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lipsryme

Combining multiple PostEffects

4 posts in this topic

I'm curious on how the correct way of applying them should work.

Do I input my final rendered image (before postfx) into the first posteffect and then output to a seperate image which is then the input of the next postEffect (like a chain) ?

Or do I reuse the final rendered image for every postEffect and then render the result to seperate images which I then combine (multiply) by each other in a final shader ?

How is this normally done ?

I realize that it might not work applying e.g. a blur onto an already blurred image from the posteffect before, so I'd rather do something like the second approach? Or is that the same =/ ? Edited by lipsryme
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[quote name='lipsryme' timestamp='1343990552' post='4965806']
Do I input my final rendered image (before postfx) into the first posteffect and then output to a seperate image which is then the input of the next postEffect (like a chain) ?

Or do I reuse the final rendered image for every postEffect and then render the result to seperate images which I then combine (multiply) by each other in a final shader ?

How is this normally done ?
[/quote]
It depends. Chains and composition of previous results are used both. It is more like a graph than a pure sequence, here's a simple example:
[source lang="cpp"]
geometry => lightning => apply shadow => apply bloom => apply SSAO => apply outlines
=> half resolution => blur =^
=> SSAO =^
[/source]
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I started out with an effect chain, then decided that I want to work with two outputs separately and then combine them.

For example for a Depth of Field effect I needed two copies of the full color output. One to keep it as-is, and the other to pass it through a blur filter. Then I interpolate the blurred image and the original, unblurred image for a simple soft-focus DOF effect.

I had to make a helper "CopyShader" class for needing multiple copies of the same render target, because I cannot deep copy a RenderTarget in a straightforward manner in the API I'm currently using (XNA). Edited by CC Ricers
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