Phew! Looks as if I found a stroke of luck with Unreal plugins. Thanks to the use of a Instanced Static Mesh editor, I can take the myriad of different meshes in the scene and transform them into a single instanced mesh. I expect some frame rate improvements, but not by much.
As for the terrain application, I managed to get a few more effects from post-processing.
First off, managing brightness by way of a simple multiplier:
Why did the text get dark? I learned that UI does not apply to post-processing the scene, so I placed the rendering of the UI after the post-processing quad.
Second, some color shifting, including a grayscale smudge and a more vibrant shifting effect:
What's next? Definitely more post-processing, though I should find a way to swap out shaders to make the application more data-driven.
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