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#ActualHodgman

Posted 04 September 2012 - 05:48 AM

In your tonemapping shader, you've got something like:
float avgLum = tex2D( ... );
You can put limits on it by adding something like:
avgLum = min( 10.0, max( 0.5, avgLum ) );
This will constraint how much the tone-mapper can adjust for very bright or very dark scenes.

[edit] Though instead of hard-coding those numbers, you can make them variables that are controlled by a slider, and have your artists choose suitable values.
In our game, we used different values for day-time, night-time, raining, etc...

#1Hodgman

Posted 04 September 2012 - 05:24 AM

In your tonemapping shader, you've got something like:
float avgLum = tex2D( ... );
You can put limits on it by adding something like:
avgLum = min( 10.0, max( 0.5, avgLum ) );
This will constraint how much the tone-mapper can adjust for very bright or very dark scenes.

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