ToneMap with other post process effect,
Members - Reputation: 1998
Posted 06 December 2012 - 04:55 PM
Look at a lot of post process effect in chain :
Depth Of Field->Bloom->MotionBlur->FXAA
Now, add a tone map in it.Since tone map is the only one who need a RGBA32 input texture, does it right to make it first to avoid all other post process to be RGBA32 ? Does it can be done before Bloom to avoid bloom output a RGBA32 texture ?
What is the good way to handle all that without loose perf too much perf ?
Moderators - Reputation: 49118
Posted 06 December 2012 - 08:31 PM
Personally, if I was making a PC game, I would support both approaches and give the user the option of "HDR Post Processing: Yes/No", etc...
FXAA should always be done after tone-mapping.
In the last game I worked on, we did do most of the post-processing after tone-mapping, for performance reasons.
For the bloom, we used the HDR image as an input, but copied it to an RGBA8888 texture with something like output=(HDR*scale)-bias, which acts as a traditional "threshold" pass.
- Threshold and bias (to 8888) - blur, blur, blur - / \ HDR- - Screen Blend - DOF, motion blur - FXAA \ / - ToneMap (to 8888) -------------------------------