't live without.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...