#Simple SMAA shader

1 messages · Page 1 of 1 (latest)

raven bramble
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It simply finds edges in depth buffer, and then it uses them as a blurring mask. Really simple (not really optimized yet, just a POC)
Pic 1 - FXAA SMAA
Pic 2 - No FXAA SMAA
Pic 3 - Depth buffer edges mask (debug)

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I guess the same stuff can be done via using sobel shader with default bluring, but more difficult

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Some screenshots with larger resolution and different FXAA setting:
1st - Debug
2nd - FXAA SMAA
3rd - Not FXAA SMAA

raven bramble
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Simple SMAA shader

raven bramble
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Yup, another bunch of screenshots of custom SMAA (or another name of this algorithm idk)
You can see the effect on the ropes for an example

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detailed comparison.

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For comparsion, MSAA 4X antialiasing here:

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Comparison here too:

dark root
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Hey!
Could I ask how you did the Edge Mask from your first pic? (https://media.discordapp.net/attachments/1321077350527664211/1321077351563657216/e09bded377d4f35f.png?ex=677d1029&is=677bbea9&hm=77ad180691f8d8e77cb86350fc2a566958bdbc3c18da7db18596998b995f4256&=&format=webp&quality=lossless&width=897&height=503)

Trying to add my own edge detection. Similar to the Sobel effect. But I can't seem to find a way to recolor it. And your edge detection seems perfect for the effect I'm after.

Appreciate any guidance you can give on this subject!

raven bramble
dark root
# raven bramble This Is a simple difference between the smallest pixel around diagonal and a lar...

Thanks! That is helpful for the next part. But I was also curious about which hooks and functions you used?

For context, in this thread: https://discord.com/channels/565105920414318602/1325958744089038960. We've been trying to achieve a similar effect using Sobel. But with varying results.

TLDR; I've been trying to recreate the Night Vision outline effect from Halo: ODST.

I don't suppose you used render.CapturePixels() and render.ReadPixel() on something like render.GetResolvedFullFrameDepth()?
I'm just shooting in the dark here, hoping something will land. 😛

raven bramble
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Good thing is that you can already pack shaders into bsp already