You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Obvious enough. Might need to force using a backbuffer rendertarget for this one (right now only used in software depth). TS1 has this easy because of their rendering pipeline.
The text was updated successfully, but these errors were encountered:
The censor blur is a sprite that simply draws what is behind it on the screen, except heavily mosaiced. Since you cannot use a render target as a texture as you're rendering to it, you must first copy the screen render texture to another texture at the time you want to start drawing transparent effects like this. You could do this to a half res render target on standby each frame.
The blur itself is rather simple to do using SV_Position in the shader to sample the copied screen texture at the fragment position, then you can quantize that by removing the fractional part (float2 frac = fmod(SV_Position.xy, pixelSize), float2 uv = SV_Position.xy - frac)
It's a bit more difficult to get it to match the original, where the mosaic always starts at the top left of the box, but it's possible if you're able to get the top left position to the fragment shader.
Note: It's been a while since I used HLSL, so I'm not sure what coordinate space SV_Position is in. (0-1, or pixels eg. 0-1920) Either way, texture sampling will expect it in 0-1 uv space.
Obvious enough. Might need to force using a backbuffer rendertarget for this one (right now only used in software depth). TS1 has this easy because of their rendering pipeline.
The text was updated successfully, but these errors were encountered: