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




