Post Process Effects
If your are above 60 fps add chromatic aberration.
Flame on R.
Post effects are modifications of the image after it have been rendered. Many of these simulate photography and optics as the way to tell a story in film often is used in games.
Ambient Occlusion - Modify the lightning over a surface depending on how how exposed it is to the ambient lightning.
Anti-aliasing - Tries to minimize the aliasing in the image.
Bloom - Bright areas of the image bleed over into darker areas.
Depth of Field - Simulate a effective focus range on the camera where things outside the range appear blurry.
Motion Blur - Blur the image when the camera move rapidly.
Tonemapping - Map HDR colors to LDR colors.
AMD FidelityFX Super Resolution (FSR) source code is now available here on GPUOpen - 2021
An Initial Inspection of FidelityFX Super Resolution - 2021
Optimizing Triangles for a Full-screen Pass - 2021
Tile-based optimization for post processing - 2021
My take on shaders: Color grading with Look-up Textures (LUT) - 2019
The Sharpening Curse - 2019
Adaptive Exposure from Luminance Histograms - 2019
Tone Mapping - 2019
Automatic Exposure Using a Luminance Histogram - 2019
Using AMD Freesync 2 HDR: Tone Mapping - 2019
A Life of a Bokeh - 2018
Upscaling half resolution screen space effects - 2017
Interactive Cubic Bezier Splines - 2015
Designing a next-generation post-effects pipeline - 2014
Volumetric Fog: Unified Compute Shader-based Solution To Atmospheric Scattering - 2014
Next Generation Post Processing In Call Of Duty: Advanced Warfare - 2014
Call for a new Post-Processing Pipeline - 2013
Image Imperfections & Film Grain Post-Process FX - 2013
Curved Paths - 2013
Tech feature: hdr lightning - 2012
Efficient Gaussian blur with linear sampling - 2010
Night Vision Post Processing Filter (GLSL) | Geeks3D - 2009
Post Processing in the Orange Box - 2008
Creating A Post-Processing Framework: - 2006
Gaussian Blur Experiments - 2006
Using Lookup Tables to Accelerate Color Transforms - 2005