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Cleanup core pipeline core_3d render nodes/order/options/etc #7981
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Ideally I think FXAA is supposed to be after tonemapping. I think it's also probably ok to have FXAA before tonemapping if that ends up being easier. Mostly the user settings just have to be slightly tweaked. iirc we did some testing previously and it work ok in either position. Though we could test more. We could also do reversible tonemapping, which we probably should be doing to make MSAA work correctly too. Could be most efficient to put FXAA in the "upscale" (as it's currently called) pass with reversible tonemapping, then output into color grading/actual tonemapping, that way the extra pass is avoided. |
It was recently asked if it would be possible to insert a node between the opaque and transparent phase of the main pass. I'm not sure if this fits here because it might be a bit more involved, but I felt it was worth mentioning. |
So, here's an update on how discussion has progressed, in order from easiest/most fleshed out to hardest/needs more discussion. The first ~5 are good first issues if anyone is looking to help out!:
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Not necessarily. Notably the HypeHype mobile renderer does one "separate" post processing pass that reads from the intermediate "main texture" and does a single unified post processing pass that writes to the swapchain. Imo we should build a high level "post processing effect" abstraction that generates shader snippets that can get combined into a single post processing shader. We would limit mobile to those effects (at least by default), but it could still be composed with more advanced / unconstrained multi-pass effect chains on desktop. |
Closing this for now. Some of these ideas have gotten implemented, others we've since come up with better or different ideas. |
After working on bevy for a while, I've noticed some papercuts with the core_3d passes/components. Let's discuss how to improve it :)
What problem does this solve or what need does it fill?
hdr
.What solution would you like?
LowEndMobileCamera3dBundle
could add this component to enable the setting and cut down on render passesCamera { hdr }
should be on by default, and renamed to something better. It has nothing to do with hdr monitors / output - it's just what texture format bevy uses internally during render passes.The text was updated successfully, but these errors were encountered: