Saturation,contrast, brightness shader

Friendly conversations, and everything that doesn't fit into the other forums.
  • 1
  • 2
17 posts Page 1 of 2
Chelaru
Posts: 223
Joined: Wed Jul 01, 2015 10:33 am
by Chelaru » Wed Jul 01, 2015 10:46 am
Hello would you be interested to use this shaders in Torque?

Sample images.

The effects are exaggerated to show the differences.

Normal
Image

Saturate
Image

Desaturate
Image

Red desaturate
Image

Red saturated
Image

Green desaturate
Image

Green saturated
Image

Blue desaturate
Image

Blue saturated
Image

Brightness
Image

Contrast
Image
Duion
Posts: 1626
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Wed Jul 01, 2015 3:07 pm
Sure why not.
But I think there has been a big pack of shaders released somewhere which also contains all possible shaders, no idea what happened with that.
Nils
Posts: 213
Joined: Thu Feb 05, 2015 3:32 am
by Nils » Thu Jul 02, 2015 12:35 pm
You can use the existing Color Correction PostFx for this; no need to have separate shaders imo.

Also the PostFx library Duion mentioned is able to do this.
Chelaru
Posts: 223
Joined: Wed Jul 01, 2015 10:33 am
by Chelaru » Thu Jul 02, 2015 1:22 pm
Nils
Posts: 213
Joined: Thu Feb 05, 2015 3:32 am
by Nils » Thu Jul 02, 2015 1:51 pm
Yes, that one. Only the downside is that you can't change values in script and you'll need to create the color ramps in advance.

For a more advanced PostFx that include a GUI as well can be found here:
http://www.garagegames.com/community/re ... view/21224

This also includes brightness, saturation and color balance.
Chelaru
Posts: 223
Joined: Wed Jul 01, 2015 10:33 am
by Chelaru » Thu Jul 02, 2015 4:27 pm
Hmm, nice. But why is not that integrated in the engine?
buckmaster
DEVGRU
Posts: 321
Joined: Thu Feb 05, 2015 1:02 am
by buckmaster » Fri Jul 03, 2015 6:33 am
Good question, maybe it should be.
Chelaru
Posts: 223
Joined: Wed Jul 01, 2015 10:33 am
by Chelaru » Fri Jul 03, 2015 8:10 am
From what i read, crytek uses those kind of effects, in there games. Why we should not do the same.
Duion
Posts: 1626
Joined: Sun Feb 08, 2015 1:51 am
 
by Duion » Fri Jul 03, 2015 11:03 am
Integrating the whole postfx library into the engine may be a good idea, but you have to redesign the postfx manager then to be capable of holding that many options.
buckmaster
DEVGRU
Posts: 321
Joined: Thu Feb 05, 2015 1:02 am
by buckmaster » Mon Jul 06, 2015 10:40 am
PostEffect manager does need a redesign. If anyone feels like taking it on, feel free! Also see #944.
  • 1
  • 2
17 posts Page 1 of 2

Who is online

Users browsing this forum: No registered users and 3 guests