1 |
I
played
around
with
both
too,
and
I'm
not
sure
what
you
mean
by
Reinhard
grainyness,
especially
when
using
luminance-based
Reinhard.
I
think
the
issue
is
in
the
bright
shader.
You
removed
the
line
|
1 |
I
played
around
with
both
too,
and
while
I
kinda
see
what
you
mean
(
though
I
found
some
configurations
that
were
reasonably
close)
,
I'm
not
sure
what
you
mean
by
Reinhard
grainyness,
especially
when
using
luminance-based
Reinhard.
I
think
the
issue
is
in
the
bright
shader.
You
removed
the
line
|
2 |
[quote]color = color - color*(illuminationThreshold/max(illum, 0.00001));[/quote]
|
2 |
[quote]color = color - color*(illuminationThreshold/max(illum, 0.00001));[/quote]
|
3 |
from that shader when porting it over to HDR, and I'm not sure why. It makes sure all bloom additions start from 0, rather than just doubling the brightness of bright areas. It requires a higher fragMaxBrightness to see in the final image, but it also transitions much more smoothly to bright bloomy areas.
|
3 |
from that shader when porting it over to HDR, and I'm not sure why. It makes sure all bloom additions start from 0, rather than just doubling the brightness of bright areas. It requires a higher fragMaxBrightness to see in the final image, but it also transitions much more smoothly to bright bloomy areas.
|