Tweaked HDR/ambient

This commit is contained in:
Robert Beckebans 2015-12-24 18:46:28 +01:00
parent 5556231d71
commit ad0ff8ec8d
4 changed files with 9 additions and 7 deletions

View file

@ -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

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@ -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

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@ -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 );

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@ -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" };