klepto2 Posted September 12, 2024 Posted September 12, 2024 I have some suggestions to the posteffectsystem: These ideas for function might make the managing of posteffects much easier: RemovePostEffect(camera,index) GetPostEffect(camera,index) GetPostEffects(camera) SetPostEffectOrder(camera,index,newindex) Enable-/Disable- PostEffect(camera,index) The editor currently lacks access to configuration of posteffects, while some already define uniforms, they currently can only be changed by code, not in the editor. As a start, i would suggest something like this: { "posteffect": { "uniforms": [ { "intensity": { "label": "Intensity", "type": "float", "default": 1.0 }, "color": { "label": "Effect Color", "type": "vec3", "default": "1.0,0.0,1.0" } } ], "textures": [ { "size": [0.25, 0.25], "format": 37 } ], "subpasses": [ { "samplers": ["PREVPASS"], "colorattachments": [0], "shader": { "float32": { "fragment": "Shaders/PostEffects/GodRays.frag" } } }, { "samplers": ["PREVPASS", 0], "shader": { "float32": { "fragment": "Shaders/PostEffects/GodRaysResolve.frag" } } } ] } } This way the uniforms can be parsed by the editor and a ui can be generated. Maybe with an optional groupname to make it more clear. 1 1 Quote Windows 10 Pro 64-Bit-Version NVIDIA Geforce 1080 TI
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