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AppGameKit Studio Chat / [SOLVED] Shader Flexibility

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MateiSoft
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Joined: 22nd Oct 2012
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Posted: 19th Aug 2020 14:52
Hello forum,

How much flexibility does AppGameKit has in terms of post processing and object shader? Can we achieve the results that we see in Unity for example? Glitch effect, vignette, color saturation, etc.

Thank you!
www.alexmatei.com

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GaborD
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Posted: 19th Aug 2020 16:11 Edited at: 19th Aug 2020 16:15
This post has been marked by the post author as the answer.
AGK is very flexible, you will have to do the legwork yourself though.
You can run an entire custom render chain if you want to with HDR, PBR, high quality post effects and whatnot. There are some caveats, like no floating point rendertexture support, but that can be worked around.
For post effects you can render your 3D world into a rendertexture and then use that to create the final image with a custom shader on a fullscreen quad. AppGameKit provides fullscreen quad objects with CreateObjectQuad().

You can also take a look at Janbo's shader pack, I think he has quite a few fullscreen effects already covered.
MateiSoft
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Posted: 19th Aug 2020 16:45
I understand. Thank you so much for taking the time to answer!
www.alexmatei.com

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