PostMagic adds post-processing effects to VaM, also to VR. Original post with more infos here: https://www.patreon.com/posts/postmagic-post-30542789
This version brings some minor improvements and additions:
Anti-Aliasing: FXAA and TAA
By popular request I have added support for Fast Approximate Anti-Aliasing (FXAA) and Temporal Anti-Aliasing (TAA) algorithms. However, TAA is not supported in VR, I made it to automatically switch to FXAA when in VR. Both algorithms have trouble with VaM's hair, using VaM's own MSAA (at 8x) still produces best results. However, if GPU performance is an issue, you can try to combine some lower MSAA setting with FXAA to get similar results than 8x MSAA, but at higher framerates. TAA can not be combined with MSAA.
Very common effect used by basically any major game. It very slightly darkens (or colors) the corners of the screen, guiding the eyes toward the center. Also this is commonly used to indicate damage to the player, by coloring the screen corners red for half a second. Since almost all parameters in PostMagic can be animated using regular VaM mechanisms, you could build something similar now.
While Vignette technically also works in VR, it doesn't do too well with stereo rendering. In VR you also see this effect a bit in the center of your field of view.
From the Unity manual pages: "In photography, chromatic aberration is an effect resulting from a camera’s lens failing to converge all colors to the same point. It appears as “fringes” of color along boundaries that separate dark and bright parts of the image.
The Chromatic Aberration effect is used to replicate this camera defect, it is also often used to artistic effect such as part of camera impact or intoxication effects. This implementation provides support for red/blue and green/purple fringing as well as user defined color fringing via an input texture."
Works both in Desktop as well as VR.
DepthOfField AutoFocus improvements
DepthOfField AutoFocus does now detect when you try to take a screenshot or thumbnail and adjusts accordingly. Also I have added automatic blending of the FocalLength based on a Near and Far setting. Slightly complicated to setup, but should produce better results. Additionally there is now some tweak-able damping for the AutoFocus adjustment.
I made MotionBlur auto-disable itself when in VR. It's been moved out of the "experimental" effects.
SuperResolution is now officially compatible with PostMagic.
EarlyAccess for Patrons remains unchanged from version v0.1 last week. So this will still become available for free on Oct 20 around 8:00am CEST. https://www.patreon.com/posts/postmagic-post-30544153
(Edit: Download is now public.)