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Order of post processing pipeline


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#1 wildboar   Members   -  Reputation: 281

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Posted 18 June 2011 - 06:26 AM

I am about to start adding shaders to my post processing pipeline,
Whats a good order to arrange the shaders in? something like this would be ok?

Light shaft/Godray
Lens flare
SSAO
Bloom
Vignette
DOF
HDR/Gamma correct
Tonemap
FXAA

Can some of these effects be combined into one pass?

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#2 TiagoCosta   Crossbones+   -  Reputation: 2436

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Posted 18 June 2011 - 11:02 AM

Are you using a deferred lighting pipeline? if so, SSAO should be calculated before the lighting pass, and then use it in the lighting pass.

#3 wildboar   Members   -  Reputation: 281

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Posted 18 June 2011 - 11:04 AM

I am not using a deferred pipeline at the moment. I thought about it but since my game is mostly outdoors I only really need 1 light source which is the sun.

#4 harveypekar   Members   -  Reputation: 218

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Posted 18 June 2011 - 08:52 PM

-HDR isn't a pass. Tonemapping is the part of HDR that's implemented as a postprocess.
-you're more or less "correct" already, as you should do most effects in HDR. You'll pay for it though.
-to fold together passes, just look at it in general (we can't say exactly HOW you'll implement things). Probably vignetting/gammacorrecting can be stuffed into another pass. But since all your convolutions depend on each other, you'll have to store the results somewhere.




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