Mesh Edges
- Daodan
- Topic Author
Might not work in every game, because depth-buffer access is needed.
And I guess the the depth-buffer needs to be stored in a format with sufficient precision.
Otherwise it looks weird.
MeshEdges.fx
Here are some samples:
The Witcher 3:
Hellblade:
The Evil Within 2:
(with a bit of cinematic-dof)
And one thing that makes this shader - at least in my estimation - particularly interesting:
While the game-engine changes the LOD of an object (or loads it) the depth-buffer 'freaks out' a bit which results in (visible) noise in that area.
So basically the shader 'highlights' LOD-changes. This is so cool.
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- JBeckman
(And depth buffer support of course.)
EDIT: Yeah just about the same after testing with the difference of using the depth buffer meaning it's more clean and precise but some things aren't in the depth buffer.
Going to be using this for a while and see how it behaves in different scenarios. Logarithmic or reversed depth is one thing and also certain shaders or effects causing some mild noise or patterns from testing in Shadow of the Tomb Raider and then Ni No Kuni 2 thus far. Good effect.
EDIT: The LOD transition sounds useful too, now to find a game with sufficient pop-in then and see how that shows up as with the shader running.
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- jas01
- Could you edit this shader so we would be able to invert the image and get something more similar to some sort of a "fake" sketch? Like in this picture - www.mediafire.com/convkey/518f/8wl1dumcuycyf62zg.jpg?size_id=a
- I think that being able to change the color of these lines/ edges to something different than the default (white) could also look interesting (for example purple edges + black background).
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- Daodan
- Topic Author
jas01 wrote: My sugesstions:
- Could you edit this shader so we would be able to invert the image and get something more similar to some sort of a "fake" sketch? Like in this picture - www.mediafire.com/convkey/518f/8wl1dumcuycyf62zg.jpg?size_id=a
- I think that being able to change the color of these lines/ edges to something different than the default (white) could also look interesting (for example purple edges + black background).
Good ideas. You can now set custom background and line colors. And you can choose whether the background is a solid color or the backbuffer.
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- moriz1
at the same time, it's great for FXAA/SMAA as well, since this appears to be an excellent edge detector.
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- Kleio420
the lumasharpen has been changed for enb at least to use depth buffer detection to lower or increase radios of the effect. Post aa like smaa already uses a edge detection method thats the point of anti aliasing.moriz1 wrote: you know, this shader would be a great masking pass for sharpening shaders, since you definitely do NOT want to sharpen polygon edges.
at the same time, it's great for FXAA/SMAA as well, since this appears to be an excellent edge detector.
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- klotim
Kleio420 wrote:
the lumasharpen has been changed for enb at least to use depth buffer detection to lower or increase radios of the effect. Post aa like smaa already uses a edge detection method thats the point of anti aliasing.moriz1 wrote: you know, this shader would be a great masking pass for sharpening shaders, since you definitely do NOT want to sharpen polygon edges.
at the same time, it's great for FXAA/SMAA as well, since this appears to be an excellent edge detector.
Depth based FXAA would be cool because SMAA is not working in motion if I'm not wrong.
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- Tojkar
There already is. It's called filmicsharpening or anamorficsharpening and is found on these forums. I can't remember specific info, but I'll look it up if you want.moriz1 wrote: you know, this shader would be a great masking pass for sharpening shaders, since you definitely do NOT want to sharpen polygon edges.
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- sambow23
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- sambow23
Nvm, figured it outsambow23 wrote: Is there a way to remove the entire white layer? I'd love to have a Borderlands style depth shader
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- Soulfate
moriz1 wrote: you know, this shader would be a great masking pass for sharpening shaders, since you definitely do NOT want to sharpen polygon edges.
at the same time, it's great for FXAA/SMAA as well, since this appears to be an excellent edge detector.
SMAA edge detection is not good. I think that this kind of detection, with some exclusion, would be really good for FXAA
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- Marty McFly
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- Digika
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