The release number or commit hash of the version you're using.
b231ebbc195e12ae47616748e532c8dbc24218dd (branch release-0.14.0, also tried with crates.io version)
I added the SmaaSettings to the cameras in my split screen game.
SmaaSettings {
preset: SmaaPreset::High,
},
What went wrong
I was expecting SMAA to look the same on every camera but instead it looked stronger on the additional cameras.
Additional information
I was able to replicate this on the Bevy split_screen example:
You can see it on the UI buttons the most.
I believe this is caused by the effect writing outside the camera's viewport causing a multiplying effect with the camera's layered on top of each other. Restricting it to the camera's viewport somehow would probably solve this.
If we get this solved, we should update the post_processing example too as it suffers from the same problem. It's not going to be obvious in that example, but it's used as an example for creating other fullscreen effects. I used it to create a film grain noise effect and it has the same problem of the noise being multiplied from other cameras depending on the order.
Here's an example of it happening with my noise shader in case it helps make sense of the problem. The camera order decreases starting from the top left, so the effect is more pronounced on later cameras because, I assume, the previous camera's effect is rendered on top of them:
Bevy version
0.14.0
The release number or commit hash of the version you're using. b231ebbc195e12ae47616748e532c8dbc24218dd (branch
release-0.14.0
, also tried with crates.io version)System information
Archi Linux (EndeavorOS) DE: KDE Plasma
What you did
I added the SmaaSettings to the cameras in my split screen game.
What went wrong
I was expecting SMAA to look the same on every camera but instead it looked stronger on the additional cameras.
Additional information
I was able to replicate this on the Bevy split_screen example:![image](https://github.com/bevyengine/bevy/assets/7019130/34163de9-56b3-4443-b87b-77ce79d523a4)
You can see it on the UI buttons the most.
I believe this is caused by the effect writing outside the camera's viewport causing a multiplying effect with the camera's layered on top of each other. Restricting it to the camera's viewport somehow would probably solve this.
If we get this solved, we should update the![image](https://github.com/bevyengine/bevy/assets/7019130/1d69a7dc-4223-47c0-b661-e549b703ad47)
post_processing
example too as it suffers from the same problem. It's not going to be obvious in that example, but it's used as an example for creating other fullscreen effects. I used it to create a film grain noise effect and it has the same problem of the noise being multiplied from other cameras depending on the order. Here's an example of it happening with my noise shader in case it helps make sense of the problem. The camera order decreases starting from the top left, so the effect is more pronounced on later cameras because, I assume, the previous camera's effect is rendered on top of them: