[MOD] Post Processing Effects

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TheLacus
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[MOD] Post Processing Effects

Post by TheLacus » Wed Sep 13, 2017 2:05 pm

Post Processing Effects

Description
Implementation of the Unity Post processsing stack. Brings ambient occlusion and other effects to Daggerfall Unity.
  • Antialiasing (Fxaa, Taa)
  • Ambient Occlusion (SSAO)
  • MotionBlur
  • Depth Of Field
  • Vignette
  • EyeAdaptation
  • Bloom
  • Dithering
Installation
Place postprocessing.dfmod inside StreamingAssets/Mods folder and enable desired effects from mod settings.

Download Image
Image
Last edited by TheLacus on Fri Dec 21, 2018 3:08 pm, edited 9 times in total.
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Midknightprince
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Re: Post Processing Effects

Post by Midknightprince » Wed Sep 13, 2017 2:10 pm

[quote="TheLacus"]Description
InterKarma recently included Unity post processing effects in core so i'm releasing this simple mod to enable them and start receiving some feedback.

Explain to me what this does.
Just briefly.
And if this has new build stuff what's it going to change from #78 ?
Check out my YouTube Channel!

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TheLacus
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Re: Post Processing Effects

Post by TheLacus » Wed Sep 13, 2017 2:20 pm

Midknightprince wrote: Explain to me what this does.
Just briefly.
And if this has new build stuff what's it going to change from #78 ?
Enable ambient occlusion and other effects. See this comparison:

Image

These will be supported starting from the next build.
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VMblast
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Re: Post Processing Effects

Post by VMblast » Wed Sep 13, 2017 2:47 pm

Thnx for adding this. :)

PS -for some reason it doesent work in my DFU....or maybe I didnt install it correctly (just to Drag&Drop it to StreamingAssets)?

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Nystul
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Re: Post Processing Effects

Post by Nystul » Wed Sep 13, 2017 3:21 pm

wow this is amazing. also played around with it some time ago when there used to be the ssrr effect in it (I think they took it out for rewriting purposes)

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Hazelnut
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Re: Post Processing Effects

Post by Hazelnut » Wed Sep 13, 2017 3:40 pm

I can't really see a difference between it on and off in the screenshots of the chessboard so I'm none the wiser... :oops:

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TheLacus
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Re: Post Processing Effects

Post by TheLacus » Wed Sep 13, 2017 3:50 pm

VMblast wrote: PS -for some reason it doesent work in my DFU....or maybe I didnt install it correctly (just to Drag&Drop it to StreamingAssets)?
Did you download the latest code from github?
Hazelnut wrote:I can't really see a difference between it on and off in the screenshots of the chessboard so I'm none the wiser... :oops:
Look the shadows on the bottom left.
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NikitaTheTanner
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Re: Post Processing Effects

Post by NikitaTheTanner » Wed Sep 13, 2017 4:08 pm

Yeah, the shadows and the outlines are strikingly better. The models and textures look good on both pictures, but first picture has a much better overall look, looks much more real and actually 3D.

Plus, the grass looks superb on Lacuses' screenshot! :)

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VMblast
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Re: Post Processing Effects

Post by VMblast » Wed Sep 13, 2017 7:15 pm

From what I see, settings for AO on lvl 1 is the best balance of effect and subtleness...so thats what I recommend.

PS -the grass (well all sprite/card) elements have problem with AO. They flicker a bit (with effect). But when I change camera settings (in Editor) from Differed Legacy(light prepass) to just Differed, grass becomes transparent.
MOD_AO.png
MOD_AO.png (1.56 MiB) Viewed 27030 times

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TheLacus
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Re: Post Processing Effects

Post by TheLacus » Wed Sep 13, 2017 7:48 pm

Some screenshots
Spoiler!
no AO.png
no AO.png (968.82 KiB) Viewed 27017 times
with AO.png
with AO.png (1.18 MiB) Viewed 27017 times
town.png
town.png (1.28 MiB) Viewed 27017 times
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