as you can see by looking at the weapon it’s very messy and pixellated, the result is a bit cleaner if I do the post process before tonemapping, but that makes errors with screen space reflections so it’s not feasible
I was wondering if it was possible to up sample the scene texture, do the effect and and downsample again to hopefully sharpen up some of the edges? or if anyone knew a way to do it before tonemapping without messing up the screen space reflections
basically a reflection will no longer line up correctly with its source, the more lens distortion the worse the error, the reflection buffer is being distorted but the reflections themselves are maybe being calculated from pre distorted positions
when I do it after tonemapping the reflections are locked in already so it distorts correctly
looking at all the banding on blurry screen space reflections I’m guessing some aspects of these reflections are handled after tone mapping but before the post process blendables, but that is just a guess
I understand the center will be undersampled, but I think also the bit depth has something to do with how smooth the result is, maybe if not to upsample resolution maybe some way to do the distortion in 10bit after the tonemap? then back to 8bit again afterwards?
DPAContent1000, the distortion looks great. I would like to build a similar post process effect. Could you share your barrel distortion post process blueprint with us?