Blog Archives

Crepuscular Rays in Screen Space

I have added a new post-processing effect that approximates light scattering on the sunlight according to this GPU Gems 3 article. It required a minor coding on the engine, I have introduced two new built-in shader parameters: sun screen-space position to use in the calculation, and a term that gradually scales down the ray effect when the camera is not turned towards the sun. The process itself has been implemented in the postprocessing shader of the deferred chain, that made implementing it easy because all required data is available at this point of the rendering.

Here are some pictures about the result.


A Good Old Demo Video

I have moved an old demo video about the engine to the dedicated YouTube channel. This was a project at the university, showing the new capabilities of the shader support just added to the engine.