Closed stephen-hqxu closed 2 years ago
With atmoshperic scattering, the color of the sky can easily go beyond the standard range [0.0, 1.0], so the sun is very large and bright.
Consider doing HDR rendering with exposure correction like:
uniform float Exposure; FragColor = vec4(pow(1.0f - exp(-Exposure * atmosphere(...)), vec3(1.0f / 2.2f)), 1.0f);
The screenshot is taken with the same sun elevation angle. With the help of filmic HDR tone mapping and gamma correction, the sunlight looks much smoother.
With atmoshperic scattering, the color of the sky can easily go beyond the standard range [0.0, 1.0], so the sun is very large and bright.
Consider doing HDR rendering with exposure correction like: