AnomalousPixelBlending (APB)

  • RdenBlaauwen
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1 year 1 month ago #1 by RdenBlaauwen AnomalousPixelBlending (APB) was created by RdenBlaauwen
Github page

AnomalousPixelBlending is a simple shader designed to reduce the pixelated appearance of games. It achieves this by blending anomalous pixels with their surroundings in a smart way which takes into account local morphology and minimises blur.APB shines when applied after morphological anti-aliasing techniques (e.g., FXAA, CMAA, SMAA), as it catches many of the aliasing artifacts they miss, creating a more anti-aliased look. It also be applied after sharpening, to reduce sharpening artifacts.

See the github page for more information.

I am new to these forums, and this is my first shader, so any suggestions and feedback are very welcome.
 
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9 months 2 days ago #2 by RdenBlaauwen Replied by RdenBlaauwen on topic AnomalousPixelBlending (APB)
Fixed an issue where the shader would treat irrelevant pixels, which caused it to soften the image a bit. APB now outputs sharper images.

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1 month 1 week ago #3 by RdenBlaauwen Replied by RdenBlaauwen on topic AnomalousPixelBlending (APB)
v1.1.0 is now available here .

Significantly improved preservation of treated pixels' luminosity without compromising on blending strength. In other words: less loss off highlights and detail, and less blur, without any downsides.

Also, I decided to use (informal) versioning going forwards. I will refer to the 1st two versions as "1.0.0" and "1.0.1" from now on.

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1 week 1 day ago #4 by RdenBlaauwen Replied by RdenBlaauwen on topic AnomalousPixelBlending (APB)
v1.1.1 is now available here .

Fixed a bug where highlight preservation would brighten pixels further than their original luminosity at low blending strengths. Reduced the maximum boost to dark line blending to prevent said lines from being swallowed completely. This results in a higher quality image and prevents blur and artifacts.

Upgrading is recommended, but if you don't feel like doing that you could also:
  • lowering highlight preservation proportionally to blending strength
  • lower MAX_DARK_LINE_BOOST to 0.5 ~ 1.0 manually
If anyone still runs into issues with highlight preservation, or dark lines are blended too much or too little in your opinion, let me know and I can adjust the balance further in a later update!

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