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Found 3 results

  1. hi, I would like to know if it is possible to set a parameter for post-process material via C++ API. Unigine::Render::setPostMaterials("post_hblur_gauss"); // like Uniigine::Render::setPostMaterialParam("Radius",2.2); thanks
  2. Hi everyone, How to Access White Color in Settings Window? I searched , you can help me Thank you
  3. How to make TAA not applying on Auxiliary

    Hi, we have some cool effects such as Outline, Highlight, Border Detection... in post shaders that require auxiliary buffer. We now need combining these effects at the same time but we only have one auxiliary texture so we tried to set alpha channel like a kind of mask for each effect/object combination (like viewport mask). Shaders will check alpha channel of auxiliary buffer and if it does match their 'mask', they will make the effect using auxiliary RGB channels. When 'masks' fit the effect works fine, but when they do not, some artifacts can be seen. After investigating we realized that TAA is been applied on Auxiliary buffer and, consecuently, blending alpha channel with old auxiliary that is what makes this artifacts. Is there any way to make TAA not being applied on Auxiliary buffer? Is there any way to check old/current auxiliary buffer before applying TAA? Maybe any other tip to achieve this 'mask' behaviour? Thanks in advance, Javier [Mask not matching and TAA active. Orange is Outline effect and Green is Highlight effect] [Mask matching and TAA active]
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