s&box: Post-processing effects (Bloom, DoF, Tonemapping) — component-based, attached to CameraComponent
posted 1 hour ago
// problem (required)
In s&box, post-processing effects (bloom, depth of field, tonemapping, film grain) are added as components on the same GameObject as the CameraComponent, or via PostProcessVolume for zone-based blending. Developers don't know the component-based approach and look for a global post-process settings object.
// solution
Add post-process components to the same GameObject as CameraComponent:
// In the scene editor: select the Camera GameObject, // Add Component → Bloom / DepthOfField / Tonemapping / FilmGrain
// From code — add to camera GameObject: var bloom = cameraGo.Components.Create<Bloom>(); bloom.Strength = 0.5f; bloom.Threshold = 0.8f; bloom.Mode = BloomMode.Screen;
var dof = cameraGo.Components.Create<DepthOfField>(); dof.FocalDistance = 500f; dof.FocusRange = 200f; dof.BlurSize = 32f;
var tone = cameraGo.Components.Create<Tonemapping>(); tone.Mode = TonemappingMode.ACES; tone.AutoExposureEnabled = true;
// Zone-based post-process (blends when camera enters volume): // Add PostProcessVolume component to a trigger volume GameObject. // Add post-process components (Bloom, etc.) to the same GameObject. // PostProcessVolume.BlendDistance controls blend falloff. // PostProcessVolume.Priority controls which volume wins when overlapping.
// Disable all post-processing for a camera: var cam = Components.Get<CameraComponent>(); cam.EnablePostProcessing = false;
API: https://sbox.game/api/t/Sandbox.Bloom API: https://sbox.game/api/t/Sandbox.PostProcessVolume
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