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<!DOCTYPE html><html><head><title>Trial / Post Processing</title><meta property="og:image" content="https://repository-images.githubusercontent.com/54314855/81c55af6-b2c4-45f0-b66d-f29fdd37be7f"><meta property="og:image:alt" content="Post Processing"><meta property="og:type" content="object"><meta property="og:title" content="Trial / Post Processing"><meta property="og:url" content="https://shirakumo.org/docs/trial/post-processing.mess.html"><meta property="og:description" content="Post Processing"></head><body><article><a class="index" href="index.html">Index</a><style>article{max-width:800px;font-size:12pt;font-family:sans-serif;margin:0 auto 3em auto;}article h1{text-align:center;font-size:2em;}article img{margin:0 auto;max-width:100%;}article blockquote{border-left:0.2em solid gray;margin-left:1em;padding-left:1em;}article figcaption{padding:0.2em 1em;background:#E0E0E0;}article code{background:#F0F0F0;padding:0 0.1em;}article .code-block{padding:0.1em 0.5em;overflow-x:auto;}article a.index{display:block;text-decoration:none;text-align:center;font-size:1.1em;background:#151515;border:2px solid #151515;color:#FEFEFE;}article a.index:hover{background:#FEFEFE;color:#151515;}</style><p><h1 id="post processing">Post Processing</h1></p><p>Many effects can be achieved via mere post-processing on raw pixel data, without any geometry processing at all. Trial offers a simple interface for such effects, the <code>post-effect-pass</code> and <code>simple-post-effect-pass</code>. A post effect pass is a pass that takes a number of input textures, and outputs a number of output textures, simply running a fragment shader for every output pixel.</p><p>The simple version always declares an input port called <code>previous-pass</code> and an output port called <code>color</code>. Using the port <code>texspec</code> you can further customise things such as the resolution of the textures, internal format, etc. See <a class="external-link" href="shader-passes.html">shader passes</a> for more info on that.</p><p>Typically you'll then just implement a fragment shader on your class, using the <code>uv</code> input variable, and the <code>color</code> output variable.</p><h2 id="presets">Presets</h2><p>Trial also ships a number of useful preset post processing passes:</p><ul><li><p><code>copy-pass</code><br>Just copies the texture.</p></li><li><p><code>negative-pass</code><br>Negates the colours. Only works on low dynamic range.</p></li><li><p><code>box-blur-pass</code><br>Applies a box blur to the image. </p></li><li><p><code>sobel-pass</code><br>Applies a sobel edge detection filter.</p></li><li><p><code>gaussian-blur-pass</code><br>Applies a gaussian blur in a single direction.</p></li><li><p><code>radial-blur-pass</code><br>Applies a radial blur with a specific origin.</p></li><li><p><code>swirl-pass</code><br>Swirl the pixel around the center of a circle.</p></li><li><p><code>fxaa</code><br>A very easy-to-use and cheap anti-aliasing pass.</p></li><li><p><code>blend-pass</code><br>Blends two images (<code>a-pass</code>, <code>b-pass</code>) together using one of many blending methods.</p></li><li><p><code>high-pass-filter</code><br>Only keeps pixels with a luminance above the threshold. Others are set to transparent.</p></li><li><p><code>low-pass-filter</code><br>Only keeps pixels with a luminance below the threshold. Others are set to transparent.</p></li><li><p><code>chromatic-aberration-filter</code><br>Applies a chromatic aberration effect, shifting the three colour channels separately.</p></li><li><p><code>luminance-pass</code><br>Outputs a grayscale version based on the color luminance.</p></li><li><p><code>light-scatter-pass</code><br>Performs a light scattering effect.</p></li><li><p><code>visualizer-pass</code><br>Composes one or more textures (<code>t[0]</code>...<code>t[3]</code>) together for easier debug viewing.</p></li></ul></article></body></html> | ||
<!DOCTYPE html><html><head><title>Trial / NIL</title><meta property="og:image" content="https://repository-images.githubusercontent.com/54314855/81c55af6-b2c4-45f0-b66d-f29fdd37be7f"><meta property="og:image:alt" content="# Post Processing"><meta property="og:type" content="object"><meta property="og:title" content="Trial / NIL"><meta property="og:url" content="https://shirakumo.org/docs/trial/post-processing.mess.html"><meta property="og:description" content="# Post Processing"></head><body><article><a class="index" href="index.html">Index</a><style>article{max-width:800px;font-size:12pt;font-family:sans-serif;margin:0 auto 3em auto;}article h1{text-align:center;font-size:2em;}article img{margin:0 auto;max-width:100%;}article blockquote{border-left:0.2em solid gray;margin-left:1em;padding-left:1em;}article figcaption{padding:0.2em 1em;background:#E0E0E0;}article code{background:#F0F0F0;padding:0 0.1em;}article .code-block{padding:0.1em 0.5em;overflow-x:auto;}article a.index{display:block;text-decoration:none;text-align:center;font-size:1.1em;background:#151515;border:2px solid #151515;color:#FEFEFE;}article a.index:hover{background:#FEFEFE;color:#151515;}</style><p># Post Processing</p><p>Many effects can be achieved via mere post-processing on raw pixel data, without any geometry processing at all. Trial offers a simple interface for such effects, the <code>post-effect-pass</code> and <code>simple-post-effect-pass</code>. A post effect pass is a pass that takes a number of input textures, and outputs a number of output textures, simply running a fragment shader for every output pixel.</p><p>The simple version always declares an input port called <code>previous-pass</code> and an output port called <code>color</code>. Using the port <code>texspec</code> you can further customise things such as the resolution of the textures, internal format, etc. See <a class="external-link" href="shader-passes.html">shader passes</a> for more info on that.</p><p>Typically you'll then just implement a fragment shader on your class, using the <code>uv</code> input variable, and the <code>color</code> output variable.</p><h2 id="presets">Presets</h2><p>Trial also ships a number of useful preset post processing passes:</p><ul><li><p><code>copy-pass</code><br>Just copies the texture.</p></li><li><p><code>negative-pass</code><br>Negates the colours. Only works on low dynamic range.</p></li><li><p><code>box-blur-pass</code><br>Applies a box blur to the image. </p></li><li><p><code>sobel-pass</code><br>Applies a sobel edge detection filter.</p></li><li><p><code>gaussian-blur-pass</code><br>Applies a gaussian blur in a single direction.</p></li><li><p><code>radial-blur-pass</code><br>Applies a radial blur with a specific origin.</p></li><li><p><code>swirl-pass</code><br>Swirl the pixel around the center of a circle.</p></li><li><p><code>fxaa</code><br>A very easy-to-use and cheap anti-aliasing pass.</p></li><li><p><code>blend-pass</code><br>Blends two images (<code>a-pass</code>, <code>b-pass</code>) together using one of many blending methods.</p></li><li><p><code>high-pass-filter</code><br>Only keeps pixels with a luminance above the threshold. Others are set to transparent.</p></li><li><p><code>low-pass-filter</code><br>Only keeps pixels with a luminance below the threshold. Others are set to transparent.</p></li><li><p><code>chromatic-aberration-filter</code><br>Applies a chromatic aberration effect, shifting the three colour channels separately.</p></li><li><p><code>luminance-pass</code><br>Outputs a grayscale version based on the color luminance.</p></li><li><p><code>light-scatter-pass</code><br>Performs a light scattering effect.</p></li><li><p><code>visualizer-pass</code><br>Composes one or more textures (<code>t[0]</code>...<code>t[3]</code>) together for easier debug viewing.</p></li></ul></article></body></html> |
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