Skip to content

Camera output textures are always in RGB8 textures when postprocessing is on despite being in linear space #427

@vorg

Description

@vorg

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?

Metadata

Metadata

Assignees

No one assigned

    Type

    No type
    No fields configured for issues without a type.

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions