So, not sure how best describe this, but after I tried using SaturationEffectComponent in game, shader is sometimes applied to whole screen, or maybe all objects, using parameters from the component which was created last.
You may see this in a test game I was making, called "LayerGame":
run game
observe the first room and remember how it looks like
press Ctrl + 2 to commence transition into second room, which creates few objects with saturation component.
room 2 is loaded asynchronously, and you may notice how room 1 suddenly has saturation effect applied on it.
if transition was too fast, press Ctrl + 1 to return to previous room once in room 2. You will observe shader applied over whole room 1.
note, even in room 2 there are background layers (one with "planets" and one with multiple "islands") which do not have this component on them, yet they are still affected by shader.
I tried to reproduce this in Demo Game, but for some reason could not achieve exactly same result. However, you may try following:
apply Saturation effect to any random object in any room. For example, to the lamp posts in "Dars Room".
now when running the game, you will see saturation effect being applied temporarily to the whole screen every time during room transition.
So, not sure how best describe this, but after I tried using SaturationEffectComponent in game, shader is sometimes applied to whole screen, or maybe all objects, using parameters from the component which was created last.
You may see this in a test game I was making, called "LayerGame":
I tried to reproduce this in Demo Game, but for some reason could not achieve exactly same result. However, you may try following: