Oops, I didn't know there was a newer version :shocking:
Not exactly a new version, just edited to be compatible with new MGE. And I discovered an extra line of code and disabled it, giving a performance boost reportedly.
Finally, a HDR shader that i kindof like. It's still like walking around with a thousand nuclear bombs exploding over the horizon.
Why are they always so bright?
I use it without bloom. Editing is easy:
/ **BLOOM VARIABLES** //const static float scale = 6.5f;const static float scale = 1.0f;//Scale of bloom stretch across the screen//decrease for smaller bloom that is more accurate//increase for larger bloom that is less accurate//const static float BloomBoost = 1.0f;const static float BloomBoost = 0.2f;//boost in bloom brightness, increase for brighter bloom
Lowering them too much causing problems but those numbers almost completely disable bloom.
Edit:
const static float scale = 0.2f;
DO NOT lower this below 1 as I did. Or it will produce visual artifacts.