Separate post fx palettes per game actors.

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Separate post fx palettes per game actors.

Postby Darkcrafter » Wed Feb 26, 2020 6:18 pm

You know usually Darkcrfater posts crazy ideas and suggestions, it's getting the same again. How about adding a possibility to have different palettes for different ingame objects. Or disabling the palette shader completely for an actor, let's say I have a sky sphere - yes it's a 3D model actor placed inside of a skybox sector, it turns gray with palette shader engaged, but I still love the way palette shader works on the other geometry/actors.
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Re: Separate post fx palettes per game actors.

Postby Graf Zahl » Thu Feb 27, 2020 12:45 am

Having different palettes per actor is just loading a full palette as translation, that should be doable.

The postprocessing shader is a fullscreen effect on the rendered image, so no, that cannot be done.
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Re: Separate post fx palettes per game actors.

Postby SanyaWaffles » Thu Feb 27, 2020 1:12 am

Honeslty having different palettes per actor would be useful.
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Re: Separate post fx palettes per game actors.

Postby Darkcrafter » Thu Feb 27, 2020 4:57 am

Graf Zahl wrote:...The postprocessing shader is a fullscreen effect on the rendered image, so no, that cannot be done.


as far as I know, skybox renderer goes separate from the main game renderer? Is it then possible to have to post processors at the same time: one without palette on the skybox camera and another to the main renderer - before the main post processor. Technically it's like adding another pipeline of post fx processor before the final post fx.
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Re: Separate post fx palettes per game actors.

Postby Graf Zahl » Thu Feb 27, 2020 5:07 am

Paging dpJudas. Things like this are done for SSAO but they really complicate the render flow.
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Re: Separate post fx palettes per game actors.

Postby dpJudas » Thu Feb 27, 2020 5:40 am

Theoretically it can be done. It is nasty because the skybox and portals are still rendered directly into the main scene image, just filtered by a stencil.
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