Godot Version
4.5
Question
I would appreciate any help in answering this twoish-part question. Some months back, I stumbled on a video talking about how they did the atmosphere, lighting, and tonemapping for Ghost of Tsushima and thought the process was interesting. This led me to wanting to try adding such blur effects in Godot but unsure how to go about it. I even found the kernels, or convolution matrix, for a group of image-processing effects consisting of normalized numbers.
After a few more attempts at researching in terms of C#, I decided to ask here since C# is a scripting language used in Godot. First, what is the best setup for the script to implement kernels so that I can swap out the 3x3 or 5x5 numbers to get different effects. I also wanna know if it’s possible for it to blend multiple kernels together at different percentages. In the Ghost of Tsushima video, someone managed to blend a Bilateral Filter with a Gaussian Blur.
This has brought me to my second question: Is it even possible to implement kernels used for 2D images in 3D scenes? And if it is possible, how much would the setup be different be in relation to the 2D setup? I would very much want to know for when I try my hand at a 3D platformer in the future.