资源大湿 发表于 2020-7-31 08:00

MK Glow 相机镜头特效

MK Glow (Ultimate) is an artist-friendly, feature-rich and super fast performing post-processing effect, which simulates bright surface scattering of light. In addition to the bloom, some highly customizable extras, like lens surface, lens flare and glare are available. This shader is compatible with the Legacy, Lightweight, Universal and High Definition Render Pipelines .

⤴️NEW! : URP Support
⤴️NEW! : Antiflicker Filter improvements
⤴️NEW! : HDRP Support
⤴️NEW! : Lens Flare Presets
⤴️NEW! : Natural Workflow
⤴️NEW! : Fast Mobile Rendering
⤴️NEW! : Glare Presets

Demo: Web GL - Windows Zip (HQ) - Android
Follow development: Trello

MK Glow is based on advanced AAA rendering techniques to provide a substantial visual quality, incredible flexibility and fast rendering - all combined in an easy to use adaptive workflow . Furthermore, it utilizes all gpu capacities including MRT, Geometry Shaders and Direct Compute . The effect automatically scales the settings, based on the active graphics API down to Shader Model 2, which allows the rendering to be used on nearly every device out there. The package also includes advanced built-in shaders, to bring the effect to screen & world spaced UI’s and Sprites. Additionally it features a resolution independent scattering, which makes your scenes appear the same on different resolutions.

Do you have some cool stuff to show?
I would love to see your results (high resolution screenshots / videos) using the shader. Just drop me a message.

Questions, bug reports, feature requests, feedback:
Feel free to get in touch via support@michaelkremmel.de.


⚡ Features ⚡
Two intuitive workflows:
Threshold: Make things glow based on the pixels brightness & threshold & emission
Natural: No color cuttoff, no thresholding, just like real life, a very realistic behavior, just raise the emission

Bloom:
- Customizable scattering
- High Precision at a reasonable performance
- Gamma based thresholding
- Automatic scattering size scaling on different resolutions
- Gamma based intensity

Lens Surface:
- Dirt effect for camera lens
- Dirt intensity
- Diffraction effect for camera lens
- Diffraction intensity
- Feature undepend blending to always get the best result

Lens Flare (Shader Model 3+) :
- Customizable scattering
- Realistic procedural generated lens flare
- Gamma based thresholding
- Gamma based intensity
- Adjustable blur size
- Chromatic Aberration
- Ghost (fade, count, dispersal, intensity in gamma space)
- Halo (fade, size, intensity in gamma space)
- Texture based color ramp

Glare (Shader Model 4+) :
- Highly customizable (scattering, count, orientation, offset)
- Individual shape
- Up to 4 light streaks while holding a reasonable performance
- Smooth fading between glare and bloom
- Gamma based thresholding
- Gamma based intensity
- Easy to use presets

Pipeline:
- resolution independent scattering scale
- Support for Legacy and Scriptable Render Pipelines
- Portable to custom Scriptable Render Pipelines
- Super-fast, command buffer based rendering
- Built-in quality settings
- Luma based color scaling (based on relative luminance, which follows the photometric definition of luminance)
- Direct Compute & Geometry Shader & MRT based rendering
- Volume blending using Post-processing Stack v2
- Anamorphic ratio scaling
- Temporal stable anti-flicker filtering
- XR compatible: Multi Pass, Single Pass Stereo and Single Pass Stereo instanced
- Render Priority Option: Tell the pipeline to focus on quality or performance
- Mobile compatible, performing at a reasonable tradoff in terms of quality and performance

Editor:
- Debug views for every single rendering step
- Unified editor
- Artist friendly, fast and easy to set up

Other:
- Complete access to the source code - Advanced built-in shaders for UI and sprite
- Constant development which you can follow (Trello)
- Regular updates
- Fast support (i’ll do my best!)
- 2D and 3D compatible
- A happy & thankful developer!

===
MK辉光(Ultimate)是一个艺术家友好的,功能丰富和超级快速的后期处理效果,模拟明亮的表面散射光。除了bloom之外,还有一些高度定制的附加功能,比如镜头表面、镜头光晕和眩光。这个着色器与传统的、轻量级的、通用的和高清晰度的渲染管道兼容。

⤴️新!:URP支持
⤴️新!:抗闪烁滤镜的改进
⤴️新!:HDRP支持
⤴️新!:镜头光晕预设
⤴️新!:自然工作流
⤴️新!:快速移动渲染
⤴️新!预设:眩光

演示:Web GL - Windows Zip (HQ) - Android
遵循开发:Trello

MK辉光基于先进的AAA渲染技术,提供了大量的视觉质量,令人难以置信的灵活性和快速渲染-所有结合在一个易于使用的自适应工作流。此外,它利用了所有的gpu能力,包括MRT,几何着色器和直接计算。效果自动缩放设置,基于活动图形API到Shader Model 2,这允许渲染在几乎所有的设备上使用。该套件还包括先进的内置着色器,带来效果的屏幕和世界间隔的UI和精灵。此外,它还具有独立分辨率的散射特性,使您的场景在不同的分辨率上显示相同的效果。

你有什么很酷的东西可以展示吗?
我很想看到你的结果(高分辨率的截图/视频)使用着色器。给我留言就行了。

问题、bug报告、特性请求、反馈:
欢迎通过support@michaelkremmel.de与我们联系。


⚡⚡特性
两个直观的工作流程:
阈值:使事物发光基于像素亮度和阈值和发射
自然:没有色彩切断,没有阈值设定,就像现实生活,一个非常现实的行为,只是提高发射

布卢姆:
——可定制的散射
-高精度,性能合理
-基于伽马的阈值设定
-自动散射大小缩放在不同的分辨率
-伽马基强度

镜头表面:
-相机镜头的污垢效果
——土强度
-相机镜头的衍射效果
——衍射强度
-特征不依赖混合,总是得到最好的结果

镜头光晕(Shader Model 3+):
——可定制的散射
-现实程序生成的镜头耀斑
-基于伽马的阈值设定
-伽马基强度
-模糊大小可调
——色差
-虚影(伽马空间中的衰减、计数、分散、强度)
-光晕(伽马空间中的衰减、大小、强度)
-基于纹理的颜色渐变

眩光(Shader Model 4+):
-可高度定制(散射、计数、方向、偏移)
——个人的形状
-最多4条光条纹,同时保持合理的性能
-眩光和盛开之间的平滑褪色
-基于伽马的阈值设定
-伽马基强度
-易于使用预设

管道:
-分辨率无关的散射尺度
-支持遗留和可编写脚本的渲染管道
-可移植自定义脚本渲染管道
-超快,基于命令缓冲区的渲染
-内置质量设置
-基于Luma的颜色缩放(基于相对亮度,遵循光度的定义)
-直接计算和几何着色和基于MRT的渲染
-使用后处理堆栈v2的体混合
-变形比例缩放
-暂时稳定的抗闪烁滤波
- XR兼容:多通道,单通道立体声和单通道立体声实例
-渲染优先选项:告诉管道关注质量或性能
-移动兼容,在质量和性能方面的合理取舍

编辑器:
-调试视图的每一个渲染步骤
——统一编辑器
-艺术家友好,快速和容易设置

其他:
高级内置着色器的UI和sprite
-你可以遵循的持续发展(特雷洛)
——定期更新
-快速支持(我会尽力的!)
- 2D和3D兼容
-一个快乐和感恩的开发者!

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