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I'd like to add a Composite step as required for Weighted Blended Order Independent Transparency (http://jcgt.org/published/0002/02/09/) And I'm interested in the API. I did a pretty rough first implementation for the old renderer with FullscreenPassNode, but the new renderer is pretty different. |
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With the renderer rework slowly reaching production quality, it may be a good time to start looking at the standard gambit of postprocessing effects commonly seen across game engines. This initial post is to gather input/ideas/decisions. Here's an initial list of potential effects that might be useful, (* marks effects that will be required for a HDR workflow):
Important Points to Consider
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