HDR review: remove from reflections, kill depth check, order of operations corrections.

This commit is contained in:
Azaezel 2016-12-27 10:24:49 -06:00
parent 38bf2b8175
commit 646c62d9f4
10 changed files with 47 additions and 67 deletions

View file

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