Post-Processing FX v1.2
Post-Processing FX » Devlog
After a long hard work, I'm happy to announce the most awaited update, version 1.2 of Post-Processing FX! This release includes many new effects, changes, performance improvements as well as many bug fixes.
Please read carefully what has been changed as it will cause syntax errors if you have already added it to your game and want to use the new version. The changes were necessary for the improvement of the product. You can replace any code with CTRL + SHIFT + F.
The price of the asset has increased $5 due to the various improvements and new features it has obtained (from $19.95 to $24.95).
===================[ v1.2 ]===================
- [ADDED] ACES (Academy Color Encoding System) Tone Mapping (Film mode)
- [ADDED] Motion Blur effect
- [ADDED] Glitch effect
- [ADDED] Shake Screen effect
- [ADDED] Speed Lines effect
- [ADDED] Lift, Gamma and Gain effect
- [ADDED] Shadow, Midtone, Highlight effect
- [ADDED] Exposure effect
- [ADDED] Shockwaves example
- [ADDED] Nightvision example (is a real effect that increases visibility of dark colors too)
- [ADDED] New Noise Grain effect
- [ADDED] New Radial Blur effect
- [ADDED] New Pixelize effect
- [ADDED] JSDocs to script functions for better understanding
- [ADDED] Default normal map texture
- [ADDED] Camera delta motion
- [ADDED] Linear interpolation on "Sine Wave", "Pixelize", "Lens Distortion"
- and "Displacement Map" effects when changing global intensity
- [ADDED] Script error checking (for fatal exception)
- [ADDED] Border "color" parameter
- [ADDED] Scanlines mask
- [ADDED] New 4 parameters to scanlines: color, mask power, mask scale and mask smoothness
- [ADDED] Settings script and new option to disable trace (debug messages) and exceptions (error messages) and others
- [ADDED] Basic UI System for the example (not part of PPFX itself, useful for fiddling with parameters only)
- [ADDED] ppfx_profile_set_name() function
- [ADDED] ppfx_effect_toggle(): change if effect will draw;
- [ADDED] ppfx_toggle(): change if post-processing will draw;
- [ADDED] ppfx_application_render_redraw(): to reset the drawing of the inner surface (useful if you change the render resolution)
- [ADDED] PP_DITHERING_BAYER_TEXTURE and PP_DITHERING_BAYER_SIZE macro parameters to Dithering effect
- [ADDED] PP_NES_FADE_LEVELS macro parameter to the "Nes Fade" effect
- [ADDED] PP_TEXTURE_OVERLAY_IS_OUTSIDE macro parameter to the "Texture Overlay" effect
- [ADDED] Some new default parameters for effect constructors
- [ADDED] "Dirt Lens Scale" parameter to the Bloom
- [CHANGED] Shader: replaced random hash function
- [CHANGED] Shader: some effects reordered
- [CHANGED] Noise grain effect now no longer uses a texture slot, making it possible to use it in Motion Blur
- [CHANGED] PP_BLUR_RADIAL_FALLOFF is now PP_BLUR_RADIAL_INNER
- [CHANGED] pp_blur_radial now it does not have the color parameter, since it was removed
- [CHANGED] Improved PPFX system timer
- [CHANGED] "Color HSV" is now "Hue Shift"
- [CHANGED] Dithering "luma" parameter is now set from 0 to 1, with 1 being the maximum value
- [CHANGED] Renamed parameter "profiles_array" to "effects_array", for better coherence
- [CHANGED] Renamed parameter "type" to "mode" (also for PP_COLOR_BLINDNESS_MODE) in color blindness effect
- [CHANGED] Renamed parameter "luma" to "threshold" in Dithering effect
- [CHANGED] Renamed parameter "var_name" and "vars_array" to "macro_var" and "macro_vars_array" in the ppfx_effect_set_parameter/s
- [FIXED] Great performance improvement to the system: a giant array is no longer passed in real time to the shader
- [FIXED] Shader: Pixelize effect now can work normally if rotation and zoom are active
- [FIXED] Shader: Radial Blur center position didn't work properly without being in the middle
- [FIXED] Shader: Chromatic Aberration blur performance
- [FIXED] Shader: Some other performance improvements
- [FIXED] Shader: Vignette now is based on resolution
- [FIXED] Shader: Vignette disappear if the curvature is 0
- [FIXED] Shader: Noise grain effect now blends colors correctly instead of being additive
- [FIXED] Shader: Improved Bloom emission (you will need to reconfigure your bloom profile)
- [FIXED] Shader: Scanlines are now drawn above the vignette
- [FIXED] Shader: Border effect now may or may not be affected by sine wave and displacement maps
- [FIXED] Shader: Chromatic Aberration: the blur now matches the intensity of the effect
- [FIXED] Shader: Contrast now has normalized curve, preventing conflicts with tone mapping
- [FIXED] Shader: Improved Dirt Lens from Bloom effect
- [FIXED] PP_DISPLACEMAP_AMOUNT wasn't working, because of the incorrect variable name
- [FIXED] Profile example hue test
- [FIXED] Compatibility check between devices
- [FIXED] Camera logic now is running on Step Event instead of End Step
- [FIXED] Some default values of the effects
- Bloom performance will be improved in the next update
- [FIXED] Vignette speed parameter is now normalized between 0 and 1
- [FIXED] Some examples in the project improved
- [FIXED] Example texts
- [REMOVED] Old noise grain effect
- [REMOVED] Color parameter from Radial Blur, since it doesn't make sense
- [REMOVED] "dots" parameter from Dithering, since it will not be useful anymore
- [REMOVED] "burst" parameter from Bloom, because no one will use
Hope you like it, thanks for using Post-Processing FX.
Files
PostProcessingFX_v1.2.yyz 31 MB
Jun 20, 2022
PostProcessingFX_v1.2.yymps 4.3 MB
Jun 20, 2022
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Post-Processing FX
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