Эх сурвалжийг харах

misc fixes to mitigate banding
scriptside:
1) HDRPostFX::onEnabled needs to test vs GFXFormatR16G16B16A16F, as that's what's getting returned by getBestHDRFormat()
2) AL_FormatToken shifted to that same GFXFormatR16G16B16A16F target format
3) tangental but somewhat related, we were doubling up refposition offsets in the boxproject
sourceside:
tweaked the capture code for probes to ensure that the "screengrab" and output cubemap formats were identical

AzaezelX 5 жил өмнө
parent
commit
e28b6ae6de

+ 1 - 1
Templates/BaseGame/game/core/postFX/scripts/HDRPostFX.cs

@@ -287,7 +287,7 @@ function HDRPostFX::onEnabled( %this )
    // Set the right global shader define for HDR.
    if ( %format $= "GFXFormatR10G10B10A2" )
       addGlobalShaderMacro( "TORQUE_HDR_RGB10" );
-   else if ( %format $= "GFXFormatR16G16B16A16" )
+   else if ( %format $= "GFXFormatR16G16B16A16F" )
       addGlobalShaderMacro( "TORQUE_HDR_RGB16" );
                         
    echo( "HDR FORMAT: " @ %format );

+ 1 - 1
Templates/BaseGame/game/core/rendering/scripts/renderManager.cs

@@ -34,7 +34,7 @@ function initRenderManager()
       enabled = "false";
       
       //When hdr is enabled this will be changed to the appropriate format
-      format = "GFXFormatR8G8B8A8_SRGB";
+      format = "GFXFormatR16G16B16A16F";
       depthFormat = "GFXFormatD24S8";
       aaLevel = 0; // -1 = match backbuffer
       

+ 1 - 1
Templates/BaseGame/game/core/rendering/shaders/lighting.hlsl

@@ -377,7 +377,7 @@ float3 boxProject(float3 wsPosition, float3 wsReflectVec, float4x4 worldToObj, f
    float dist = min(min(furthestPlane.x, furthestPlane.y), furthestPlane.z);
    float3 posonbox = wsPosition + wsReflectVec * dist;
 
-   return posonbox - refPosition.xyz;
+   return posonbox;
 }
 
 float4 computeForwardProbes(Surface surface,