graphics - Inner and Outer Glow Implementation using Opengl ES 3.0 -
I want to apply internal and external brightness for a render 3D object. The brightness here applies only to 3D models, which are glow-enabled and not for the full view.
There is a post in the Stackoverwork Flo that talks about modifying the mesh, which is difficult and deep in my opinion.
Was wondering if it can be obtained through multi-pass rendering? Like some effects that apply to specific items in the scene and only apply to internal and external limitations.
I think you want the brightness near the shape of the object?
I have exterior brightness using a multi-pass approach (after all the "regular" drawing):
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continuous output shader (forms of output In the process), drag the object to the texture (approved to fully transparent) while marking the stencil buffer in the process. Use the same depth test if you want a brightness around the part where the object is actually visible on the screen. Clearly use depth buffer to be used to draw normal view.
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Different Gaussian Blur on This Texture
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Output buffer for all pixels that do not have a stencil buffer in step 1.
For an internal + outer brightness, you can find the edge as a result (1), keeping only the pixels marked near the border, after.
You can also try to locate the edge and use a filter to blurring, which is based on its output, in the radius of all samples, though it would be inconvenient ...
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