This is post processing shader that mains to provide a more realistic and dynamic image.
VERSION 2 RELEASED
New controls for the width of the bloom.
width now has 2 controls x(width) and y(height)
New widthpow control for the widest point of the bloom
It replicates the effects of a camera aperture to change the exposure of the image automatically.
The bloom is dramatically improved, providing a wider and softer spread of bright light. It is based upon the industry standard technique of using multiple layers of downsampled bloom.
Tonemapping prevents dramatic over-brightness in the image, replicating the response of the human eye and camera film. There are a variety to choose from with various, of subtle differences.
Colour grading allows the user to modify the colours and style of the final image. With this you can dramatically change the style of your game entirely.
Dramatically improved from the default bloom shader, this uses multiple layers of bloom to create a more dynamic and natural effect.
There are many controls and settings to modify the bloom response however you like.
This uses a 3x3 grid of samples to produce an average brightness of the scene and changes the brightness of the image automatically.
As opposed the merely effecting the bloom, this creates a far more realistic image by replicated how eyes and cameras adapt to brightness.
This allows the user to change the response curve of the image.
This is to avoid artifacts and overblown images, while also begin able to replicate the effects of the human eye and camera film.
This uses the standard bond1 colour correction system, however there is now a set of 3 'curves' you can edit to further tint the colour of the image.
You can also use vignetting to reduce brightness at the edges of the image as well as sharpening to improve clarity.
TonemapMode - Choose between 6 types of tone mapping or disable it entirely
Exposure - A forced brightening or darkening of the image
Whitepoint - At what point some tonemapping modes will reach 100% white
Adaption - How fast the image will adaption (don't set below 1)
AdaptionCurve - How sensitive the adaption is
AdaptionMin - The lowest value the adaption will reach (if too low the image may start off as white)
AdaptionMax - The highest value the adaption will reach (doesn't have any effect over 1, FPSC has no HDR)
width - The width of the blur filter on the bloom, both the width and height
widthpow - The exageration of the width
BloomThreshold - The minimum point at which bloom will occur
BloomCurve - Changes the response curve for the bloom (this looks far more natural than thresholding)
PostBloomBoost - The amount of bloom that is used
Color - Amount of colour
Monochrome - Amount of grayscale
BrownSepia - Amount of brown sepia
GreenSepia - Amount of green sepia
BlueSepia - Amount of blue sepia
Contrast - changes the brightness of the final image
Brightness - increases or decreases the lowest value of the image
Curves - 3 RGB curves that change the colour response of the image
WhiteBalance - Using the adaption you can use this to automatically change the average colour of the image
Vignette - Darkening at the edges of the screen
Sharpen - Sharpening of the image
FilmgrainAmount - Amount of film grain
ScanlineAmount - Amount of scan lines
A comparison of the different tone mapping techniques available.
(from left to right)
0 = Linear. Lots of clipping and colour shifting.
1 = Reinhard Simple. No clipping, but looks washed out.
2 = Reinhard Luminance. No clipping, very saturated, no whites.
3 = Reinhard Luminance Whitepoint. No clipping and very saturated.
4 = Uncharted2 Filmic. Brighter without clipping, Customisable.
5 = Filmic. Higher contrast filmic tonemap by Jim Hejl and Richard Burgess-Dawson.
6 = ACES Filmic. High constrast but not as strong as Heji-Dawson.
An illustration of the exposure setting.
(left to right) -2, -1, 0, 1, 2
Automatic exposure in action
A gif showing the default bloom and this improved one
A side by side comparison between the default bloom and this one.
A comparison of various bloom settings
A variety of examples of what kind of images are possible with these effects
If something compiles on the first try. Something is terribly wrong.