@Alkher wrote:
After playing Dead Island Riptide, UT (4), I was wondering how the aberration was made. It seems to be something working togather like:
the current image, shifted on blue and red channel
the amount of shift depends on the depth of the pixel or discontinuities ?
I would say the naive method does not use depth. mabye just a sobel filter. In UT it is clearly linked to depth.I'm just trying to figure it in a reverse engineering way.
Does anyone has an idea ?
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