Merge pull request #93324 from tracefree/reinhard-fix
Fix incorrect Reinhard tonemap operator
This commit is contained in:
commit
70fede82c5
|
@ -414,7 +414,7 @@
|
|||
Linear tonemapper operator. Reads the linear data and passes it on unmodified. This can cause bright lighting to look blown out, with noticeable clipping in the output colors.
|
||||
</constant>
|
||||
<constant name="TONE_MAPPER_REINHARDT" value="1" enum="ToneMapper">
|
||||
Reinhardt tonemapper operator. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code]. This avoids clipping bright highlights, but the resulting image can look a bit dull.
|
||||
Reinhard tonemapper operator. Performs a variation on rendered pixels' colors by this formula: [code]color = color * (1 + color / (white * white)) / (1 + color)[/code]. This avoids clipping bright highlights, but the resulting image can look a bit dull. When [member tonemap_white] is left at the default value of [code]1.0[/code] this is identical to [constant TONE_MAPPER_LINEAR] while also being slightly less performant.
|
||||
</constant>
|
||||
<constant name="TONE_MAPPER_FILMIC" value="2" enum="ToneMapper">
|
||||
Filmic tonemapper operator. This avoids clipping bright highlights, with a resulting image that usually looks more vivid than [constant TONE_MAPPER_REINHARDT].
|
||||
|
|
|
@ -5219,7 +5219,7 @@
|
|||
Output color as they came in. This can cause bright lighting to look blown out, with noticeable clipping in the output colors.
|
||||
</constant>
|
||||
<constant name="ENV_TONE_MAPPER_REINHARD" value="1" enum="EnvironmentToneMapper">
|
||||
Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code]. This avoids clipping bright highlights, but the resulting image can look a bit dull.
|
||||
Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors by this formula: [code]color = color * (1 + color / (white * white)) / (1 + color)[/code]. This avoids clipping bright highlights, but the resulting image can look a bit dull. When [member Environment.tonemap_white] is left at the default value of [code]1.0[/code] this is identical to [constant ENV_TONE_MAPPER_LINEAR] while also being slightly less performant.
|
||||
</constant>
|
||||
<constant name="ENV_TONE_MAPPER_FILMIC" value="2" enum="EnvironmentToneMapper">
|
||||
Use the filmic tonemapper. This avoids clipping bright highlights, with a resulting image that usually looks more vivid than [constant ENV_TONE_MAPPER_REINHARD].
|
||||
|
|
|
@ -76,8 +76,12 @@ vec3 tonemap_aces(vec3 color, float p_white) {
|
|||
return color_tonemapped / p_white_tonemapped;
|
||||
}
|
||||
|
||||
// Based on Reinhard's extended formula, see equation 4 in https://doi.org/cjbgrt
|
||||
vec3 tonemap_reinhard(vec3 color, float p_white) {
|
||||
return (p_white * color + color) / (color * p_white + p_white);
|
||||
float white_squared = p_white * p_white;
|
||||
vec3 white_squared_color = white_squared * color;
|
||||
// Equivalent to color * (1 + color / white_squared) / (1 + color)
|
||||
return (white_squared_color + color * color) / (white_squared_color + white_squared);
|
||||
}
|
||||
|
||||
#define TONEMAPPER_LINEAR 0
|
||||
|
@ -85,7 +89,7 @@ vec3 tonemap_reinhard(vec3 color, float p_white) {
|
|||
#define TONEMAPPER_FILMIC 2
|
||||
#define TONEMAPPER_ACES 3
|
||||
|
||||
vec3 apply_tonemapping(vec3 color, float p_white) { // inputs are LINEAR, always outputs clamped [0;1] color
|
||||
vec3 apply_tonemapping(vec3 color, float p_white) { // inputs are LINEAR
|
||||
// Ensure color values passed to tonemappers are positive.
|
||||
// They can be negative in the case of negative lights, which leads to undesired behavior.
|
||||
if (tonemapper == TONEMAPPER_LINEAR) {
|
||||
|
|
|
@ -256,8 +256,12 @@ vec3 tonemap_aces(vec3 color, float white) {
|
|||
return color_tonemapped / white_tonemapped;
|
||||
}
|
||||
|
||||
// Based on Reinhard's extended formula, see equation 4 in https://doi.org/cjbgrt
|
||||
vec3 tonemap_reinhard(vec3 color, float white) {
|
||||
return (white * color + color) / (color * white + white);
|
||||
float white_squared = white * white;
|
||||
vec3 white_squared_color = white_squared * color;
|
||||
// Equivalent to color * (1 + color / white_squared) / (1 + color)
|
||||
return (white_squared_color + color * color) / (white_squared_color + white_squared);
|
||||
}
|
||||
|
||||
vec3 linear_to_srgb(vec3 color) {
|
||||
|
@ -272,7 +276,7 @@ vec3 linear_to_srgb(vec3 color) {
|
|||
#define TONEMAPPER_FILMIC 2
|
||||
#define TONEMAPPER_ACES 3
|
||||
|
||||
vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always outputs clamped [0;1] color
|
||||
vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR
|
||||
// Ensure color values passed to tonemappers are positive.
|
||||
// They can be negative in the case of negative lights, which leads to undesired behavior.
|
||||
if (params.tonemapper == TONEMAPPER_LINEAR) {
|
||||
|
|
Loading…
Reference in New Issue