… are live! \o/ Huge props to @maxvee and @ConvexRumbler for working on this.
This update introduces 4 new objects: ColorCorrectionEffect, BlurEffect, BloomEffect, SunRaysEffect.
Rendering engine searches for these objects in two places:
- Children of Lighting (not descendants)
- Children of Camera (not descendants)
Then picks the ones that are enabled, combines the values in somewhat intuitive ways (e.g. if you have five BlurEffects we’ll use the strongest of them; if you have one ColorCorrection effect that desaturates the image and another one that makes it brighter we’ll apply both) and uses the results for rendering.
All of the effects have a few parameters that you can tweak in Studio or with scripts. It should be pretty straightforward and we’ll have documentation on the wiki in the coming weeks.
Quality
ColorCorrection is enabled regardless of the user’s quality settings. You’re free to use it for gameplay effects - fade out for transitions, desaturate or red tint for death or damage, etc. etc.
Blur and Bloom are enabled on quality levels 6 and up (mobile devices included).
SunRays are enabled on quality levels 8 and up (they do not work on mobile right now).
Studio
Due to quality level restrictions you’d have to change the EditQualityLevel setting or use Play Solo to work with effects. I recommend this plugin: Simple Slider For Changing EditQualityLevel (if somebody can make a version with smaller UI frame that’d be great BTW!)
Anti-aliasing
Anti-aliasing is automatically enabled on quality level 9 and up if your GPU supports it. No need to do anything!
Non-obvious API
BloomEffect.Size controls the halo size of both bloom and neon (since the effects are closely linked - you can think of neon as controllable bloom)
BloomEffect.Threshold has a range of 0…1 but due to a Studio slider issue you can’t set the full range unless you’re using scripts. Animating the threshold from 0 to 0.95 can produce interesting results.
SunRays currently has intensity/spread set up to make for a pretty intense effect; these defaults will change with the next release (which won’t affect objects you already put in your game of course).
Blur vs Neon
Some of you are (ab)using deep stacks of transparent parts with Neon material to simulate blurring. You should try switching to Blur object - it’s much faster for this specific case and gives you control over the blur size (which you can animate when transitioning between menus and the game - hint hint).
Feedback
… is welcome! If something does not work please let us know in this thread.
Also feel free to post beautiful screenshots and videos you have made with these effects here!