public record class VignetteAssetVignette, chromatic aberration and film grain — the lens-imperfection pass.
Remarks
Three effects in one node because they are one shader, and they are one shader because they are always applied together at the very end and each is a few instructions. Three full-screen passes would cost three times the bandwidth to save nothing.
⚠ After the tonemap. All three model the camera and the film rather than the scene. Grain applied to scene-referred light in particular is invisible in shadow and enormous in highlights, because it is a fixed amount added to an unbounded number.
Fields and properties (22)
public string NameThe node's name, for debug groups and for a human reading the file.
public bool EnabledWhether the node runs.
public string SourceThe image it degrades.
public string OutputThe name the result is published under.
public PixelFormat FormatThe format of the target it declares.
public bool UseVignetteWhether the corners are darkened.
public bool UseChromaticAberrationWhether the channels are offset radially.
public bool UseGrainWhether grain is added.
public bool LuminanceWeightedGrainWhether grain scales with darkness, as real film does.
public float VignetteIntensity0 is no darkening, 1 is fully dark at the corners.
public float VignetteSmoothnessHow abrupt the falloff is. Higher keeps the centre clear for longer.
public float AberrationStrengthChannel offset at the screen edge, in UV units.
public float GrainIntensityHow much grain there is.
public float GrainScaleHow large one grain is.
public Vector3 VignetteColourWhat colour the corners go towards.
public Vector2 VignetteCentreWhere the vignette is centred, in UV. The screen's middle is (0.5, 0.5).
public float VignetteRoundness0 follows the aspect ratio, 1 is a circle whatever shape the screen is.
public bool UseLensDistortionWhether the image is warped radially before anything else reads it.
public float DistortionIntensityHow far the image is pushed out (positive) or pulled in (negative) at the edges.
public Vector2 DistortionScalePer-axis multipliers, so one axis can be left undistorted.
public Vector2 DistortionCentreWhere the distortion is centred, in UV.
public float DistortionZoomA zoom after the warp, to hide the border a positive distortion pulls in from.
Used by (4)
- PostEffectFactoryVixen.Rendering.PostFx
- PostEffectTestsVixen.Rendering.PostFx.Tests
- TypeRegistrationVixen.Rendering.PostFx
- Vixen_Rendering_PostFx_VignetteAssetSerializerVixen.Rendering.PostFx