playroom_grade
BLOCKBUSTER 767's whole photographic finish in one post-process pass: tilt-shift defocus, a soft bloom on the window light, a warm split-toned grade and a vignette. One pass because each effect in a chain re-samples the entire frame, and the game films at 1080x1440 on an engine s…
playroom_grade
BLOCKBUSTER 767's whole photographic finish in one post-process pass: tilt-shift defocus, a soft bloom on the window light, a warm split-toned grade and a vignette. One pass because each effect in a chain re-samples the entire frame, and the game films at 1080x1440 on an engine several sessions share.
The defocus is a tilt-shift band rather than a depth-of-field. Blur grows
with the distance from a horizontal band of the screen, which is the effect
that makes a real diorama read as a miniature — and it is true of every camera
in the game at once, so the opening flythrough, the chase and the end card get
the look without publishing a focus distance to the shader. band_center,
band_half and band_falloff are fractions of screen height, and the vignette
is measured on a square-corrected coordinate, so both hold their shape on a
tall frame and on a wide one.
The Set component carries the tuned stack on its set_fx entity.
Scoped to this part · feeds back into the world's score.