As end point in post processing we combine everything into RGB8 texture despite keeping our colors in linear space. You need RGBA16F for linear colors. This isn't visible when tonemapping is one (just banding) but with HDR colors and tonemapping off the whole HDR part > 1 is clamped causing e.g. further HDR bloom not possible.
That explains my struggles in fx.* nodes when postpro with SAO/GTAO was enabled.
We should keep RGBA15F or move back to NonLinear/Gamma SRGB space when using RGB8 textures.
In what color space should FXAA/SMA be done?
As end point in post processing we combine everything into RGB8 texture despite keeping our colors in linear space. You need RGBA16F for linear colors. This isn't visible when tonemapping is one (just banding) but with HDR colors and tonemapping off the whole HDR part > 1 is clamped causing e.g. further HDR bloom not possible.
That explains my struggles in fx.* nodes when postpro with SAO/GTAO was enabled.
We should keep RGBA15F or move back to NonLinear/Gamma SRGB space when using RGB8 textures.
In what color space should FXAA/SMA be done?