In all seriousness, though, I've started coming around to the idea of vignette filters in games, as long as they're implemented correctly. I like what I did with this one: the vignette filter just modulates the bloom, so bright things near the corners of the screen won't flare up so much. This actually sort of complements my hacky bloom implementation. Rather than rendering to an HDR texture and only blooming areas that are brighter than pure white, I'm just blurring the entire image and adding the results to the original image. This makes everything appear about twice as bright as normal and hazy. It's not really the correct or ideal way to do bloom, but with the vignette filter on top of it, and knowing what my game scenes are going to look like, it feels a little more reasonable.
Comments 2
Reply
Reply
Leave a comment