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I just tested it and can confirm that this does seem to fix #5721 |
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i think there's still one issue remaining: if MSAA is enabled, a first camera renders with an odd number of post-process swaps, and then a second camera runs without doing an msaa resolve (which the UI camera doesn't currently, for example), then the last post-process step will be dropped. in the current core pipeline this will only occur if you're using MSAA and FXAA at the same time, so I don't think it's a big problem. i think making MSAA a node in its own right instead of part of the 2d/3d main pass would be the best way to fix this. this is useful anyway as some post effects may want to be pre-msaa resolve. but i'll do that in a separate PR. |
IceSentry
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I tested it and can confirm that this fixes the original issue. I haven't tested with an odd number of viewports though.
Code makes sense to me, could extract the final_order to a shared fn, but it's not super important.
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i just realised why i said on #7435 we needed to keep tonemapping on intermediate cameras and reverse-tonemap in the next camera. this pr would cause fxaa to run before tonemapping if it is not on the last camera... |
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closing in favour of #7474 |
Objective
fix a few post-processing issues
Solution
should fix #7435 and hopefully fix #5721 (haven't tested that)