williamqin

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  1. Thank you so much! One more question: what's the difference between setTextureFromPostProcess and setTextureFromPostProcessOutput?
  2. A part of my game's post-process render pipeline: Downscale render to 25% size Do some post-processing on the downscaled image Pass both the image before step 1 and the image after step 2 into a GLSL fragment shader with effect.setTextureFromPostProcessOutput(...) Fragment shader outputs the low-res processed image overlaid on top of the original high-res render Problem: The final render is pixelated. I guess the initial downscale made it so the shader doesn't use the higher-res input texture as the "base resolution"? What's going on here? How do I properly set fragment shader input textures of different resolutions in a post-processes?
  3. The default bloom post process extracts all pixels brighter than a threshold, blurs that image, and overlays it onto the original render. The problem is that it simply adds the RGB values of the 2 images together, resulting in already bright areas becoming way too bright. I want to use BABYLON.Engine.ALPHA_MAXIMIZED as the blend mode for bloom. How do I do that? Do I need to write a whole new bloom shader from scratch?
  4. Babylon.js's lens flare effect appears dimmer on smaller screens and brighter on bigger screens. How do I make the lens flare brightness consistent?
  5. HighlightLayer works with the default alpha combine blending mode, but it disappears when I set the blend mode to "add." I tried setting the neutralColor to Color4(0, 0, 0, 1), but it still doesn't work. How do I fix this?