Post-Processing FX v1.1



[ADDED] Day Night Cycle example
[ADDED] Displacement Maps - For underwater, rain, drips effects. Using normal map
[ADDED] NES Fade - Fade effect exactly like NES (Famicom, 8-bit Console from Nintendo, 1983)
[ADDED] Sine Wave - Horizontal, vertical or both wave effect. Useful for simulating water and others
[ADDED] Color blindness correction effect (Protanopia, Deutanopia, Tritanopia)
[ADDED] Colorize effect
[ADDED] Channels - Effect to control individual colors (RGB: 0 ~ 1 each)
[ADDED] Invert Colors effect
[ADDED] Now you can change the texture of "texture overlay" in-game/real-time
[ADDED] Original "Game Boy" color palette
[ADDED] NES (Famicom) color Palette
[ADDED] Normal map water texture
[ADDED] Blood texture
[ADDED] Color Blindness correction example
[ADDED] Texture Overlay now supports intensity, allowing to use a blood texture on the screen, for example
[ADDED] Texture overlay zoom
[ADDED] ppfx_profile_get_name() function
[ADDED] ppfx_effect_set_parameter() function - MUCH faster way to control a single parameter!
[ADDED] ppfx_effect_get_parameter() function 
[FIXED] Now the scanlines effect is not affected by others, only by "Lens Distortion".
[FIXED] All angles are now measured in degrees and not radians by default
[FIXED] Performance improvements (some redundant math and array usage removed)
[FIXED] Shader: Luminance from: Bloom, Palette Swap and Dithering
[FIXED] ppfx_exists() now has more checking accuracy
[FIXED] Many small bugs fixed
[FIXED] MANY improvements to the shader
[FIXED] Asset folder more organized
[CHANGED] To create effects it is now necessary to use "new" instead of "PPFX_PROFILE."
[CHANGED] All effect functions now start with "pp_" (example: pp_saturation, pp_lut, pp_fade...)
    So, now you can do:
    new pp_saturation(true, 1)
[CHANGED] "Border Overlay" has now been separated into two effects: "Border" and "Texture Overlay"
[CHANGED] In-shader: all effects suffix renamed from "color" to "fx"
[CHANGED] Chromatic Aberration intensity parameter now comes first than direction as it will default to 180, not 0
[REMOVED] "__pp_vec_direction" function, since the shader itself will do the angle conversion
[REMOVED] Unused "test" uniform from PPFX shader

Files

PostProcessingFX_v1.1.yyz 12 MB
May 17, 2022
PostProcessingFX_v1.1.yymps 4 MB
May 17, 2022
LUTs Color Correction.zip 838 kB
May 17, 2022

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