Info
Version: | 1.1.5 |
Author(s): | Unterrainer Informatik OG Team |
Last Update: | Saturday, January 18, 2020 |
.NET Fiddle: | Create the first Fiddle |
Project Url: | https://github.com/UnterrainerInformatik/BloomEffectRenderer |
NuGet Url: | https://www.nuget.org/packages/BloomEffectRenderer |
Install
Install-Package BloomEffectRenderer
dotnet add package BloomEffectRenderer
paket add BloomEffectRenderer
BloomEffectRenderer Download (Unzip the "nupkg" after downloading)
Dependencies
- Faders(>= 1.1.1.1)
- MonoGame.Framework.Portable(>= 3.7.1.189)
- ShaderTools(>= 1.0.2.1)
Tags
It's a portable library, so it will work with all MG flavors and it is pretty simple to use.
Just create a BloomEffectRenderer in your game, hook it up (Initialize and UnloadContent) and tell it to render the effect at the appropriate point in your draw-method.
Pass it a RenderTarget (source) where you've drawn all your stuff in, and a second one (target) where the output will be rendered to.
If you pass 'null' as the target RenderTarget then it will draw directly to the backbuffer.