Open rileyzzz opened 3 years ago
Seems like RGBA16161616F and RGBA32323232F support was added in a recent commit could we get the option to disable the post processing of the drawn scene and just use the unmodified color data (while still using a high precision RT)? i.e. if we're rendering it onto a mesh in the world or using a func_monitor, the post processing ends up happening twice
This shouldn't be affecting func_monitor at all
Aight, didn’t know if func_monitor had an underlying C# implementation that relied on DrawScene In my current project I’m using the RT texture in the world which does end up post-processing it a second time and makes everything super bright
Which uses would you have for another depth format?
I don't have a specific use case but it feels like something you should be able to do if you want it (and you aren't making use of the stencil bits of D24S8) D32 might come in handy if you've got a really gigantic scene and want to render it all to a render target while minimizing precision issues - this would definitely be a rare situation though, and D32 over D24S8 probably wouldn't make that much of a difference adding onto that, it might also be useful to be able to run DrawScene with just a depth target and no color target, if you're using the texture later in a shader or something (shadow maps etc) - this is something you more than likely wouldn't need stencil bits for, and could probably get away with D16
I've moved the main game rendering to D32 when not in VR, I will revisit this soon if you don't need stencils
What can't you do? Unable to use image formats like RGBA16161616 or RGBA32323232F for the color target of Render.DrawScene, or different depth formats for the depth target
How would you like it to work? Support rendering to a number of additional image formats beyond RGBA8888, which would allow for overbright or HDR color data to be properly handled in post processing passes. Additionally, support for alternate depth formats like D32 or D16 would allow for more flexible control over depth precision
What have you tried? Currently, rendering to a target with any formats other than RGBA8888 for color and D24S8 for depth throws an exception.
Additional context