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UPBGE Post Processing

Ported some old shader changes I made to blenders source over to upbge to allow for physically based shading.
Mainly did it to try out the hdr support, however the offscreen buffers allowed for bloom to be implemented aswell.

The bloom uses a more physically correct way of being applied
to the scene. Multiplied by a small value, Instead of a threshold.

Took awhile to port over the effects due to originally being built in the official builds with ldr rendering in mind.

Post effects list
================================
modified AlchemyAO
light scattering from sun/moon position
bloom
motion blur
procedural lens flares
vignette
aces tonemapper
image grain
fxaa

AlchemyAO
http://graphics.cs.williams.edu/papers/AlchemyHPG11/

Aces fitted tonemapper
https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/

Stanford 3d models used // Stanford Bunny, Dragon.
http://graphics.stanford.edu/data/3Dscanrep/

3d headscan
http://ten24.info/

Music
Erik Satie – Gymnopédie No.1

gpu amd 7950
cpu intel 3570k

Source

What do you think?

Lumberyard: LIGHTING LEVELS AND ENVIRONMENTS WITH LUMBERYARD

Lumberyard: LIGHTING LEVELS AND ENVIRONMENTS WITH LUMBERYARD

Using BSP Geometry - #9 Unreal Engine 4 Level Design Tutorial Series

Using BSP Geometry – #9 Unreal Engine 4 Level Design Tutorial Series