Did someone figure out the algorithm behind cameraGrainTexture usage like SceneKit does it? I work with raw Metal and can't figure how to use it properly.
Grain texture usage
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Did someone figure out the algorithm behind cameraGrainTexture usage like SceneKit does it? I work with raw Metal and can't figure how to use it properly.
Without going into full detail, here is a general overview of *a* way that you can simulate camera grain on a scene using the cameraGrainTexture:
Thank you for the response. Those are the things, that I figured already and I expected some details, or at least some sort of hint towards a paper or an article. The problem is that I can't find a proper blending algorithm, using that input data and sampling strategy, that would feel natural.