I'm trying to get gamma correction to work in my DX11 tile deferred renderer, but something in my pipeline must be doing something that I don't realize.
When I manually do gamma correction with pow(color, 2.2) and pow(finalColor, 1.0/2.2) it looks great! When I use the sRGB formats it appears way too bright.
My pipeline is as follows.
1. Create diffuse G-Buffer by reading from sRGB textures and writing to a sRGB render target. This is a pass-through.
2. Perform lighting in compute shader. Read from the sRGB diffuse G-buffer and compute lighting. Write the result to a DXGI_FORMAT_R16G16B16A16_FLOAT. I can't use an sRGB write format here because I have to write the result into a UAV.
3. Run post-processing. Read from the DXGI_FORMAT_R16G16B16A16_FLOAT and write down to the sRGB render target back buffer to be presented to the screen. I've disabled post-processing steps for the moment so this is just a pass-through.
What am I missing? >_>
Edited by DementedCarrot, 15 January 2014 - 05:02 PM.