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*The HDR tone mapping pass now also performs color correction through the use of a 3D color lookup table
*Added anamorphic bokeh effect as an option (disabled by default)
*Lens flare textures now have full mip chain
Synesthesia3D:
*Fixed an issue where the addressing mode on the W axis for 3D textures was not properly set
CREATE_ARTIST_PARAMETER_OBJECT("Highlight gain", "Brightness gain (higher = more prominent bokeh)", "Depth of field", fHighlightGain.GetCurrentValue(), 0.1f);
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CREATE_ARTIST_BOOLPARAM_OBJECT("Anamorphic bokeh", "Stretch bokeh effect like on an anamorphic lens", "Depth of field", bAnamorphicBokeh.GetCurrentValue());
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CREATE_ARTIST_BOOLPARAM_OBJECT("Autofocus", "Use autofocus", "Depth of field", bAutofocus.GetCurrentValue());
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CREATE_ARTIST_PARAMETER_OBJECT("Autofocus time", "Autofocus animation duration in seconds", "Depth of field", DOF_AUTOFOCUS_TIME, 1.f);;
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@@ -775,6 +781,10 @@ namespace GITechDemoApp
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CREATE_ARTIST_PARAMETER_OBJECT("Linear white", "Reference linear white value of the filmic tone mapping curve", "HDR tone mapping", fLinearWhite.GetCurrentValue(), 0.1f);
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CREATE_ARTIST_PARAMETER_OBJECT("Exposure adapt speed", "Seconds in which the exposure adapts to scene brightness", "HDR tone mapping", fLumaAdaptSpeed.GetCurrentValue(), 0.1f);
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// Color correction (part of HDR tonemapping shader)
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CREATE_ARTIST_BOOLPARAM_OBJECT("Apply color correction", "Use the provided 3D color lookup table to do color correction", "Color correction", bApplyColorCorrection.GetCurrentValue());
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CREATE_ARTIST_BOOLPARAM_OBJECT("sRGB color lookup table", "Apply gamma correction when sampling the 3D color lookup table", "Color correction", SRGB_COLOR_CORRECTION);
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// Film grain (part of HDR tonemapping shader)
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CREATE_ARTIST_PARAMETER_OBJECT("Film grain amount", "Amount of film grain applied to the image", "Film grain", fFilmGrainAmount.GetCurrentValue(), 0.001f);
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