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Questions tagged [hdr]

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Can the Unity URP actually output an HDR signal to a supporting monitor? I don't mean HDR values with tone mapping applied to map the values to an SDR signal, but actual HDR values displayed on the ...
arcadeperfect's user avatar
2 votes
1 answer
980 views

[Purpose]: I need to save the Unity camera view into a .exr file. [Error]: Remapping between formats 74 -> 73 is not supported [What I've tried]: I tried the ...
T3-Tan's user avatar
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In different sources I see ACES tonemapping, but I see one of two possible sets of formulas: https://www.shadertoy.com/view/XsGfWV this one https://www.shadertoy.com/view/tdffDl or this I compared ...
Emil Kabirov's user avatar
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1 answer
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I am trying to create an HDRI SkyBox out of 6 textures but after I create the cubemap with Assets → Legacy → Cubemap and drag it in the HDRI Sky I get an all white environment. Is this a problem with ...
mavish's user avatar
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I finally have a PBR implementation in an engine that I'm writing for a game I'm developing but I'm stuck on how to use IBL in real situations. Most IBL tutorials use it just to show a single mesh or ...
Sammi3's user avatar
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I've enabled HDR and bloom effects in my SceneKit app, but I don't want some of the elements in my scene to bloom. For example, the lighter spots on the skybox are currently glowing. Is there some ...
BinaryGuy's user avatar
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I've a 2d background, some sprites, blitted onto it. And over all that in the final pass I draw colored lights, to make projectiles look cooler. Basically I apply a classic lightmap, which is colored ...
SmugLispWeenie's user avatar
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1 answer
532 views

I have a question regarding to the HDRI maps as many some of you have a bit of experience in this field especially for Oculus Rift platform! I've been trying to achieve a 3D landscape from this HDRI ...
user3600129's user avatar
1 vote
1 answer
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How do I blend two colors using SrcAlpha and OneMinusSrcAlpha when I have HDR range (rgb and a values can be > 1)? The typical formula for non-HDR is (src * srcAlpha) + (dst * (1.0 - srcAlpha)) but ...
jjxtra's user avatar
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I've seen many posts on how to accomplish HDR bloom effects in Unity3D using its (now legacy) Bloom component as part of the standard assets package. I'm trying to replicate it using the new post ...
Leftover Salad's user avatar
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2 answers
895 views

I'm using Direct3D 9 to draw some primitives into a texture. The format used at texture creation is D3DFMT_A16B16G16R16F, and the primitives are drawn using additive blending. The additive blending ...
the.punisher's user avatar
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I am trying to do hdr rendering with two shader programs: one simply draws a hdr texture on a fullscreen quad and the other one does tonemapping. I am trying either linear tonemapping ...
Alakanu's user avatar
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I'm trying to implement tone mapping along with eye adaptation and HDR. Actually I implemented this already but I'm not satisfied with result and I think that I made something wrong. My final image (...
Harry's user avatar
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3 votes
2 answers
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I'm currently working on an implementation of rectangular area lights but I am having some issues with the illuminance calculation, which gives me serious colour banding across the entire lit area. I'...
Bentebent's user avatar
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1 answer
1k views

I am using a tonemapper in our project and a friend of mine asked if I could provide him with a plot of the tonemapper used (different functions are implemented). I tried in MATLAB to copy the tone-...
juan_morata's user avatar
8 votes
1 answer
505 views

We're having some issues with our ray tracing in DirectX, especially with some serious banding issues with specular. With high specular power (above 8) banding starts. I'm wondering if this is an HDR/...
Bentebent's user avatar
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2 answers
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For the last few weeks, I've been trying to port a DX9 implementation of HDR rendering (tone mapping, bloom, stars, etc.) over to DX11. I believe I've got all features working but I'm not getting good ...
Richard Copperwaite's user avatar
3 votes
1 answer
637 views

I'm working with an in-development system that uses .hdr environments (equirectangular projection) to provide image-based lighting (IBL) to a 3D rendering. I'm ...
Phrogz's user avatar
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1 answer
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So, everything was clear from the specification point of view, but when I moved to reading through some of the original implementations and reimplementations, I ran into this: ...
Rylynn's user avatar
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4 votes
1 answer
13k views

Last time I used image effects in Unity it was back when 3.0 was released and for bloom you used the object's alpha to indicate whether it should glow or not. Now in 4.2 I couldn't grasp how to apply ...
Esa's user avatar
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4 votes
1 answer
6k views

I found an example of uncharted 2 tone mapping on this site. Here is the code: ...
Irbis's user avatar
  • 614
26 votes
1 answer
16k views

At the moment I use an image based light in my game for environment lighting. I sample a sky cubemap to get diffuse and specular lighting. At the moment I use a HDR rendering pipeline - the skybox ...
Rob Melson's user avatar
2 votes
1 answer
9k views

Unity3D's reference describes the HDR Bloom as: Using HDR allows for much more control in post processing. LDR bloom has an unfortunate side effect of blurring many areas of a scene even if ...
SpeedBirdNine's user avatar
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1 answer
7k views

I found two ways of doing tone mapping (first, second): ...
Irbis's user avatar
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2 votes
1 answer
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I implement HDR in my graphics engine (deferred rendering) based on this document: link I save a luminance in a texture (RGBA16F) this way: ...
Irbis's user avatar
  • 614
33 votes
3 answers
2k views

How do you make it easy for your artists to author content for an HDR renderer? What kinds of tools should you provide, and what workflows need to change, in going from LDR to HDR? Note that I'm not ...
Nathan Reed's user avatar
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17 votes
4 answers
11k views

I'm trying to understand what HDR is and how it works. I understand the basic concepts and have an slight idea of how it is implemented with D3D/hlsl. However it's still pretty foggy. Say I'm ...
dotminic's user avatar
  • 1,637