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This commit creates a new built-in postprocessing shader that's designed to hold miscellaneous postprocessing effects, and starts it off with chromatic aberration. Possible future effects include vignette, film grain, and lens distortion. [Chromatic aberration] is a common postprocessing effect that simulates lenses that fail to focus all colors of light to a single point. It's often used for impact effects and/or horror games. This patch uses the technique from *Inside* ([Gjøl & Svendsen 2016]), which allows the developer to customize the particular color pattern to achieve different effects. Unity HDRP uses the same technique, while Unreal has a hard-wired fixed color pattern. A new example, `post_processing`, has been added, in order to demonstrate the technique. The existing `post_processing` shader has been renamed to `custom_post_processing`, for clarity. [Chromatic aberration]: https://en.wikipedia.org/wiki/Chromatic_aberration [Gjøl & Svendsen 2016]: https://github.com/playdeadgames/publications/blob/master/INSIDE/rendering_inside_gdc2016.pdf ![Screenshot 2024-06-04 180304](https://github.com/bevyengine/bevy/assets/157897/3631c64f-a615-44fe-91ca-7f04df0a54b2) ![Screenshot 2024-06-04 180743](https://github.com/bevyengine/bevy/assets/157897/ee055cbf-4314-49c5-8bfa-8d8a17bd52bb) ## Changelog ### Added * Chromatic aberration is now available as a built-in postprocessing effect. To use it, add `ChromaticAberration` to your camera. |
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.. | ||
animate_shader.rs | ||
array_texture.rs | ||
compute_shader_game_of_life.rs | ||
custom_phase_item.rs | ||
custom_post_processing.rs | ||
custom_vertex_attribute.rs | ||
extended_material.rs | ||
fallback_image.rs | ||
gpu_readback.rs | ||
shader_defs.rs | ||
shader_instancing.rs | ||
shader_material.rs | ||
shader_material_2d.rs | ||
shader_material_glsl.rs | ||
shader_material_screenspace_texture.rs | ||
shader_prepass.rs | ||
texture_binding_array.rs |