Datamosh Update: Version 0.2
Hi, I'm excited to announce a major update for the plugin, which includes several interesting details.
But first, I want to thank you for your interest in the plugin. Feel free to share your suggestions, feedback, and any ideas. Thank you!
TLDR: Changelog
- Full code refactoring.
- Fixed an issue with artifacts appearing in the output texture, when using two or more active viewports simultaneously.
- Added common shader file for easier use in the future.
- Overall optimization of the effect calculations on the CPP side.
- Added new blueprints to control new feature settings.
- Redesigned the noise generation function in the shader.
- Added new effect features: effect motion, render buffer selection, draw distance for the depth buffer, new noise presets.
- Expanded effect monitoring capabilities using stat gpu and Unreal Insight.
- Extended version support.
To begin with, I decided to move away from the semi-rough code on which the first version of the plugin was built. To do this, I had to rethink and redesign the plugin's architecture, but the shader part remained intact. The result is code that’s much more readable! This also allowed me to identify and address potential new issues. Additionally, I was able to fix the bug related to weak compatibility with render targets on the scene and poor handling of more than one active viewport simultaneously.
Next, I started experimenting with adding new features, some of which are still in development. The update includes effect motion, render buffer selection, depth buffer distance, and new noise presets. Correspondingly, blueprints were added for all of these.
It's now also quite easy to track the effect's impact on frame time. Full optimization tracking is possible thanks to stat GPU and Unreal Insight.
Even more features are planned for the next update, including nodes for the material graph, allowing for integration of the effect with other post-processing effects. (I hope lol)
That's about it. Hope you like it!
Files
Get Datamosh Effect Unreal Engine
Datamosh Effect Unreal Engine
Post-process shader that simulates video compression artifacts and creates 'glitchy' visual effects.
Status | In development |
Category | Assets |
Author | Petyu |
Tags | Effects, plugin, Real-Time, Shaders, Unreal Engine, visual-glitch |
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Comments
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Nice! Also if you remember I asked about an object specific effect, but I saw you just added custom depth compatibility in this version. Would it be possible to specify which custom depth stencil the effect affects? Just a thought, cause that way you could just mask out the objects you want to use the effect on.
Thanks! I'm working on it.
The effect already works with a basic custom depth buffer, but reading the value of the custom stencil is turning out to be a bit trickier than I expected.
But it's definitely possible, it just requires a more specific setup.