You can also refer to the example project using post-processing pipeline to learn how to use it. Starting from 3.8, we recommend all projects that need post-processing to switch to the Custom Rendering Pipelines, and you can refer to the Full-Screen Post Process documentation to activate it for your project. The system automatically adapts to different input format. Support any Nx1 bar graph and 8x8 block size. Custom Color Grading: This is a very simple but effective post-processing method, which can be used to enhance contrast, saturation, adjust color, white balance, and other image properties. HBAO: High quality real time ambient occlusion, it can visually improve the sense of space and the rendering quality.ĥ. Bloom: Greatly improve the visual quality of your game by enhancing the lighting range of the highlight areas.Ĥ. Super-resolution FSR: This helps to either achieve higher image quality with lower cost, or reduce the performance pressure while keeping the same resolution.ģ. Anti-aliasing: Provides FXAA with very low power consumption and time based TAA with better quality.Ģ. On the other hand, it can also be used as a testing ground for our standard “Forward” pipeline.ġ. These post-processing processes are currently integrated into CustomPipeline, on the one hand as an example of RenderGraph. After the 3.7 Cyberpunk Demo verified the custom rendering pipeline, With Cocos Creator 3.8, we can finally deliver developers anti-aliasing, super-resolution, ambient light occlusion, glare, and other post-processing effects. The main reason is that the custom rendering pipeline supporting post-processing still needs to be completed. Before, developers were recommended to use RenderTexture for production but did not provide built-in capabilities. ![]() Custom Render Pipeline with Post-ProcessingĬreator 3.x relies on post-processing as the most demanding requirement for 3D games.
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