I have a simple game and and subjects of it are these little lines. It is targeted for iOS and android so it has a HUGE range of processors that it could run on, right now.
I am trying to add realtime glow to them for two reasons
- I am trying to hide the fact that I don't have the rendering time to process anti-aliasing on most devices.
- The subject of the game is supposed to be pure light, ergo that picture should look like those things are pure light.
I have been tweaking a separable gaussian blur shader for quite awhile and I have came up to a point of frustration, I just can't get it to look right, perhaps the issue is I am trying to futilely hide the jagged edges of the light meanwhile not making the light look blurry.
My biggest problem is all the variables involved in making it look its best.
I am very new to graphics/rendering and I am in no way an artist. Perhaps the most frustrating thing about rending to me is all the variables that seem to be involved. With glow I have seen so many possible changes.
- A. Add blend mode, screen blend mode, or some other concoction
- B.Weighting the blur, and normal differently before combination
- C. The Sigma of the gaussian bell function (I have been using this confusing calculator but it doesn't seem to give the same values I see other people have in)
- D. Scalars on the "x" values sent to the sigma function
- E. Sample scale (making the blur radius smaller or larger)
- F. Changing the resolution of the glow buffer
How does one find the "best looking" constants when working with so many variables like this?
I am also having issues because the time between me making a tweak and seeing it is a long that its hard to see changes, I would do it in shader toy however I can't load up this image or procedurally generate one like it.
Right now I am really stuck on the sigma of the gaussian bell curve kernel, especially because I am coding in the numbers rather then the formula because I need the processor speed. Can you suggest a good sigma to use?