Posted May 17, 2022 by Foxy Of Jungle
#post processing #fx #v1.1 #shaders #bloom #juice #effects
[ADDED] Day Night Cycle example [ADDED] Displacement Maps - For underwater, rain, drips effects. Using normal map [ADDED] NES Fade - Fade effect exactly like NES (Famicom, 8-bit Console from Nintendo, 1983) [ADDED] Sine Wave - Horizontal, vertical or both wave effect. Useful for simulating water and others [ADDED] Color blindness correction effect (Protanopia, Deutanopia, Tritanopia) [ADDED] Colorize effect [ADDED] Channels - Effect to control individual colors (RGB: 0 ~ 1 each) [ADDED] Invert Colors effect [ADDED] Now you can change the texture of "texture overlay" in-game/real-time [ADDED] Original "Game Boy" color palette [ADDED] NES (Famicom) color Palette [ADDED] Normal map water texture [ADDED] Blood texture [ADDED] Color Blindness correction example [ADDED] Texture Overlay now supports intensity, allowing to use a blood texture on the screen, for example [ADDED] Texture overlay zoom [ADDED] ppfx_profile_get_name() function [ADDED] ppfx_effect_set_parameter() function - MUCH faster way to control a single parameter! [ADDED] ppfx_effect_get_parameter() function [FIXED] Now the scanlines effect is not affected by others, only by "Lens Distortion". [FIXED] All angles are now measured in degrees and not radians by default [FIXED] Performance improvements (some redundant math and array usage removed) [FIXED] Shader: Luminance from: Bloom, Palette Swap and Dithering [FIXED] ppfx_exists() now has more checking accuracy [FIXED] Many small bugs fixed [FIXED] MANY improvements to the shader [FIXED] Asset folder more organized [CHANGED] To create effects it is now necessary to use "new" instead of "PPFX_PROFILE." [CHANGED] All effect functions now start with "pp_" (example: pp_saturation, pp_lut, pp_fade...) So, now you can do: new pp_saturation(true, 1) [CHANGED] "Border Overlay" has now been separated into two effects: "Border" and "Texture Overlay" [CHANGED] In-shader: all effects suffix renamed from "color" to "fx" [CHANGED] Chromatic Aberration intensity parameter now comes first than direction as it will default to 180, not 0 [REMOVED] "__pp_vec_direction" function, since the shader itself will do the angle conversion [REMOVED] Unused "test" uniform from PPFX shader