Post-Processing FX v6.2


Welcome to Post-Processing FX v6.2!

This new update includes several bug fixes and improvements to the Debug UI; in particular, a completely redesigned UI for the Color Curves effect has been added. The button to export the Color Grading stack has also been reinstated. The old Debug UI has been removed, making the library less bloated and lighter.

The documentation has been updated and now includes information and images of ALL the effects!

https://kazangames.com/assets/ppfx/docs/#/./pages/technical/effects_info

Added Shockwaves tutorial:

https://kazangames.com/assets/ppfx/docs/#/./pages/tutorials/shockwaves

Updated Area Masks tutorial:

https://kazangames.com/assets/ppfx/docs/#/./pages/tutorials/area_masks

Colors Curves UI:

Allows you to edit RGB channels and luminance precisely:

Hue curves allow you to change the hue and saturation for specific colors:

It is now possible to export the Color Grading stack to a LUT image, which can be used later:

Full Release Notes:

[ADDED] .DrawSelf() to PPFX_Renderer(). Draw the final surface inside the input source surface defined when you called .Render() function.
This particular addition is important because it avoids the need to disable the "application_surface" with "application_surface_draw_enable(false)."
Simply calling renderer.DrawSelf() in the Post-Draw event is sufficient. The idea is to try to simplify the complexity of rendering with other systems.
This modification also ensures consistent drawing across all platforms, since it will essentially be drawing within the application_surface itself.
[ADDED] Debug UI: Added "Bake Color Grading LUT" option in the Color Grading stack.
[ADDED] Debug UI: Editor for the FX_ColorCurves() effect refactored from scratch.
[ADDED] Debug UI: Additional information. Added Some missing elements from effects.
[ADDED] Debug UI: "Maximize Right" and "Maximize Left" to the UI tab.
[ADDED] Debug UI: Added total CPU frame time available.
[ADDED] PP_BLOOM_ANTI_FLICKER parameter to FX_Bloom() effect. It is now possible to control Bloom flickering via code, allowing for performance optimization if desired.
[ADDED] PP_COLOR_CURVES_INTENSITY parameter to Color Curves effect.
[ADDED] ppfx_debug_show() now allows you to set the position and size of the Debug UI.
Check the parameter order of your FX_Bloom() effect! You may need to use CTRL + Shift + F to find the codes (you can add "true" after "dirtCanDistort").
[CHANGED] Debug UI: The UI had to be drawn in "Draw GUI End" now, instead of Post-Draw, because of the addition of .DrawSelf() to PPFX_Renderer().
Keeping the drawing in "Post-Draw" event would cause the UI to be hidden beneath the application_surface drawing, which is not what we want.
Ideally, we would have a "Post-Draw GUI", but this is what we have for now.
[CHANGED] PP_COLOR_CURVES_YRGB_CURVE renamed to PP_COLOR_CURVES_YRGB_TEXTURE. This parameter now receives a texture, and no longer a PPFX_Curve().
[CHANGED] PP_COLOR_CURVES_HHSL_CURVE renamed to PP_COLOR_CURVES_HHSL_TEXTURE. This parameter now receives a texture, and no longer a PPFX_Curve().
[FIXED] Missing PP_BLUR_GAUSSIAN_AMOUNT parameter from Gaussian Blur effect.
[FIXED] FX_LongExposure() effect was not working correctly with multiple iterations in 3D.
[FIXED] Alpha blending when using .LayerApply() from PPFX_Renderer().
[FIXED] Debug UI: Loading a profile preset wasn't updating the UI correctly.
[FIXED] Debug UI: Improved some UI elements from the Inspector.
[FIXED] "NES Fade" effect was not being recognized anywhere (neither in the Debug UI nor through various functions).
[FIXED] "White Balance" effect small optimization.
[FIXED] Renamed all "debug" variables to "debugMode" to avoid name clashes.
[FIXED] Missing parameters JSDocs from FX_LiftGammaGain() effect.
[FIXED] .GetBakedLUT() from PPFX_Renderer() was returning undefined in some situations.
[FIXED] The rain effect sometimes began with abrupt distortions.
[FIXED] Improved example project.
[FIXED] Some rendering issues on GX.Games export.
[REMOVED] Old Debug UI.
[REMOVED] PPFX_Curve() temporarily removed. It was only used in the FX_ColorCurves() effect, where it's no longer as relevant.
To use curves exported from the Debug UI, you just need to import the curve sprite into GameMaker and use sprite_get_texture() to pass the texture to the effect.
[REMOVED] PPFX_CFG_COLOR_CURVES_FORMAT macro.

❤️ Thank you for your attention! Please leave a review on Post-Processing FX's Itch.io page, it helps a lot. Thank you kindly :D

Files

PostProcessingFX_v6.2.yymps 2 MB
74 days ago
PostProcessingFX_v6.2_Example.yyz 42 MB
74 days ago
PostProcessingFX_v6.2_Demo.zip 21 MB
74 days ago

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Comments

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(+1)

Hugeeeee! Thanks for adding all the effects to the docs. LUT image export is sick too. 

You're very welcome 😁