Friday, April 6, 2012

UDK Bleach Bypass Post Process

I have just built a bleach bypass post process shader for the UDK. It is based on the material editor node system, so there is no hlsl at all. The performance impact is roughly 10-12% - tested on a low end GT520 gfx card. Material paramters allow to adjust the overall effect intensity, brightness and desaturation.












What the bleach bypass basically does is creating a desaturated copy of the scene and overlaying it (this means screening the bright areas and multiplying the dark ones). This will result in a scene with less saturation and a higher contrast. For further information read trought this: http://en.wikipedia.org/wiki/Bleach_bypass



Material Setup


2 comments:

  1. this and the cross processing are fantastic!
    i'm tryng to do in udk but i'm noob, it's very difficult for me.
    could you help me?

    Lor.

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  2. Hi,
    first of all you should trough the UDN material page(s) http://udn.epicgames.com/Three/MaterialsCompendium.html. There is also one that specifically covers Post Process Materials: http://udn.epicgames.com/Three/PostProcessMaterials.html

    What I did is "translating" a usual Photoshop workflow into the material editor nodes. I will add a material setup screenshot later on.

    Cheers,
    Olli

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