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@@ -22,7 +22,7 @@
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/// Blends between the scene and the tone mapped scene.
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-$HDRPostFX::enableToneMapping = 1.0;
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+$HDRPostFX::enableToneMapping = 0.5;
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/// The tone mapping middle grey or exposure value used
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/// to adjust the overall "balance" of the image.
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@@ -318,7 +318,7 @@ function HDRPostFX::onDisabled( %this )
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GammaPostFX.enable();
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// Restore the non-HDR offscreen surface format.
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- %format = "GFXFormatR8G8B8A8";
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+ %format = getBestHDRFormat();
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AL_FormatToken.format = %format;
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setReflectFormat( %format );
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@@ -333,8 +333,8 @@ function HDRPostFX::onDisabled( %this )
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singleton PostEffect( HDRPostFX )
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{
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isEnabled = false;
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- allowReflectPass = true;
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-
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+ allowReflectPass = false;
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+
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// Resolve the HDR before we render any editor stuff
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// and before we resolve the scene to the backbuffer.
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renderTime = "PFXBeforeBin";
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@@ -359,7 +359,7 @@ singleton PostEffect( HDRPostFX )
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new PostEffect()
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{
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- allowReflectPass = true;
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+ allowReflectPass = false;
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shader = HDR_DownScale4x4Shader;
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stateBlock = HDR_DownSampleStateBlock;
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texture[0] = "$inTex";
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@@ -370,7 +370,7 @@ singleton PostEffect( HDRPostFX )
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new PostEffect()
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{
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- allowReflectPass = true;
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+ allowReflectPass = false;
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internalName = "bloomH";
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shader = HDR_BloomGaussBlurHShader;
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@@ -382,7 +382,7 @@ singleton PostEffect( HDRPostFX )
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new PostEffect()
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{
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- allowReflectPass = true;
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+ allowReflectPass = false;
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internalName = "bloomV";
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shader = HDR_BloomGaussBlurVShader;
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@@ -397,7 +397,7 @@ singleton PostEffect( HDRPostFX )
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// Now calculate the adapted luminance.
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new PostEffect()
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{
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- allowReflectPass = true;
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+ allowReflectPass = false;
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internalName = "adaptLum";
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shader = HDR_SampleLumShader;
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@@ -409,7 +409,7 @@ singleton PostEffect( HDRPostFX )
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new PostEffect()
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{
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- allowReflectPass = true;
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+ allowReflectPass = false;
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shader = HDR_DownSampleLumShader;
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stateBlock = HDR_DownSampleStateBlock;
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texture[0] = "$inTex";
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@@ -420,7 +420,7 @@ singleton PostEffect( HDRPostFX )
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new PostEffect()
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{
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- allowReflectPass = true;
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+ allowReflectPass = false;
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shader = HDR_DownSampleLumShader;
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stateBlock = HDR_DownSampleStateBlock;
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texture[0] = "$inTex";
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@@ -431,7 +431,7 @@ singleton PostEffect( HDRPostFX )
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new PostEffect()
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{
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- allowReflectPass = true;
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+ allowReflectPass = false;
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shader = HDR_DownSampleLumShader;
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stateBlock = HDR_DownSampleStateBlock;
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texture[0] = "$inTex";
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@@ -445,8 +445,8 @@ singleton PostEffect( HDRPostFX )
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// one... PostEffect takes care to manage that.
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new PostEffect()
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{
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- allowReflectPass = true;
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- internalName = "finalLum";
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+ allowReflectPass = false;
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+ internalName = "finalLum";
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shader = HDR_CalcAdaptedLumShader;
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stateBlock = HDR_DownSampleStateBlock;
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texture[0] = "$inTex";
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@@ -462,7 +462,7 @@ singleton PostEffect( HDRPostFX )
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// version of the scene.
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new PostEffect()
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{
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- allowReflectPass = true;
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+ allowReflectPass = false;
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internalName = "combinePass";
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shader = HDR_CombineShader;
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@@ -471,7 +471,6 @@ singleton PostEffect( HDRPostFX )
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texture[1] = "#adaptedLum";
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texture[2] = "#bloomFinal";
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texture[3] = $HDRPostFX::colorCorrectionRamp;
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- texture[4] = "#prepass";
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target = "$backBuffer";
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};
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};
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