public static PostProcessComponent Glow()
        {
            var cGlow = new PostProcessComponent()
            {
                AssetName = "Glow",
                TagFilter = "Glow",
                Actions   = new List <PostProcessAction>()
                {
                    new PostProcessAction(Param.Engine, Param.EngineActions.RenderSceneToTexture, new [] { -1 }),
                    new PostProcessAction("PostProcess", "Default", new [] { 0 }, scale: 0.5f),
                    new PostProcessAction("PostProcess", "GaussianBlurH", new [] { 1 }, scale: 0.5f),
                    new PostProcessAction("PostProcess", "GaussianBlurV", new [] { 2 }, scale: 0.5f),
                    new PostProcessAction("PostProcess", "Default", new [] { 3 }),
                    new PostProcessAction("PostProcess", "Glow", new [] { 0, 4 }, OutputRule.Output)
                }
            };

            return(cGlow);
        }
Exemplo n.º 2
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        public static PostProcessComponent Bloom(float downScale, TargetOutput target = TargetOutput.Backbuffer)
        {
            var cGlow = new PostProcessComponent()
            {
                AssetName = "Bloom",
                TagFilter = "Bloom",
                Target    = target,
                Actions   = new List <PostProcessAction>()
                {
                    new PostProcessAction(Param.Engine, Param.EngineActions.RenderSceneToTexture, new [] { -1 }),
                    new PostProcessAction(Param.Shaders.PostProcess, "BloomExtract", new [] { 0 }, scale: downScale),
                    new PostProcessAction(Param.Shaders.PostProcess, "GaussianBlurH", new [] { 1 }, scale: downScale),
                    new PostProcessAction(Param.Shaders.PostProcess, "GaussianBlurV", new [] { 2 }, scale: downScale),
                    new PostProcessAction(Param.Shaders.PostProcess, "BloomCombine", new [] { 0, 3 }, OutputRule.Output),
                }
            };

            return(cGlow);
        }