mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-14 22:50:45 +00:00
Tweaked HDR/ambient
This commit is contained in:
parent
5556231d71
commit
ad0ff8ec8d
4 changed files with 9 additions and 7 deletions
|
@ -19,8 +19,6 @@ _______________________________
|
|||
|
||||
- True 64 bit HDR lighting with adaptive tone mapping
|
||||
|
||||
The used Reinhard operator adds a bit more contrast to the game and gives it a harder look.
|
||||
|
||||
- Filmic post process effects like Technicolor color grading and film grain
|
||||
|
||||
- Fixed issues with Mesa drivers and allowed them to use shadow mapping
|
||||
|
|
|
@ -47,14 +47,14 @@ struct PS_OUT
|
|||
|
||||
#define USE_TECHNICOLOR 1 // [0 or 1]
|
||||
|
||||
#define Technicolor_Amount 0.5 // [0.00 to 1.00]
|
||||
#define Technicolor_Amount 0.6 // [0.00 to 1.00]
|
||||
#define Technicolor_Power 4.0 // [0.00 to 8.00]
|
||||
#define Technicolor_RedNegativeAmount 0.88 // [0.00 to 1.00]
|
||||
#define Technicolor_GreenNegativeAmount 0.88 // [0.00 to 1.00]
|
||||
#define Technicolor_BlueNegativeAmount 0.88 // [0.00 to 1.00]
|
||||
|
||||
#define USE_VIBRANCE 1
|
||||
#define Vibrance 0.75 // [-1.00 to 1.00]
|
||||
#define Vibrance 0.5 // [-1.00 to 1.00]
|
||||
#define Vibrance_RGB_Balance float3( 1.0, 1.0, 1.0 )
|
||||
|
||||
#define USE_FILMGRAIN 1
|
||||
|
|
|
@ -100,14 +100,18 @@ void main( PS_IN fragment, out PS_OUT result )
|
|||
|
||||
#if 1
|
||||
// advanced Reinhard operator, artistically desirable to burn out bright areas
|
||||
float L = Yr * ( 1.0 + Yr / ( Ymax * Ymax ) ) / ( 1.0 + Yr );
|
||||
//float L = Yr * ( 1.0 + Yr / ( Ymax * Ymax ) ) / ( 1.0 + Yr );
|
||||
|
||||
// exponential tone mapper that is very similar to the Uncharted one
|
||||
// very good in keeping the colors natural
|
||||
float L = 1.0 - exp( -Yr );
|
||||
color.rgb *= L;
|
||||
#else
|
||||
// Uncharted 2 tone mapper but looks weird :(
|
||||
|
||||
//float exposure = ( hdrKey / hdrAverageLuminance ) * 0.2;
|
||||
//float exposure = Yr * 1.0;
|
||||
float exposure = 0.5;
|
||||
float exposure = 1.0;
|
||||
float3 exposedColor = exposure * color.rgb;
|
||||
|
||||
float3 curr = Uncharted2Tonemap( exposedColor );
|
||||
|
|
|
@ -258,7 +258,7 @@ idCVar r_ldrContrastThreshold( "r_ldrContrastThreshold", "1.1", CVAR_RENDERER |
|
|||
idCVar r_ldrContrastOffset( "r_ldrContrastOffset", "3", CVAR_RENDERER | CVAR_FLOAT, "" );
|
||||
|
||||
idCVar r_useFilmicPostProcessEffects( "r_useFilmicPostProcessEffects", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "apply several post process effects to mimic a filmic look" );
|
||||
idCVar r_forceAmbient( "r_forceAmbient", "0.2", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_FLOAT, "render additional ambient pass to make the game less dark", 0.0f, 0.4f );
|
||||
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 );
|
||||
// RB end
|
||||
|
||||
const char* fileExten[3] = { "tga", "png", "jpg" };
|
||||
|
|
Loading…
Reference in a new issue