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)
#Simple SMAA shader
1 messages · Page 1 of 1 (latest)
I guess the same stuff can be done via using sobel shader with default bluring, but more difficult
Some screenshots with larger resolution and different FXAA setting:
1st - Debug
2nd - FXAA SMAA
3rd - Not FXAA SMAA
Simple SMAA shader
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
detailed comparison.
For comparsion, MSAA 4X antialiasing here:
Comparison here too:
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!
This Is a simple difference between the smallest pixel around diagonal and a larger one.
You would like to search for "cross" method of edge filtering i think.
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. 😛
This is a custom shader i used to detecr edges
Good thing is that you can already pack shaders into bsp already