Is it possible to use SSE to interact on a per-pixel basis?
Posted: Sat Feb 01, 2014 3:44 am
I'm working on another post process effect that involves a lot of random blips. If this were one of my from-scratch projects I'd just make a pixel shader something like
which would look at each pixel and set it's color, but with SSE it's like you have to interact with the entire scene at once like one giant pixel.
I tried to use the custom code node and wrote the above code, and as expected it still treated the thing like a giant pixel.
Is there a way to take input on a per pixel basis, or to take in a framebuffer and go through each pixel and apply logic to it?
(Or is using a noise texture and multiplying it, rounding it, abs-ing it, adding random numbers etc until it's a nicely randomized blob and then smashing it with my framebuffer the only way to achieve this effect?)
- Code: Select all
if (rand > 0.5f)
{
outcolor = float3(whatever color);
}
which would look at each pixel and set it's color, but with SSE it's like you have to interact with the entire scene at once like one giant pixel.
I tried to use the custom code node and wrote the above code, and as expected it still treated the thing like a giant pixel.
Is there a way to take input on a per pixel basis, or to take in a framebuffer and go through each pixel and apply logic to it?
(Or is using a noise texture and multiplying it, rounding it, abs-ing it, adding random numbers etc until it's a nicely randomized blob and then smashing it with my framebuffer the only way to achieve this effect?)