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Temporarily disable tone mapping of volumetrics to avoid banding artifacts

/main
Evgenii Golubev 6 年前
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ebb293eb
共有 2 个文件被更改,包括 4 次插入2 次删除
  1. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VBuffer.hlsl
  2. 3
      ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumetricLighting.compute

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VBuffer.hlsl


bool quadraticFilterXY)
{
// TODO: add some slowly animated noise to the reconstructed value.
return FastTonemapInvert(SampleVBuffer(TEXTURE3D_PARAM(VBufferLighting, clampSampler),
// TODO: re-enable tone mapping after implementing pre-exposure.
return /*FastTonemapInvert*/(SampleVBuffer(TEXTURE3D_PARAM(VBufferLighting, clampSampler),
positionNDC,
linearDepth,
VBufferResolution,

3
ScriptableRenderPipeline/HDRenderPipeline/HDRP/Lighting/Volumetrics/VolumetricLighting.compute


// Note: for correct filtering, the data has to be stored in the perceptual space.
// This means storing the tone mapped radiance and transmittance instead of optical depth.
// See "A Fresh Look at Generalized Sampling", p. 51.
_VBufferLightingIntegral[voxelCoord] = float4(FastTonemap(totalRadiance), Transmittance(opticalDepth));
// TODO: re-enable tone mapping after implementing pre-exposure.
_VBufferLightingIntegral[voxelCoord] = float4(/*FastTonemap*/(totalRadiance), Transmittance(opticalDepth));
// Compute the optical depth up to the end of the interval.
opticalDepth += 0.5 * extinction * dt;

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