diff options
author | RunitaiLinden <davep@lindenlab.com> | 2024-03-28 14:06:11 -0500 |
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committer | GitHub <noreply@github.com> | 2024-03-28 14:06:11 -0500 |
commit | 617436b7cb9a574c08e49974046c330da1b706e0 (patch) | |
tree | 71de96f51f258a5a6100c50542c03cd881a0de27 | |
parent | 74b2f5b2ddd7889b3763be0a7124ce66b23e4c8d (diff) |
#1046 Tweak auto-exposure to not underexpose bright scenes (#1084)
4 files changed, 51 insertions, 2 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index a28ea7294c..a988c515ce 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -10833,6 +10833,17 @@ <key>Value</key> <real>0.5</real> </map> + <key>RenderDiffuseLuminanceScale</key> + <map> + <key>Comment</key> + <string>Luminance adjustment for diffuse surfaces to aid auto-exposure behavior</string> + <key>Persist</key> + <integer>0</integer> + <key>Type</key> + <string>F32</string> + <key>Value</key> + <real>0.5</real> + </map> <key>RenderShaderLODThreshold</key> <map> <key>Comment</key> diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl index c8afacf9bb..95b2f80e06 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl @@ -34,6 +34,8 @@ in vec2 vary_fragcoord; uniform sampler2D diffuseRect; uniform sampler2D emissiveRect; +uniform sampler2D normalMap; +uniform float diffuse_luminance_scale; float lum(vec3 col) { @@ -45,7 +47,21 @@ void main() { vec2 tc = vary_fragcoord*0.6+0.2; tc.y -= 0.1; // HACK - nudge exposure sample down a little bit to favor ground over sky - vec3 c = texture(diffuseRect, tc).rgb + texture(emissiveRect, tc).rgb; + vec3 c = texture(diffuseRect, tc).rgb; + + vec4 norm = texture(normalMap, tc); + + if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_HDRI) && + !GET_GBUFFER_FLAG(GBUFFER_FLAG_SKIP_ATMOS)) + { + // Apply the diffuse luminance scale to objects but not the sky + // Prevents underexposing when looking at bright environments + // while still allowing for realistically bright skies. + c *= diffuse_luminance_scale; + } + + c += texture(emissiveRect, tc).rgb; + float L = lum(c); frag_color = vec4(max(L, 0.0)); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index d89377326e..1629ed91c8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -153,6 +153,15 @@ float noise(vec2 x) { //============================= +void debugExposure(inout vec3 color) +{ + float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r; + exp_scale *= 0.5; + if (abs(vary_fragcoord.y-exp_scale) < 0.01 && vary_fragcoord.x < 0.1) + { + color = vec3(1,0,0); + } +} vec3 legacyGamma(vec3 color) { @@ -181,7 +190,8 @@ void main() vec3 seed = (diff.rgb+vec3(1.0))*vec3(tc.xy, tc.x+tc.y); vec3 nz = vec3(noise(seed.rg), noise(seed.gb), noise(seed.rb)); diff.rgb += nz*0.003; - + + //debugExposure(diff.rgb); frag_color = max(diff, vec4(0)); } diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 7809129743..ef6e7c3994 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -6759,6 +6759,8 @@ void LLPipeline::generateLuminance(LLRenderTarget* src, LLRenderTarget* dst) gLuminanceProgram.bind(); + static LLCachedControl<F32> diffuse_luminance_scale(gSavedSettings, "RenderDiffuseLuminanceScale", 1.0f); + S32 channel = 0; channel = gLuminanceProgram.enableTexture(LLShaderMgr::DEFERRED_DIFFUSE); if (channel > -1) @@ -6772,6 +6774,16 @@ void LLPipeline::generateLuminance(LLRenderTarget* src, LLRenderTarget* dst) mGlow[1].bindTexture(0, channel); } + channel = gLuminanceProgram.enableTexture(LLShaderMgr::DEFERRED_NORMAL); + if (channel > -1) + { + // bind the normal map to get the environment mask + mRT->deferredScreen.bindTexture(2, channel, LLTexUnit::TFO_POINT); + } + + static LLStaticHashedString diffuse_luminance_scale_s("diffuse_luminance_scale"); + gLuminanceProgram.uniform1f(diffuse_luminance_scale_s, diffuse_luminance_scale); + mScreenTriangleVB->setBuffer(); mScreenTriangleVB->drawArrays(LLRender::TRIANGLES, 0, 3); dst->flush(); |