diff --git a/RELEASE-NOTES.txt b/RELEASE-NOTES.txt index 0b6804af..ce3116dd 100644 --- a/RELEASE-NOTES.txt +++ b/RELEASE-NOTES.txt @@ -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 diff --git a/base/renderprogs/postprocess.pixel b/base/renderprogs/postprocess.pixel index 5db525c2..76f9ae87 100644 --- a/base/renderprogs/postprocess.pixel +++ b/base/renderprogs/postprocess.pixel @@ -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 diff --git a/base/renderprogs/tonemap.pixel b/base/renderprogs/tonemap.pixel index d2f913de..74129c30 100644 --- a/base/renderprogs/tonemap.pixel +++ b/base/renderprogs/tonemap.pixel @@ -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 ); diff --git a/neo/renderer/RenderSystem_init.cpp b/neo/renderer/RenderSystem_init.cpp index 7c7e98d1..b2ea2f17 100644 --- a/neo/renderer/RenderSystem_init.cpp +++ b/neo/renderer/RenderSystem_init.cpp @@ -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" };