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?
Order of post processing pipeline
Started by wildboar, Jun 18 2011 06:26 AM
3 replies to this topic
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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.
-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.






