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Post Processing

Since 2.2.0

Photon post processing runs one or more full-screen passes over the captured scene. A Fullscreen Shader Graph defines one pass; a Render Graph connects passes and declares the final effect; Timeline or Java submits weighted requests.

Scene before Photon post processing

The same Scene with the built-in sepia effect

Post processing starts from the captured Scene Color/Depth and transforms it through the active Render Graph.

Resource Roles

Resource/runtimeRole
Fullscreen Shader GraphPixel algorithm and exposed samplers/uniforms
Core Shader PassHand-written JSON/VSH/FSH alternative
Render GraphPass order, temporary targets, inputs, output, priority
Post Process ClipEffect path, fade/weight, parameters, mask filter
PostEffectStackMerge requests and execute each effect on the global axis

The system is request-based. An effect runs only on frames where Timeline, Java, preview, or another owner submits it. Stopping submission removes the effect on the next frame; it is not a persistent global toggle.

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Released under the MIT License.