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Call SRGBToLinear in Bloom FragPrefilter Pass #629
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gam0022
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gam0022:fix-bloom-prefilter-call-SRGBToLinear
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Call SRGBToLinear in Bloom FragPrefilter Pass #629
gam0022
wants to merge
3
commits into
Unity-Technologies:v2
from
gam0022:fix-bloom-prefilter-call-SRGBToLinear
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Create Example for Unity-Technologies/PostProcessing#629
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gam0022
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Sep 26, 2018
@Chman Would you please review?
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I fixed the Bloom Effect implementation: Calling
SRGBToLinear()in theFragPrefilterPass is missing.This change makes Bloom Effect maintain the same appearance regardless of the Unity's Color Space setting (Gamma or Linear).
Details
The Bloom threshold is in Linear Space.
PostProcessing/PostProcessing/Runtime/Effects/Bloom.cs
Line 124 in d4eb229
On the other hand, Bloom FragPrefilter does not convert to Linear Space.
PostProcessing/PostProcessing/Shaders/Builtins/Bloom.shader
Lines 31 to 41 in d4eb229
The UberShader Pass calls
LinearToSRGB().PostProcessing/PostProcessing/Shaders/Builtins/Uber.shader
Lines 233 to 237 in 4bfd2ef
It means that the Linear Space Threshold is compared with the SRGB Space RenderTexutre when
UNITY_COLORSPACE_GAMMAis defined (Unity Color Space: Gamma).I fixed this implementation so that the Bloom Effect works properly even if
UNITY_COLORSPACE_GAMMAis defined or not.Results
Before (v2 branch)
The intensity of Bloom is changed by Unity's color space setting (Gamma or Linear).
before_gamma
before_linear
After (this branch)
It maintains the same appearance regardless of the Unity's color space setting.
fixed_gamma
fixed_linear
The original image belongs to the following site.
http://www.humus.name/index.php?page=Textures&ID=18