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Tweaked HDR/ambient
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commit
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3 changed files with 28 additions and 15 deletions
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@ -47,14 +47,14 @@ struct PS_OUT
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#define USE_TECHNICOLOR 1 // [0 or 1]
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#define Technicolor_Amount 0.6 // [0.00 to 1.00]
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#define Technicolor_Amount 0.5 // [0.00 to 1.00]
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#define Technicolor_Power 4.0 // [0.00 to 8.00]
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#define Technicolor_RedNegativeAmount 0.88 // [0.00 to 1.00]
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#define Technicolor_GreenNegativeAmount 0.88 // [0.00 to 1.00]
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#define Technicolor_BlueNegativeAmount 0.88 // [0.00 to 1.00]
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#define USE_VIBRANCE 1
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#define Vibrance 0.5 // [-1.00 to 1.00]
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#define Vibrance 0.5 // [-1.00 to 1.00]
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#define Vibrance_RGB_Balance float3( 1.0, 1.0, 1.0 )
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#define USE_FILMGRAIN 1
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@ -43,13 +43,13 @@ struct PS_OUT
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float4 color : COLOR;
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};
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float A = 0.15;
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float B = 0.50;
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float C = 0.10;
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float D = 0.20;
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float E = 0.02;
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float F = 0.30;
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float W = 11.2;
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float A = 0.22; // shoulder strength
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float B = 0.3; // linear strength
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float C = 0.10; // linear angle
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float D = 0.20; // toe strength
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float E = 0.01; // toe numerator
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float F = 0.30; // toe denominator
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float W = 11.2; // linear white point
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float3 Uncharted2Tonemap( float3 x )
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{
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@ -98,16 +98,29 @@ void main( PS_IN fragment, out PS_OUT result )
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float Ymax = hdrMaxLuminance;
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#if 1
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#if 0
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// advanced Reinhard operator, artistically desirable to burn out bright areas
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//float L = Yr * ( 1.0 + Yr / ( Ymax * Ymax ) ) / ( 1.0 + Yr );
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float L = Yr * ( 1.0 + Yr / ( Ymax * Ymax ) ) / ( 1.0 + Yr );
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color.rgb *= L;
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// http://freespace.virgin.net/hugo.elias/graphics/x_posure.htm
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// exponential tone mapper that is very similar to the Uncharted one
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// very good in keeping the colors natural
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float L = 1.0 - exp( -Yr );
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color.rgb *= L;
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//float exposure = 1.0;
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//float L = ( 1.0 - exp( -Yr * exposure ) );
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//color.rgb *= L;
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// Kodak filmic tone mappping, includes gamma correction
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//float3 rgb = max( float3( 0 ), color.rgb - float3( 0.004 ) );
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//color.rgb = rgb * ( float3( 0.5 ) + 6.2 * rgb ) / ( float3( 0.06 ) + rgb * ( float3( 1.7 ) + 6.2 * rgb ) );
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// http://iwasbeingirony.blogspot.de/2010/04/approximating-film-with-tonemapping.html
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//const float cutoff = 0.025;
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//color.rgb += ( cutoff * 2.0 - color.rgb ) * saturate( cutoff * 2 - color.rgb ) * ( 0.25 / cutoff ) - cutoff;
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//color.rgb = color.rgb * ( float3( 0.5 ) + 6.2 * color.rgb ) / ( float3( 0.06 ) + color.rgb * ( float3( 1.7 ) + 6.2 * color.rgb ) );
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#else
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// Uncharted 2 tone mapper but looks weird :(
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// Uncharted 2 tone mapping based on Kodak film curve
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//float exposure = ( hdrKey / hdrAverageLuminance ) * 0.2;
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//float exposure = Yr * 1.0;
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@ -258,7 +258,7 @@ idCVar r_ldrContrastThreshold( "r_ldrContrastThreshold", "1.1", CVAR_RENDERER |
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idCVar r_ldrContrastOffset( "r_ldrContrastOffset", "3", CVAR_RENDERER | CVAR_FLOAT, "" );
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idCVar r_useFilmicPostProcessEffects( "r_useFilmicPostProcessEffects", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "apply several post process effects to mimic a filmic look" );
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idCVar r_forceAmbient( "r_forceAmbient", "0.3", CVAR_RENDERER | CVAR_FLOAT, "render additional ambient pass to make the game less dark", 0.0f, 0.4f );
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idCVar r_forceAmbient( "r_forceAmbient", "0.2", CVAR_RENDERER | CVAR_FLOAT, "render additional ambient pass to make the game less dark", 0.0f, 0.4f );
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// RB end
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const char* fileExten[3] = { "tga", "png", "jpg" };
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