Closed Try closed 1 year ago
Some screens for inspiration:
current main issue: bright day look:
Left - gamma renderer, with fog ad-hook Right - linear+ Jodie Reinhard, additive fog
Sky is almost same, objects are close to sage (except pfx, not in screenshoot), foggy object - big problem
Inverse tonemapping for base-pass. Slightly better:
Doesn't make much sense from physical point, but it's working very well from content point of view, since I need tone-mapped image looks similar original game
Finally reasonable output:
Wally of mines finally looks 'OK':
TODO for fog: https://blog.demofox.org/2020/05/10/ray-marching-fog-with-blue-noise/
TODO2: Make use of sun and moon sprites
Linear color system is move correct in terms of math/rendering, so it would make sense to use it. Stuff like water/sky/dof heavily depends on it.
I've made a prototype in a branch: 08323f1361ad633da92e1a81ece3a7d18cc65442. Works well for penal colony and evenings and horrible for day-time and indoor scenes.
Also found a few bugs while on it - probably should fix them first.