Post-Processing FX v1.1
Post-Processing FX » Devlog
[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 4.3 MB
May 17, 2022
LUTs Color Correction.zip 838 kB
May 17, 2022
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Post-Processing FX
✅High Performance AAA visual effects for GameMaker
More posts
- Post-Processing FX v4.0.3Sep 26, 2023
- License updateSep 03, 2023
- Post-Processing FX v4.0.2Aug 29, 2023
- Post-Processing FX v4.0.1Aug 23, 2023
- Post-Processing FX v4.0Aug 21, 2023
- Post-Processing FX v4.0 (BETA!)Aug 14, 2023
- Post-Processing FX v3.1.1May 04, 2023
- Post-Processing FX v3.1Apr 28, 2023
- Post-Processing FX v3.0Apr 22, 2023
- Post-Processing FX v2.3Dec 28, 2022
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