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Implement post-processing pipeline #40

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Description

@brmassa

Implement a post-processing pipeline for the Scene View and final output.

Parent Issue

Part of the 3D scene pipeline improvements.

Current State

No post-processing exists. The render pipeline outputs directly to the swapchain/framebuffer without any intermediate passes; standardShader.frag applies a fixed Reinhard tonemap and gamma inline, which should move into this pipeline.

Tasks:

  • Implement render-to-texture infrastructure (intermediate framebuffer)
  • Create a post-processing effect system (chain of effects applied in order)
  • Implement Bloom (Gaussian blur + additive blend)
  • Implement Tonemapping (ACES, Reinhard, or Unity URP tonemapper)
  • Implement FXAA or TAA anti-aliasing
  • Implement SSAO (Screen-Space Ambient Occlusion)
  • Add post-processing volume/stack component for per-scene configuration
  • Create a post-processing editor panel in Studio

Acceptance Criteria:

  • Post-processing effects can be enabled/disabled and ordered.
  • Bloom, tonemapping, and anti-aliasing are functional.
  • Effects are configurable per-scene via a component.
  • Performance impact is measurable and documented.

Related:

Activity

  1. added
    c:graphicsGraphics pipeline: Vulkan, RHI, shaders, rendering
    p:mediumMedium priority — fix in next sprint
    size:L~1-2 weeks — significant feature
    t:featureNew feature implementation
    on Sep 24, 2026
  2. removed this from the milestone on Sep 25, 2026
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    c:graphicsGraphics pipeline: Vulkan, RHI, shaders, renderingp:mediumMedium priority — fix in next sprintsize:L~1-2 weeks — significant featuret:featureNew feature implementation

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