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When rendering physical light levels, problems can occur with managing the HDRI output of the real physics vs. the limited dynamic range of computer monitor displays. One method to deal with this to create visually pleasing results is known as tone mapping.This shader is a simple tone mapper. It simply adds a knee compression to “squash” overbrights into a manageable range. This shader takes the high dynamic range color and performs these operations in this order:1. The Pedestal parameter value is added to the color.2. The color components are then multiplied by the Gain parameter value.3. The resulting colors are checked if they are above the Knee parameter value.4. If they are above this value, they are “squashed” by the Compression ratio value.5. Finally, Gamma correction is performed.