Postprocessing

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x2048
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Postprocessing

by x2048 » Post

It was mentioned in June 22 blog post, and I'd like to share more details her.

New rendering pipeline is well under way in #12465, and important change is that it offers initial support for deferred shading and lighting and simple post processing effects in the shaders.

I've drafted a couple of shaders to try out capabilities:
Screenshot from 2022-07-17 17-09-03.jpg
Screenshot from 2022-07-17 17-09-03.jpg (234.48 KiB) Viewed 3624 times
Screenshot from 2022-07-17 17-15-50.jpg
Screenshot from 2022-07-17 17-15-50.jpg (179.98 KiB) Viewed 3624 times

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MisterE
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Re: Postprocessing

by MisterE » Post

just want to say, TYSM

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MisterE
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Re: Postprocessing

by MisterE » Post

I tried to compile it. Starting at commit 51e5c4c934fdf0ab6e84ce2371e5601795620672, I get the following error:
Image

The cause is that I did not have tone mapping enabled. I checked that box, and now it works

Image

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Andrey01
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Re: Postprocessing

by Andrey01 » Post

Great. Just amazing. How I understand now lots of various graphic effects (reflections, refraction, bloom, depth of field, realistic/colorful lighting and etc) can be easily implemented due to the embedded post-processing framework? That is, is it just necessary to write shaders, then bind them with the Irrlicht API and that's all?

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Linuxdirk
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Re: Postprocessing

by Linuxdirk » Post

Does that me we can have custom user-based shaders in future?

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Re: Postprocessing

by alerikaisattera » Post

This is great. Could it be used to apply VFX on certain gameplay events?

x2048
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Re: Postprocessing

by x2048 » Post

Andrey01 wrote:
Mon Jul 18, 2022 06:36
Great. Just amazing. How I understand now lots of various graphic effects (reflections, refraction, bloom, depth of field, realistic/colorful lighting and etc) can be easily implemented due to the embedded post-processing framework? That is, is it just necessary to write shaders, then bind them with the Irrlicht API and that's all?
Adding new effects by changing the engine is now possible and relatively easy (was not possible at all previously).

Scriptable pipeline (e.g. composing effects with Lua) is also possible, but in the future.

x2048
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Re: Postprocessing

by x2048 » Post

Linuxdirk wrote:
Mon Jul 18, 2022 15:23
Does that me we can have custom user-based shaders in future?
All shaders are exposed to the players, so it's kind of possible today, just prohibitively inefficient.
The pipeline makes shaders and custom shaders practical.

x2048
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Re: Postprocessing

by x2048 » Post

I've been ask a few times, I've put godrays on volumetric_light branch.

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MisterE
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Re: Postprocessing

by MisterE » Post

Currently, rays seem to occur even when the light is obscured by a cloud
Image

c56
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Re: Postprocessing

by c56 » Post

MisterE wrote:
Tue Jul 19, 2022 23:30
Currently, rays seem to occur even when the light is obscured by a cloud
Image
in real life clouds do not block all the light anyway so just reduce brigthness when under a cloud and mark this a feature ?
this is a signature not a place to post messages also if i could change my username i would change it to sell_her_on55

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Tom
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Re: Postprocessing

by Tom » Post

This new rendering pipeline is really a game changer. Very impressive!

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Inocudom
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Re: Postprocessing

by Inocudom » Post

I am most excited for this. Until recently, I have been busy playing AMC Squad, Zelda Classic, and The Sims 4 and its DLCs (good thing there are sales for them.) People often believe that being commercial guarantees quality, but recent buggy updates to The Sims 4 (especially the High School Stories one) prove otherwise. Good luck with this, as it might bring colored lights into Minetest at last.

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