Skip to content
Closed
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
12 changes: 6 additions & 6 deletions scene/resources/environment.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1401,10 +1401,10 @@ void Environment::_bind_methods() {
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "glow_levels/6", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_glow_level", "get_glow_level", 5);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "glow_levels/7", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_glow_level", "get_glow_level", 6);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "glow_normalized"), "set_glow_normalized", "is_glow_normalized");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "glow_intensity", PROPERTY_HINT_RANGE, "0.0,8.0,0.01"), "set_glow_intensity", "get_glow_intensity");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "glow_strength", PROPERTY_HINT_RANGE, "0.0,2.0,0.01"), "set_glow_strength", "get_glow_strength");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "glow_intensity", PROPERTY_HINT_RANGE, "0.0,8.0,0.01,or_greater"), "set_glow_intensity", "get_glow_intensity");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "glow_strength", PROPERTY_HINT_RANGE, "0.0,2.0,0.01,or_greater"), "set_glow_strength", "get_glow_strength");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "glow_mix", PROPERTY_HINT_RANGE, "0.0,1.0,0.001"), "set_glow_mix", "get_glow_mix");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "glow_bloom", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"), "set_glow_bloom", "get_glow_bloom");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "glow_bloom", PROPERTY_HINT_RANGE, "0.0,1.0,0.01,or_greater"), "set_glow_bloom", "get_glow_bloom");
ADD_PROPERTY(PropertyInfo(Variant::INT, "glow_blend_mode", PROPERTY_HINT_ENUM, "Additive,Screen,Softlight,Replace,Mix"), "set_glow_blend_mode", "get_glow_blend_mode");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "glow_hdr_threshold", PROPERTY_HINT_RANGE, "0.0,4.0,0.01"), "set_glow_hdr_bleed_threshold", "get_glow_hdr_bleed_threshold");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "glow_hdr_scale", PROPERTY_HINT_RANGE, "0.0,4.0,0.01"), "set_glow_hdr_bleed_scale", "get_glow_hdr_bleed_scale");
Expand Down Expand Up @@ -1522,9 +1522,9 @@ void Environment::_bind_methods() {

ADD_GROUP("Adjustments", "adjustment_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "adjustment_enabled", PROPERTY_HINT_GROUP_ENABLE, "feature"), "set_adjustment_enabled", "is_adjustment_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "adjustment_brightness", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_brightness", "get_adjustment_brightness");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "adjustment_contrast", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_contrast", "get_adjustment_contrast");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "adjustment_saturation", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_saturation", "get_adjustment_saturation");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "adjustment_brightness", PROPERTY_HINT_RANGE, "0.0,2.0,0.01,or_greater"), "set_adjustment_brightness", "get_adjustment_brightness");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "adjustment_contrast", PROPERTY_HINT_RANGE, "0.0,2.0,0.01,or_greater,or_less"), "set_adjustment_contrast", "get_adjustment_contrast");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "adjustment_saturation", PROPERTY_HINT_RANGE, "0.0,2.0,0.01,or_greater,or_less"), "set_adjustment_saturation", "get_adjustment_saturation");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "adjustment_color_correction", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D,Texture3D"), "set_adjustment_color_correction", "get_adjustment_color_correction");

// Constants
Expand Down
19 changes: 8 additions & 11 deletions servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -422,9 +422,9 @@ vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blendi
}

vec3 apply_bcs(vec3 color, vec3 bcs) {
color = mix(vec3(0.0f), color, bcs.x);
color = mix(vec3(0.5f), color, bcs.y);
color = mix(vec3(dot(vec3(1.0f), color) * 0.33333f), color, bcs.z);
color = mix(vec3(0.0), color, bcs.x);
color = mix(vec3(0.1841865185), color, bcs.y); // CIELIB middle gray.
color = mix(vec3(dot(vec3(0.2126, 0.7152, 0.0722), color)), color, bcs.z);

return color;
}
Expand Down Expand Up @@ -866,9 +866,6 @@ void main() {

color.rgb = apply_tonemapping(color.rgb, params.white);

if (bool(params.flags & FLAG_CONVERT_TO_SRGB)) {
color.rgb = linear_to_srgb(color.rgb); // Regular linear -> SRGB conversion.
}
#ifndef SUBPASS
// Glow
if (bool(params.flags & FLAG_USE_GLOW) && params.glow_mode != GLOW_MODE_MIX) {
Expand All @@ -877,12 +874,8 @@ void main() {
glow = mix(glow, texture(glow_map, uv_interp).rgb * glow, params.glow_map_strength);
}

// high dynamic range -> SRGB
// High dynamic range -> LDR.
glow = apply_tonemapping(glow, params.white);
if (bool(params.flags & FLAG_CONVERT_TO_SRGB)) {
glow = linear_to_srgb(glow);
}

color.rgb = apply_glow(color.rgb, glow);
}
#endif
Expand All @@ -893,6 +886,10 @@ void main() {
color.rgb = apply_bcs(color.rgb, params.bcs);
}

if (bool(params.flags & FLAG_CONVERT_TO_SRGB)) {
color.rgb = linear_to_srgb(color.rgb);
}
Comment on lines 889 to 891
Copy link
Copy Markdown
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

I think this should be before BCS since BCS assumes sRGB-space inputs

Copy link
Copy Markdown
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Just corrected the formula for linear space.

Copy link
Copy Markdown
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Because this sort of contrast function only works well when applied to perceptually uniform values, it probably makes the most sense to simply always apply BCS on nonlinear sRGB encoded values, regardless of HDR 2D setting.


if (bool(params.flags & FLAG_USE_COLOR_CORRECTION)) {
color.rgb = apply_color_correction(color.rgb);
}
Expand Down
Loading