- Unreal Engine 4 Shaders and Effects Cookbook
- Brais Brenlla Ramos John P. Doran
- 165字
- 2021-06-24 14:12:16
There's more...
Before we go, something else that can be of interest is the position in which the Post Process Material we create is inserted within the post processing pipeline. If we take a look back at the Details panel for our material, we can see that there are several options if we scroll down to the Post Process Material section:

The position in which this happens can be important, depending as always on your particular scene. For instance, selecting the Before Tonemapping option means that the effect we are creating happens before the color grading and tone mapping operations happen in our scene. That can be of interest if we need to access the raw values of our level in case any of the corrections we are introducing later is causing issues with our scene. It's always good to take that into consideration, so do have a play with those settings if you are experiencing any issues with the materials you create.
- The DevOps 2.3 Toolkit
- Java EE 6 企業級應用開發教程
- Windows系統管理與服務配置
- Nexus規模化Scrum框架
- Python機器學習算法與實戰
- 信息技術應用基礎
- 零基礎學單片機C語言程序設計
- Getting Started with Hazelcast(Second Edition)
- 低代碼平臺開發實踐:基于React
- Building Serverless Architectures
- PHP 7從零基礎到項目實戰
- 自學Python:編程基礎、科學計算及數據分析(第2版)
- Python函數式編程(第2版)
- 你好!Java
- Distributed Computing with Python