I have generated a texture called ‘diffuseTexture’ through RTT using custom shaders, as I only intend to find the irradiance.
https://playground.babylonjs.com/#1OH09K#2126
Next I want to do achieve a custom Post processing on the ‘diffuseTexture’.
How can I pass texture in PP pipeline.
Can you please show it for an inbuild post-processing effect like blur on ‘diffuseTexture’?
I think TextureTools.ApplyPostProcess is what you are after?
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Hi thanks for replying @carolhmj @Evgeni_Popov .
I didn’t find any example for ApplyPostProcess and struggling.
https://playground.babylonjs.com/#1OH09K#2127
I tried this but got some error.
I don’t know how to handle the promise returned by ApplyPostProcess.
Promise<InternalTexture>
Also, can I pass a custom PostProcessing shader in ApplyPostProcess? This is my final goal.
Actually, ApplyPostProcess
is probably not what you want because it creates a new texture each time.
You can do something like this instead:
In this PG, a post process is applied to the diffuse RTT each frame (you can see the result in the inspector).
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Thank you, Yes this is exactly what I need.
For the blurPP I am getting somewhat of a weird result.
I guess I am close though. Is this some sampling issue?
https://playground.babylonjs.com/#1OH09K#2132
Because the post process is not used in the context of a post process chain, the width and height properties are not set. You should set them with the right values:
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Thank you so much @Evgeni_Popov