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## System information
model name : 12th Gen Intel(R) Core(TM) i7-12700K
00:02.0 VGA compatible controller [0300]: Intel Corporation AlderLake-S GT1 [8086:4680] (rev 0c)
no display, render only…
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I write a test case like this(inverseTonemap and Inverse_Tonemap_Unreal is copy from common_graphics.fs):
```
int main(int argc, char **argv) {
float step = 0.01;
printf("Raw,toneMapping,Inver…
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I'm going to look into this, but in case anybody will know what is wrong right off, I'm getting an error translating Bevy's new PBR shader to GLSL from WGSL. Somehow the GLSL ends up with a call to a …
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This for clients that are SDR only. Now the colors are all washed out. Newer ffmpeg has a pretty nice tonemapping filter.
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Hello,
I created a material with *shadingModel : unlit* and *material.baseColor.rgb = vec3(1.0, 0.0,0.0)*, however the resulting color in my monitor is *(0.96, 0.12, 0.07)*.
Any ideas about how…
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Hi! how are you!
I always got your code working while in some situations, maybe some kind of transpiling i dunno!
Then lately i moved into another kind of transpiling ambient etc...
then the sky…
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Hey all,
I'm finishing up the much-delayed new incarnation of Mission Control:
http://superfad.com/missioncontrol/video/
I have a lot of little loose ends to take care of, but there are some bigger…
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Hi guys
I want to change the default tone_mapping algorithm,because ACES is too bright . I tried to change the function tonemap in the file filament\shaders\src\tone_mapping.fs , and rebuild matc…
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the idea that to the darkest to which we adapt the less colour we see could make the effect more interesting. don't you think?
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I have been trying to make my scene render meaningful shadows for a while now. At first it was rendering as if the whole scene was covered in shadows. I then found this reference https://github.com/ex…