[MOD] Post Processing Effects

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pango
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Re: [MOD] Post Processing Effects

Post by pango » Sun Dec 23, 2018 7:57 pm

I noticed that during foggy weather, there's some haze indoors too
mages guild haze.jpg
mages guild haze.jpg (146.34 KiB) Viewed 1378 times
mages guild haze 2.jpg
mages guild haze 2.jpg (162.2 KiB) Viewed 1378 times
tavern haze.jpg
tavern haze.jpg (156.78 KiB) Viewed 1378 times
Is that expected? Maybe there should be haze in taverns only when people have been smoking too much :D
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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King of Worms
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Re: [MOD] Post Processing Effects

Post by King of Worms » Sun Dec 23, 2018 8:15 pm

Same fog should be in a dungeons :)

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Hazelnut
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Re: [MOD] Post Processing Effects

Post by Hazelnut » Sun Dec 23, 2018 8:53 pm

Actually I've recently experienced fog indoors too and I run no gfx mods.

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Nystul
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Re: [MOD] Post Processing Effects

Post by Nystul » Sun Dec 23, 2018 8:58 pm

oversight on my side sry guys,
will take a look into it ;)

not mod related, just fog from weather manager is not cleared when going indoor - will be an easy fix

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pango
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Re: [MOD] Post Processing Effects

Post by pango » Sun Dec 23, 2018 10:35 pm

It seems that with Post Processing enabled I can no longer disable vsync
When a measure becomes a target, it ceases to be a good measure.
-- Charles Goodhart

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Midknightprince
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Re: [MOD] Post Processing Effects

Post by Midknightprince » Fri Feb 01, 2019 3:48 pm

Just a suggestion, next time you update this thing scale back on the bloom, it's awfully bloomie in here...
I do like it, it just sticks out a bit much...
Check out my YouTube Channel!

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Midknightprince
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Re: [MOD] Post Processing Effects

Post by Midknightprince » Sun Feb 03, 2019 5:45 pm

Still working for me, maybe scale back on the bloomyness, like I said before... it's a bit bloomy in here..
Check out my YouTube Channel!

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Cristalnoir
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Re: [MOD] Post Processing Effects

Post by Cristalnoir » Mon Feb 18, 2019 6:05 am

I would like to use your mod to include "sunshaft". How do your effects apply to the camera?
Cristalnoir studio

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King of Worms
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Re: [MOD] Post Processing Effects

Post by King of Worms » Thu Feb 21, 2019 10:26 am

Yes please, that would be bomb! :twisted:

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TheLacus
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Re: [MOD] Post Processing Effects

Post by TheLacus » Fri Feb 22, 2019 9:30 pm

pango wrote:
Sun Dec 23, 2018 10:35 pm
It seems that with Post Processing enabled I can no longer disable vsync
Is this still an issue?
Midknightprince wrote:
Fri Feb 01, 2019 3:48 pm
Just a suggestion, next time you update this thing scale back on the bloom, it's awfully bloomie in here...
I do like it, it just sticks out a bit much...
Thank you for suggestion, when i get to work again on this mod i'll adjust it :)
Cristalnoir wrote:
Mon Feb 18, 2019 6:05 am
I would like to use your mod to include "sunshaft". How do your effects apply to the camera?
This is an implementation of the Post Processing Stack provided directly by Unity. You can find the documentation here, maybe Writing post-processing effects is specifically what you're looking for.
If you are interested in creating mods for Daggerfall Unity you can find the documentation here.

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