Namespace Gamelogic.Fx.BuiltIn.PostProcessing.Effects
Classes
- AddTexturePostProcess
A post process that overlays a texture on top of the scene, respecting transparency. See ../common/docs/effects-reference-common.html#add-texture.
- AdjustGammaPostProcess
A post process that adjusts the gamma of the image. See ../common/docs/effects-reference-common.html#adjust-gamma.
- AdjustSaturationPostProcess
A post process that adjusts the saturation of the image. See ../common/docs/effects-reference-common.html#adjust-saturation.
- BilateralFilterPostProcess
A post process that smooths the image using an edge-preserving, noise-reducing filter. See ../common/docs/effects-reference-common.html#bilateral-filter.
- BlendTexturePostProcess
A post process that blends a texture over the scene at a configurable opacity. See ../common/docs/effects-reference-common.html#blend-texture.
- BoxBlurPostProcess
A post process that applies a uniform blur by averaging neighbor pixels colors. See ../common/docs/effects-reference-common.html#box-blur.
- ConvexHullMapPostProcess
A post process that gradually shifts colors toward the provided primaries, producing posterized, clustered, or palette–constrained looks. See ../common/docs/effects-reference-common.html#convex-hull-map.
- DesaturatePostProcess
A post process that converts the image to grayscale using luminosity. See ../common/docs/effects-reference-common.html#desaturate.
- GaussianBlurPostProcess
A post process that applies a smooth, natural-looking blur using a Gaussian weight curve. See ../common/docs/effects-reference-common.html#gaussian-blur.
- InvertPostProcess
Inverts the colors of the image.
- MaxPostProcess
A post process that replaces each pixel with the maximum color value found in its neighborhood. See ../common/docs/effects-reference-common.html#max-filter.
- MinPostProcess
A post process that replaces each pixel with the minimum color value found in its neighborhood. See ../common/docs/effects-reference-common.html#min-filter.
- MixboxConvexHullMapPostProcess
A post process that pushes each pixel’s color toward chosen primaries using convex-hull projection, but blends them with Mixbox for more natural, smoother color transitions than normal interpolation. See ../common/docs/effects-reference-common.html#mixbox-convex-hull-map.
- PixelatePostProcess
A post process that applies a pixelation effect to the image by sampling blocks of pixels instead of individual texels. See ../common/docs/effects-reference-common.html#pixelate.
- PowerMeanPostProcess
A post process that blurs the image by computing a power mean (p-norm mean) of neighboring pixels. See ../common/docs/effects-reference-common.html#power-mean.
- QuadToneMapPostProcess
A smooth 4-way threshold shader using inverse lerp (linear blend). Interpolates between Low–Mid0, Mid0–Mid1, and Mid1–High based on lightness. Values below LowValue use LowColor, above HighValue use HighColor.
- QuantizePostProcess
A post process that reduces the number of distinct color values in the image, creating a posterized or stylized effect. See ../common/docs/effects-reference-common.html#quantize.
- SimpleOutlinePostProcess
A post process that produces an outline. See ../common/docs/effects-reference-common.html#simple-outline.
- TriToneMapPostProcess
Maps the image’s tones to three colors (low, mid, and high) based on lightness, smoothly blending between them using inverse linear interpolation. See ../common/docs/effects-reference-common.html#tri-tone-map.