What's the name of that effect that puts a faint lightening around the edges of active objects in a detailed world for increased visibility?
You can really see it around the tips of the plane wings in this footage:
https://www.youtube.com/watch?v=_Dpdzmzf1Nw
Does anyone know the name of that post processing effect?
I'm looking for the name of a gfx post-processing effect
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Mischief Maker
- Posts: 4802
- Joined: Thu May 08, 2008 3:44 am
I'm looking for the name of a gfx post-processing effect
Two working class dudes, one black one white, just baked a tray of ten cookies together.
An oligarch walks in and grabs nine cookies for himself.
Then he says to the white dude "Watch out for that black dude, he wants a piece of your cookie!"
An oligarch walks in and grabs nine cookies for himself.
Then he says to the white dude "Watch out for that black dude, he wants a piece of your cookie!"
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NewSchoolBoxer
- Posts: 369
- Joined: Fri Jun 21, 2019 2:53 pm
- Location: Atlanta, GA
Re: I'm looking for the name of a gfx post-processing effect
Halo: https://docs.unity3d.com/Manual/class-Halo.html
Note that in photography, halos are a sign of poor post-processing and are avoided.
Note that in photography, halos are a sign of poor post-processing and are avoided.
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Mischief Maker
- Posts: 4802
- Joined: Thu May 08, 2008 3:44 am
Re: I'm looking for the name of a gfx post-processing effect
Thanks!
Two working class dudes, one black one white, just baked a tray of ten cookies together.
An oligarch walks in and grabs nine cookies for himself.
Then he says to the white dude "Watch out for that black dude, he wants a piece of your cookie!"
An oligarch walks in and grabs nine cookies for himself.
Then he says to the white dude "Watch out for that black dude, he wants a piece of your cookie!"
Re: I'm looking for the name of a gfx post-processing effect
Also known as silhouette lighting.
Simplest implementation is some constant/color times dot product between surface normal and eye vector. Something like that.
Simplest implementation is some constant/color times dot product between surface normal and eye vector. Something like that.