Skip to content

Suggestion: Implement HDR shading with tonemapping #31

@eira-fransham

Description

@eira-fransham

In my project where I've been rendering Quake 2 maps (https://github.com/Vurich/goeld) I implemented tonemapping, by rendering everything to Rg11b10Float and then using an implementation of ACES tonemapping on the luminance value of each pixel (shader here). This makes the whole world look way better, and I can't recommend it enough - especially since you've already got a post-processing step. It makes everything in shadow a lot easier to see, and makes the image more cohesive overall. Check out some of the screenshots in the readme. You may need to play with the gamma and intensity amounts until you get something that looks pretty good, but it shouldn't be too tough to implement. Modern HDR rendering uses adaptive gamma, but old games designed their maps around having a single gamma value so you don't need to implement anything like that.

Metadata

Metadata

Assignees

No one assigned

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions