#Post-processing HDR togglee

3 messages · Page 1 of 1 (latest)

dense dagger
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I have been trying to understand post-processing in Bevy by examining examples and the Temporal Anti-Aliasing (TAA) implementation in Bevy. So far, I managed to combine two examples together but ran into a roadblock when trying to toggle HDR. If someone could help me understand what I'm doing wrong, that would be great. I think I'm misunderstanding how scheduling works in Bevy.
https://play.rust-lang.org/?version=nightly&edition=2021&gist=7bcf4f6bcb9931a4ea17eb42791e2e19

dense dagger
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nevermind i managed to make it work

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i confused the post_process_pipeline_id with post_process_pipeline