I was wondering if someone could make an edge softening shader, like a simple gaussian blur but filter limited to the edges.
I'm asking for this since I'm not a fan of rough edges. I prefer smooth ones as they give me a more cinematic feeling.
Not to mention all those games that uses too aggressive sharpening filters, causing ringing artifacts around the edges:
An example of ringing artifacts: Notice those white haloes around edges.
An edge smoothing shader would fix them.
Here's a simulation of the effect I'd like to achieve, made with photoshop.
I applied gaussian blur to the whole image and then I made a mask using with the photoshop's "find edges" filter, so that the textures (especially the snow and the threes, in this case) are not affected by the blurriness.
Also, the subtle ringing artifact is fixed.
I know that Reshade's FXAA filter could be a solution, but the problem is that it messes with already anti-aliased images: (In-game TAA is on)
Well, funnily I've just implemented a way to reduce halos in my sharpening shader. It's nothing sophisticated, but I'm quite satified with the results. Basically I'm just adding sharpness depending on pixel brightness, thus reducing edges in high-contrast areas (like skies).
Here's a comparison (left: original, middle: less sharpness for bright pixels, right: standard sharpness)
Of course due to the uneven sharpening some details can look slightly odd (text etc.), but imo it can achive better results than by just clamping the unsharp mask.
Maybe I will post the code here soon. Although it may lack context, here is the important line:
fine *= (1-saturate(pow(abs(color.xyz), 1 / (fSharpen_DynamicCurve + 0.001))));
Created sharpening filter that addresses just that issue using depth high-pass mask and it's already in default repository under FilmicAnamorphSharpen.fx
Depth pass is required for it to work, but you can also try using "Sharpen clamping" setting without depth pass to reduce halos.
If you're looking for more performance-wise version without depth masking, visit my Shaders repository (link under my profile information at the bootom of this post), look for FilmicSharpen.fx
Unfortunately, since NFAA is an antialiasing shader, it causes some artifacts with in-game antialiasing on (as you can see in the last screen I posted).
It would also be nice if values like intensity and radius could be controlled with dedicated sliders, rather than just the threshold one.
Thanks for help, anyway.
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Combination of Texture LOD -0.250(driver controlled LOD is off), AMD Sharpening filter (i used a version ported to Reshade) and NFAA is working really well for me
oh and i use Deband to smooth out some of those banding problems, you can see it really well in the skies in some games
For anyone interested: Pirate_FXAA from PirateKitty's shaders collection works pretty well as an edge smoothing filter, since it seems to not causing artifact on thin lines, like texts: it just smooths them (Guess it's using an older FXAA version).