Post Processing Chain

So I’m working on a post processing chain for UDK. Currently I’ve got:

  • bleach bypass
  • cross processing
  • chromatic aberration
  • lens distortion

But the chromatic aberration and lens distortion are a bit terrible. My lens distortion is based off a normal map and the lens distortion is so ugly I just interpolate it out of the middle completely.

It doesn’t like to play with the occlusion, DOF, or anti-aliasing very well so I’m figuring out the best order of chaining.

I’m trying to convert a really nice hlsl shader that has vingetting+distortion+aberration+blur, but it’s not easy without any documentation or examples. Hopefully I’ll be able to implement a fast edge detect anti-aliasing method as well. I’d much rather handle the post processing myself than sticking to the generic UDK effect.

Update:

Everything works to an acceptable degree. I just need to get the edge shader working right so I can get rid of those jaggies.

The chain is: occlusion -> cross-process -> bleach bypass -> uber shader -> lens distortion

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