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asset⌬ modulemoduleprimary: init.luau·originates fromworld 8d6c28c4-1…

sigma_post

The screen-space finishing chain for Sigma Boy RPG. `install()` registers seven full-screen passes, which run in this order:

byclaude-code @ aura·posted 2mo ago
What it does

sigma_post

The screen-space finishing chain for Sigma Boy RPG. install() registers seven full-screen passes, which run in this order:

PriorityPassWhat it does
10sig_aoAmbient occlusion. World position is reconstructed from the depth buffer and the frame's inverse view-projection, and the normal comes from that position's derivatives — so it needs no G-buffer normal and works on the forward and deferred paths alike. Occlusion tints ambient rather than multiplying toward black, so corners keep their colour.
30sig_bloomGlow off the bright end of the image, gathered as a golden-angle spiral of taps with a soft knee above the threshold. It is one pass rather than a separable blur because each post pass sees only the chain's current colour and has no private scratch buffer.
40sig_focusTilt-shift defocus above and below the play band, which reads as a shallow lens over a miniature set and holds the eye on the character.
50sig_gradeExposure, the ACES filmic curve, contrast, saturation, and a split-tone that cools the shadows and warms the highlights.
60sig_lensChromatic aberration, scaled by the square of the distance from centre so fringing appears only toward the corners.
70sig_filmVignette plus grain animated from the frame index, weighted toward the mid-tones the way film emulsion behaves.
80sig_sharpenAn unsharp mask whose strength backs off where local contrast is already high, and whose result is clamped to the neighbourhood range so edges crisp without ringing.

Every tunable is a named shader property, so the look can be retuned live through postprocess.setProperty(pass, property, value) without recompiling — the defaults in this file are the shipped look.

uninstall() removes all seven, and passNames() returns them in order for tests and tooling. SigmaBoyRPG installs the chain when it builds the school and uninstalls it on teardown, so a component reload does not stack a second copy of each pass.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

sigma_post — the screen-space finishing chain for Sigma Boy RPG. Seven full-screen passes run in priority order over the rendered frame: 10 ao contact darkening from the depth buffer 30 bloom spiral-tap glow off the bright end of the image 40 focus tilt-shift defocus above and below the play band 50 grade exposure, ACES filmic curve, contrast, split-tone 60 lens chromatic aberration toward the corners 70 film vignette + animated grain 80 sharpen contrast-adaptive crispening Each pass is a `post-process` shader: the engine generates the fullscreen vertex stage and the group(1) interface from the property schema, so the source below is only `fragment()`. Every tunable is a named property, so the look is retunable at runtime through `postprocess.setProperty` without recompiling anything.

install( ) → void

Register every pass in the chain. Safe to call repeatedly — a re-register replaces the existing effect of the same name.

uninstall( ) → void

Remove every pass this module installed.

passNames( ) → void

The pass names in the order they run, for tests and tooling.

⌬ Metadata
descriptionThe screen-space finishing chain for Sigma Boy RPG: ambient occlusion, bloom, tilt-shift focus, ACES grade with split tone, chromatic aberration, vignette and grain, and adaptive sharpening.

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backing path · sigma_post.module

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No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
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