While playing Horizon Zero Dawn I got inspired by the lens flare they supported and decided to look into implementing some basic ones in Stingray. There were four types of flare I was particularly interested in. Anisomorphic flare Aperture diffraction (Starbursts) Camera ghosts due to Sun or Moon (High Quality - What this post will cover) Camera ghosts due to all other light sources (Low Quality -
There has been a lot of progress made recently with volumetric clouds in games. The folks from Reset have posted a great article regarding their custom dynamic clouds solution, Egor Yusov published Real-time Rendering of Physics-Based Clouds using Precomputed Scattering in GPU Pro 6, last year Andrew Schneider presented Real-time Volumetric Cloudscapes of Horizon: Zero Dawn, and just last week Séb
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